6:20 CHILI NIGHTS - SOLVING BUSINESS CHALLENGES REAL TIME
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6:20 Case Studies

Few days after our regular bi-weekly event we sum up the lessons learned from the discussions, suggestions, and tips of participants. Check them out, it might be useful for your business too!

Case study of a personal development card game - Inspire

13/5/2016

1 Comment

 
We learned in 6 minutes that...

Inspire is not your usual card game. There are no dragons to fight with, cannot collect coins, roll the dice, or compete. You are a winner if the game changes your mindset on the long term. The rules are simple, just take a card, and start a conversation about the everyday habit illustrated on it. The main idea is that by just talking about it, it's easier to find those weaknesses in your schedule and lifestyle that make it harder to focus or reach your own goals.

Gergő, founder of the game, started the development 2 years ago, and this is the 10th version of it - first one available for purchase. He organizes regular game-nights in different places in Budapest, and just recently started reaching out to more people through the InspireRoom community on Facebook. 
His vision is that one day he would enter a random pub in London and would see a group of friends holding an Inspire card over a beer, and talking about those small life-changing habits that make each of their day a happier one.

Gergő brought us several questions at once: which communities would be interested the most in the game, how to step across the borders of Hungary, and how to create a movement. 

We figured out in 20 minutes that...

As usual, the audience had 20 minutes to reflect on both the idea and the questions popped by Gergő. The following list sums up the best ideas, suggestions, and comments.

1. Find communities!
  • the venue of 620ChiliNights is actually a cosy cafe with witty logical games, so bring a set of cards and leave it here next time!
  • start sharing it in middle and high schools. It could make a great impact on kids' life whose cognitive intelligence is developed enough to understand the goal of the game. Their habits are still forming, thus a regular and guided conversation is extremely important in that age.
  • the younger generation can be easily involved through the platform they use the most: their mobile phones. Through an app, which does nothing else but randomly drops a card could also make it easier to play in an ad-hoc way, anytime, anywhere.
  • find those college seniors who care about the development and skills of the freshmen. Colleges of advanced studies and student organizations are also good examples of university communities where members take efforts to improve their skills through extra-curricular activities.
  • partner up with HR consulting agencies, coaching and training firms, startup incubators, organization development companies, and MLMs! All these could use the cards as a tool for improving sales, communication, and a wide range of skills.
  • partner up with psychologists, and psychiatrists who hold regular group therapies for people with any kind of behavioral problems. 
2. Go abroad! 
  • partner up with big game publishers; selling the licence could be an easy way to go international.
  • find international game clubs and hubs and send them a demo version for free.
3. Start a movement!
  • do a TED Talk!
  • leave cards on airports with special instructions.
  • partner up with wine shops and attach a card to bottles ordered by a group of friends. It would automatically start up a conversation among them.
1 Comment
academized link
19/11/2020 06:14:59

The case study of a travel website and learned a lot of thoughts and making the interesting objectives as well,keep it up. I am very happy and generating the more academic thoughts and reviews.

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