Research

What makes one team a bigger success formula compared to the other team? What behaviour does a successful team show? How is the collaboration, how is the communication and how is leadership shown? We are doing research on these topics on a day to day basis, to ensure we can help out organisations in creating successful teams. Because we believe a company can only be successful, if the employee is empowered.

Researching different branches and the different models they use, like ANTS, NoTECHs, DISC and the Team Emergency Assessment Measure, Friesland Boeit developed a new model to measure skills and to see what your preferred styles are. Our escape room, and many escape room worldwide, have been designed in a way it’s possible to observe teams. We observe teams everywhere and we measure them on skills as communication, co working and leadership. And it’s important to point out that there is no right or wrong, but that there are different ways of coming to conclusions. Divergent thinking.

The escape room is set up as a pressure cooker, where team members are put to the test by being immersed in stress while playing the game. This is to add to the effect of showing your true self when you play, because of the flow that you come into. This is why the behaviour that people in the escape room show is as real life as possible, so that our observations and analysis give a very trustworthy image of the real situation.

Serious games are games that are not only based on entertainment, but where games have a higher goal, often to be found outside of the gameplay. Often the goal is focused on learning the player something. Playing a serious game has a big motivational function for the player. What happens during a serious game, is that some things will get into the head of the player, which will help him later on. We, as a maker of serious games, create a ‘memory of the future’.  The player collects memories in it’s brain, which he can use to adjust to events happening in real life. Traditional training often put the trainee in a passive mind-set, causing a struggle to link theory and real life practice.
With our serious game, the player physically has to act. Hereby, the experience is the main focus, which makes the learning curve as big as possible. Because the goal and the use of the training is very obvious, a change in behaviour can be easily made.
Escape rooms are a perfect example of a serious game where it’s not just fun to play the escape room with your team, but where the activity also causes the player to develop new insights in their team behaviour.