CASE STUDY – the game Our House 

CASE STUDY – the game Our House

We have implemented this project in many sectors; we have selected the case study for the IT sector (80 people)


The issue the client addressed us with was related to the motivation of the team and insufficient cooperation between individual subgroups. The client wanted to focus on developing such competences as: Motivating and Cooperation.


To answer the client’s needs, we suggested the game titled “Our House.” This task is a perfect mirror of the cooperation and motivation of the team members.


The key element of the game is to build a place where the whole team can fit. In order to collect the materials needed to build the “house”, the members of the team have to “earn money.” Sometimes it happens that earning the money overrules the final goal, which is building a shared construction. And so was the case here. It was especially visible in the exciting final stage of the task when it turned out that… there was no one left to build the house! The actions of the team are a perfect mirror of how the teams operate at work. Focusing on indirect objectives makes them forget the final goal (the product for the client). This is also a great metaphor of how important it is to maintain the motivation until the end of the project, even if my own task is already completed.


In the discussion we focused on the paradox related to maintaining the motivation throughout the whole project, focusing on interim objectives and the final goal at the same time. We also defined new rules for the cooperation between the subgroups.

OUTCOME: The team do not forget the final goal and manage to cooperate more effectively!

Selected training projects for which we used the “Our House” game

Multinational corporation in the energy, electrical engineering and telecommunications industry: the game was organised for ca. 50 people.

Multinational pharmaceutical company: the game was organised for ca. 50 people.

Bank: game for ca. 250 people.

A multinational company operating in such sectors as automation, robotics and energy industry: an integrative training project with developmental elements, designed for 50 participants.

A telecommunications company: integrative training projects with developmental elements, designed for ca. 700 people. The game was conducted for groups of 50-120 people.

Multinational company from the energy sector: game for 30 participants.

IT company: the game was organised for ca. 50 people.


CASE STUDY – the game Our House