GameLab at the Ted Rogers Leadership centre creates digital games based on leadership case studies and scenarios. The games are interactive narratives where players must deal with colleagues, managers, clients, and their own values and goals at work. They make choices and face the consequences of their actions leading to different outcomes while they navigate a business challenge. Our purpose is to create online learning tools to strengthen ethical decision making in the workplace.
The games are designed to develop soft skills including critical thinking, information seeking, interpersonal interaction, empathy, reflection, choice under uncertainty, and resourcefulness in ethically challenging situations.
The challenges in the games come from corporate ethics and compliance officers, our leadership case collection, and qualitative research conducted by the Centre with early career employees (for example, MBA students under 32).
GameLab supports: student development, teaching, and research. Research ensures that our approach is supported by evidence from game-based learning theory and best practice. Corporate engagement means that our scenarios are targeting known challenges in the workplace and reflect realistic consequences. Development and testing with students and early career employees means that each game presents meaningful dilemmas and options from this point of view.
Since September 2018 we have completed four games, each playable in under 5 minutes. Three games are being used with 100+ students during the Fall term at Ted Rogers School of Management in a study on games as effective teaching tools for critical thinking in business ethics.
Some of our recent game topics include:
1. Managing a lucrative marketing campaign that results in serious harm to contractors and members of the public
2. Being a witness to and beneficiary of suspected racial discrimination in the workplace against one of your colleagues
3. Experiencing persistent and unwanted sexual attention from your colleague on a high-performing team of two
4. Being pressured to act against the code of conduct at your company in a way that seems minor to peers outside the company