
One of the most exciting moments of the GEG – Gender Equality Game project was developing the prototypes: a kit with three games to make stereotypes visible.
One of the most exciting moments of the GEG – Gender Equality Game project was developing the prototypes. After months of work, discussion and listening, we decided to create a kit with three games, different in format and interaction but united by the same goal: making stereotypes visible and prompting shared reflection.
A game inspired by the classic memory game, reinterpreting the matching mechanism in a critical key. The goal is to discover, recognise and question stereotypes and discriminatory dynamics in the workplace, one card at a time. The cards present concepts and definitions to match: each match opens a chance to discuss, share examples and tell stories. It is structured on several difficulty levels and can be used both as an introductory tool and as an in-depth activity.
It takes the "battleship" dynamic and turns it into a challenge against the invisible barriers that hinder equality: glass ceilings, invisible walls, symbolic chains. Players face off on identical grids where, instead of ships, barriers to dismantle are hidden. Each barrier found requires answering a question about data, dynamics or prejudices related to work and gender: a correct answer breaks part of the barrier, a wrong one loses the turn. Each broken barrier becomes a chance to discuss how that problem shows up in organizations.
Not a game in the strict sense but a collection of themed booklets with guiding questions to prompt individual and collective reflection. Each booklet addresses a theme: Teams and hiring (for HR and recruiters), Communication and language (for everyone), Roles and opportunities (for managers), Wellbeing and work organization (for everyone), Vision and the future (for leadership and management). They can be used in training, workshops, team building or as a personal exercise.
The kit was not developed in the abstract: the games were tested with focus group participants, gathering observations and suggestions to make them more effective and accessible. The value of this work lies in its concreteness: the first step to change is noticing what we take for granted, and play proved a powerful way to surface what often stays invisible.