top of page

The game prototype: what we have developed

One of the most exciting moments of the GEG – Gender Equality Game project was the development of the prototypes. After months of work, discussion and listening, we decided to create a kit with three games, different in format and mode of interaction, but united by the same goal: to make stereotypes visible and stimulate shared reflection.
One of the most exciting moments of the GEG – Gender Equality Game project was the development of the prototypes. After months of work, discussion and listening, we decided to create a kit with three games, different in format and mode of interaction, but united by the same goal: to make stereotypes visible and stimulate shared reflection.

The first prototype is called ‘Match the Unmatched – Challenge biases, change the rules’, a game inspired by the classic memory game, but which reinterprets the association mechanism in a critical way. The aim is to discover, recognise and question stereotypes and discriminatory dynamics present in work contexts, one card at a time.


The cards present concepts and definitions to be matched correctly: each match provides an opportunity to discuss, share examples and recount experiences. The game is structured on several levels of difficulty and is designed to be used both as an introductory tool and as an in-depth activity.


The second is called “Break Through – Break down barriers, build equity”. This game takes up the dynamics of “battleship”, transforming it into a challenge against the invisible barriers that hinder equality in the workplace: glass ceilings, invisible walls, symbolic chains.


Players face each other on identical grids, where obstacles to be dismantled are hidden instead of ships. Each time a barrier is identified, players must correctly answer a question about data, dynamics or prejudices related to work and gender. A correct answer allows them to “break” part of the barrier; a wrong answer means they lose their turn. In addition to the competitive aspect, the game encourages reflection: each barrier broken becomes an opportunity to discuss how that problem actually manifests itself in organisations and what actions could be taken to address it.


Finally, there is the 'Booklet Series – Reflect. Resume. Rethink.'


Not a game in the strict sense, but a collection of thematic booklets with guiding questions designed to stimulate individual and collective reflection. Each booklet addresses a crucial theme: Teams and recruitment (for HR and recruiters), Communication and language (for everyone), Roles and opportunities (for managers), Well-being and work organisation (for everyone), Vision and future (for leadership and management).


These booklets can be used in training sessions, workshops, team building events or even as a personal exercise.

The game kit was not developed in the abstract; on the contrary, the games were tested with focus group participants, gathering observations and suggestions that made them more effective and accessible.


The value of this work lies in its practicality: offering tools that, in different ways – from competitive games to individual reflection – can spark stimulating conversations. Because the first step towards change is to realise what we take for granted, and games have proven to be a powerful way to bring to light what often remains invisible.



 
 
 

Comments


bottom of page