making waves

Do well by
doing good

Making Waves creates powerful mindset shifts to supercharge sustainable transformation.
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How does it work

Teams each manage a manufacturing organisation on the fictional island of Eden and try to outperform competitors on financial performance and sustainability. They must decide how to invest in their supply chain, manufacturing and distribution to appeal to evolving stakeholder demands - including the island's customer market who will only buy from those organisations specifically addressing their requirements! Limited time, budgets and information mean every decision carries risk.

Key outcomes

• Understanding of the sustainability value proposition and how to communicate it
• Discovery of optimal approaches to maximise profit, ESG impact and reputation
• Understanding the trade offs relating to satisfying different stakeholder groups

Business Benefit

• Better decision making from leaders
• Improved reputation
• Improved ESG impact
• Happier shareholders
• More loyal customers and employees

Companies who are playing this game

• PepsiCo
• Roche
• Cargill

Who is it for

All employees in global organisations, especially Manufacturing, FMCG, Pharmaceutical and Logistics

Guide price

£80

per participant
per hour

Game Modules

The core game version is played over 3 rounds, each lasting around 2 hours.

The first round focuses on building a base level of information. Round two focuses on the difficulties of implementing sustainable transformation. The final round looks to generate competency around communicating the value proposition of Sustainability.
Module 1

Understanding
Sustainability

Topics & Tasks
1) Defining sustainability
2) Understanding key case studies
3) How stakeholder demand will evolve

Key Learning
Understanding the trade offs in satisfying different stakeholder groups
Module 2

Implementing
Sustainability

Topics & Tasks
1) Understanding the key levers of sustainable transformation
2) Applying and understanding the ReSolve model
3) Devising and executing sustainable strategies

Key Learning
Understanding the cause and effect of different decisions
Module 3

Communicating
Sustainability

Topics & Tasks
1) The sustainability value proposition
2) Awareness of bias
3) Influencing the adoption of sustainability

Key Learning
Bringing others with you for sustainable transformation

Feedback

This is what participants have to say about this game

Aimee Felton

Commercial Manager, Aggregate

“The insights into how sustainability is viewed and communicated across different pillars of the business were eye-opening. I’m now willing to walk away from short-term deals if they don’t fit our long-term sustainability strategy, instead of being bullied on price. Trusting the strategy – and that the industry will follow – is key.”

Tyrone Reis

International Beverages Lead Counsel, PepsiCo Global

“Managing the trade-offs in a fun and engaging way through the business game was incredibly impactful. I’ll keep our business objectives front and centre with commercial sustainability in mind, and I think all teams and functions should go through this experience.”

Sarah Lightowler

Business Development Manager, Cargill

“Honestly, it’s the best course I’ve been on in a long time – the level of interaction balanced with the fun competition of the game works so well. I’ll continue to focus on the long-term value sustainability will add to the business.”

Who it involves

Normally between 12 to 24 participants in each session (but this is flexible), competing in smaller teams against each other.

They are led at all times by a facilitator either from PBS or the client.

How long it lasts

Most games are 2-8 hours. Some classroom courses last up to 4 days. We tend to avoid playing online for more than half a day in one go.

There is normally some brief pre-work for participants to complete and we suggest a short follow-up workshop to embed the learning.

Where it happens

Almost all of our games can be played face-to-face, virtually or a combination of both.

Increasingly, we are seeing demand for digital games to be played face-to-face in the classroom.
where
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