TradeOff Game
www.tradeoffgame.comTradeOff: The Digital Platform TradeOff is a digital media platform. It addresses corporate and societal issues. Using gamification, it recreates the issue and the potential solutions by providing an interactive experience that enables the individual to make better informed decisions. Examples of TradeOff use cases Our first use case is financial capability. This is described in detail below. Financial capability: Enable people to make better informed financial and lifestyle decisions; Welfare: Enable welfare recipients to experience employment and learn how to join the workforce; Health: Enable people to experience preventative health lifestyle decisions and the implications of alternatives; Agriculture: Enable farmers to learn about/trial different cropping, fertiliser and stocking strategies; Education: Enable students to make better decisions regarding their choice of career education qualifications. Financial Capability: The Issue OECD research identifies that 2bn people in the G20 lack basic financial capability. (Capability is defined as the skills and knowledge of financial matters, the motivation to do something and the access to financial products.) PwC research identifies that the lack of financial capability also adversely affects workplace productivity. Financial Capability: The Solution TradeOff: The Game of Money and Life, is based around thousands of real, interactive stories and includes real products and services and uses real financial data. It enables players to experience life's decisions, the options available, the outcomes and the consequences of these decisions before they face them in the real world. This is a premium entertainment product not an educational one. Of course, it is highly educational but we don't pitch it as such. TradeOff was designed by the world's best game designers, the former Head Of Google Games and DreamWorks Games and his colleague, the father of Serious Games (according to Wharton Business School).
Read moreTradeOff: The Digital Platform TradeOff is a digital media platform. It addresses corporate and societal issues. Using gamification, it recreates the issue and the potential solutions by providing an interactive experience that enables the individual to make better informed decisions. Examples of TradeOff use cases Our first use case is financial capability. This is described in detail below. Financial capability: Enable people to make better informed financial and lifestyle decisions; Welfare: Enable welfare recipients to experience employment and learn how to join the workforce; Health: Enable people to experience preventative health lifestyle decisions and the implications of alternatives; Agriculture: Enable farmers to learn about/trial different cropping, fertiliser and stocking strategies; Education: Enable students to make better decisions regarding their choice of career education qualifications. Financial Capability: The Issue OECD research identifies that 2bn people in the G20 lack basic financial capability. (Capability is defined as the skills and knowledge of financial matters, the motivation to do something and the access to financial products.) PwC research identifies that the lack of financial capability also adversely affects workplace productivity. Financial Capability: The Solution TradeOff: The Game of Money and Life, is based around thousands of real, interactive stories and includes real products and services and uses real financial data. It enables players to experience life's decisions, the options available, the outcomes and the consequences of these decisions before they face them in the real world. This is a premium entertainment product not an educational one. Of course, it is highly educational but we don't pitch it as such. TradeOff was designed by the world's best game designers, the former Head Of Google Games and DreamWorks Games and his colleague, the father of Serious Games (according to Wharton Business School).
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