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Players embark on a design thinking journey, from opportunity identification to value creation. Teams of 3-5 players collaborate to reduce uncertainty while competing with other teams for success. The game triggers multiple points of the Entrecomp framework.
Unlike many games, success in ESHIP comes from minimizing uncertainty. In a multi-team setting, the team with the lowest uncertainty score wins.
Gameplay
Players embark on a design thinking journey, from opportunity identification to value creation. Teams of 3-5 players collaborate to reduce uncertainty while competing with other teams for success. The game triggers multiple points of the Entrecomp framework.
Winning condition
Unlike many games, success in ESHIP comes from minimizing uncertainty. In a multi-team setting, the team with the lowest uncertainty score wins.
Gameplay
Players embark on a design thinking journey, from opportunity identification to value creation. Teams of 3-5 players collaborate to reduce uncertainty while competing with other teams for success. The game triggers multiple points of the Entrecomp framework.
Winning condition
Unlike many games, success in ESHIP comes from minimizing uncertainty. In a multi-team setting, the team with the lowest uncertainty score wins.
Future of Work – is a game that gets players to role-play potential employees and potential employers. Often there is mismatch between job call expectations (from the perspective of the hiring managers) and the job applicants. Making implicit concerns more explicit, the game helps overcome biases and blind spots from both sides.
There is no “winning” in this game – but rather a journey of self-discovery and expectation matching
Gameplay
Future of Work – is a game that gets players to role-play potential employees and potential employers. Often there is mismatch between job call expectations (from the perspective of the hiring managers) and the job applicants. Making implicit concerns more explicit, the game helps overcome biases and blind spots from both sides.
Winning condition
There is no “winning” in this game – but rather a journey of self-discovery and expectation matching
Gameplay
Future of Work – is a game that gets players to role-play potential employees and potential employers. Often there is mismatch between job call expectations (from the perspective of the hiring managers) and the job applicants. Making implicit concerns more explicit, the game helps overcome biases and blind spots from both sides.
Winning condition
There is no “winning” in this game – but rather a journey of self-discovery and expectation matching
Players role-play a team of researchers and go through a design thinking process to write a skeletal grant proposal. A team of 3-5 players cooperate to reduce uncertainty. There may or may not be teams to compete against.
In contrast to many other games, a lower score leads you to success. In a single team setting, you score yourself on your uncertainty score and self-assessment of your skeletal grant proposal. In a multi-team setting, the team with the lowest uncertainty score wins.
Gameplay
Players role-play a team of researchers and go through a design thinking process to write a skeletal grant proposal. A team of 3-5 players cooperate to reduce uncertainty. There may or may not be teams to compete against.
Winning condition
In contrast to many other games, a lower score leads you to success. In a single team setting, you score yourself on your uncertainty score and self-assessment of your skeletal grant proposal. In a multi-team setting, the team with the lowest uncertainty score wins.
Gameplay
Players role-play a team of researchers and go through a design thinking process to write a skeletal grant proposal. A team of 3-5 players cooperate to reduce uncertainty. There may or may not be teams to compete against.
Winning condition
In contrast to many other games, a lower score leads you to success. In a single team setting, you score yourself on your uncertainty score and self-assessment of your skeletal grant proposal. In a multi-team setting, the team with the lowest uncertainty score wins.
Leap in Time: The Patent Game is a digital escape room where players enter as voices inside Leonardo Da Vinci’s head who has traveled forward in time and landed in a modern but abandoned patent office. Players must help him discover what patents are, understand their structure and ultimately create a non-infringing patent. The gameplay requires reading, interaction & puzzle-solving.
Gameplay
Leap in Time: The Patent Game is a digital escape room where players enter as voices inside Leonardo Da Vinci’s head who has traveled forward in time and landed in a modern but abandoned patent office. Players must help him discover what patents are, understand their structure and ultimately create a non-infringing patent. The gameplay requires reading, interaction & puzzle-solving.
Winning condition
Like all escape rooms – the team that finishes the fastest is the winner with a caveat being – that you don’t get a count-down timer but a count-up timer. So, you can track your own time that you take to crack this 3-room game and compare it against others.
Gameplay
Leap in Time: The Patent Game is a digital escape room where players enter as voices inside Leonardo Da Vinci’s head who has traveled forward in time and landed in a modern but abandoned patent office. Players must help him discover what patents are, understand their structure and ultimately create a non-infringing patent. The gameplay requires reading, interaction & puzzle-solving.
Winning condition
Like all escape rooms – the team that finishes the fastest is the winner with a caveat being – that you don’t get a count-down timer but a count-up timer. So, you can track your own time that you take to crack this 3-room game and compare it against others.
OI: Are you Ready? is a game that tests your readiness towards Open Innovation by seeing whether or not you engage in principles of Open Innovation intuitively or not. In a workshop format, the facilitator will let participants identify certain barriers to open innovation and then come up with opportunities to overcome said barriers.
The team with the most diverse information and output using open innovation principles can be identified as a the most OI friendly team in the game and thus the winner.
Gameplay
OI: Are you Ready? is a game that tests your readiness towards Open Innovation by seeing whether or not you engage in principles of Open Innovation intuitively or not. In a workshop format, the facilitator will let participants identify certain barriers to open innovation and then come up with opportunities to overcome said barriers.
Winning condition
The team with the most diverse information and output using open innovation principles can be identified as a the most OI friendly team in the game and thus the winner.
Gameplay
OI: Are you Ready? is a game that tests your readiness towards Open Innovation by seeing whether or not you engage in principles of Open Innovation intuitively or not. In a workshop format, the facilitator will let participants identify certain barriers to open innovation and then come up with opportunities to overcome said barriers.
Winning condition
The team with the most diverse information and output using open innovation principles can be identified as a the most OI friendly team in the game and thus the winner.
Pactopolis (from latin – the City of Deals) The game starts with asymmetric information across different sectors and it is the task of the players to figure out the right incentives as well as the strategy. While money and resources will be needed to expand each industry’s area (and influence), the key to winning the game is the ability to make deals while the government tries to oversee the development of the area in the most sustainable way possible.
Player with the most negotiation points, money and resources in the end-of the game usually wins. There are other metrics that are also looked at – such as environmental benefits, team-play and
Gameplay
Pactopolis (from latin – the City of Deals) The game starts with asymmetric information across different sectors and it is the task of the players to figure out the right incentives as well as the strategy. While money and resources will be needed to expand each industry’s area (and influence), the key to winning the game is the ability to make deals while the government tries to oversee the development of the area in the most sustainable way possible.
Winning condition
Player with the most negotiation points, money and resources in the end-of the game usually wins. There are other metrics that are also looked at – such as environmental benefits, team-play and
Gameplay
Pactopolis (from latin – the City of Deals) The game starts with asymmetric information across different sectors and it is the task of the players to figure out the right incentives as well as the strategy. While money and resources will be needed to expand each industry’s area (and influence), the key to winning the game is the ability to make deals while the government tries to oversee the development of the area in the most sustainable way possible.
Winning condition
Player with the most negotiation points, money and resources in the end-of the game usually wins. There are other metrics that are also looked at – such as environmental benefits, team-play and
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End User License Agreement for the use of ESHIP: Navigating Uncertainty/GRANTED: The Research Grant Game/Pactopolis: Where Smart Negotiations Meet Sustainable Innovation
PERSONAL NON-COMMERCIAL USE
NOTICE: PLEASE READ THIS END USER LICENSE AGREEMENT (“Agreement”) EXPLAINING ADDITIONAL LICENSE TERMS AND LIMITATIONS BEFORE USING THIS PRODUCT. IF YOU DO NOT ACCEPT THESE TERMS, YOU MAY CONTACT BIOSYMFONIX TO RETURN THIS PRODUCT AND OBTAIN A REFUND OF THE ORIGINAL PURCHASE ORDER. FOR THE SAKE OF CLARITY, OPENING THE PRODUCT AND USING SAME IS DEEMED AN AGREEMENT TO THE FOLLOWING ADDITIONAL TERMS.
This Agreement constitutes a legally binding agreement between Customer (“Customer” or “you”) and Biosymfonix (DK33006039) (“Company”) and regulates the use of the Game (“PRODUCT”) and the associated materials. The “Effective Date” of this Agreement is the date of purchase.
End User License Agreement for the use of ESHIP: Navigating Uncertainty/GRANTED: The Research Grant Game/Pactopolis: Where Smart Negotiations Meet Sustainable Innovation
Academic Research Use
NOTICE: PLEASE READ THIS END USER LICENSE AGREEMENT (“Agreement”) EXPLAINING ADDITIONAL LICENSE TERMS AND LIMITATIONS BEFORE USING THIS PRODUCT. IF YOU DO NOT ACCEPT THESE TERMS, YOU MAY CONTACT BIOSYMFONIX TO RETURN THIS PRODUCT AND OBTAIN A REFUND OF THE ORIGINAL PURCHASE ORDER. FOR THE SAKE OF CLARITY, OPENING THE PRODUCT AND USING SAME IS DEEMED AN AGREEMENT TO THE FOLLOWING ADDITIONAL TERMS.
This Agreement constitutes a legally binding agreement between Customer (“Customer” or “you”) of Institution (“Institution”) and Biosymfonix (DK33006039) (“Company”) and regulates the use of the Game (“PRODUCT”) and the associated materials. The “Effective Date” of this Agreement is the date of purchase.
Restrictions On Use: Any use, reproduction or redistribution of the PRODUCT not expressly authorized by this Agreement is expressly prohibited and may result in severe civil and criminal penalties. Customer may not disassemble, reverse engineer, or modify the PRODUCT for any purposes.
Transfer Restrictions: You do not have the right to grant sublicenses to any third party. This PRODUCT is licensed only to you and may not be transferred to anyone without the prior written consent of Biosymfonix.
Request Conversion to Commercial Use License: If the Customer would like to use the PRODUCT commercially, e.g., beyond the limited Research Use provided for in this license, Biosymfonix is open to negotiate the provision of a separate commercial license for an extra cost, with specific terms depending upon the anticipated Commercial Use. “Commercial Use” is defined herein as any activity (including but not limited to workshops, hackathons, events, consulting) using PRODUCT whereby there is monetary transaction involved.
Intellectual Property Ownership: All title, ownership rights, and intellectual property rights in and to the PRODUCT and all copies thereof remain with the Company. Nothing in this Agreement grants or transfers to you any ownership rights in the PRODUCT, including the software and other intellectual property rights related to the PRODUCT. The PRODUCT is protected by the copyright laws of all countries, international copyright treaties and conventions, and other laws. All rights are asserted and reserved. Except as expressly provided in this Agreement, no part of the PRODUCT may be copied, reproduced, modified, created derivative works from, aggregated, republished, uploaded, posted, publicly displayed, encoded, translated, transmitted, distributed, sold, or otherwise exploited for any commercial purpose whatsoever, without the Company’s express prior written permission.
End User License Agreement for the use of ESHIP: Navigating Uncertainty/GRANTED: The Research Grant Game/Pactopolis: Where Smart Negotiations Meet Sustainable Innovation ACADEMIC TEACHING USE
NOTICE: PLEASE READ THIS END USER LICENSE AGREEMENT (“Agreement”) EXPLAINING ADDITIONAL LICENSE TERMS AND LIMITATIONS BEFORE USING THIS PRODUCT. IF YOU DO NOT ACCEPT THESE TERMS, YOU MAY CONTACT BIOSYMFONIX TO RETURN THIS PRODUCT AND OBTAIN A REFUND OF THE ORIGINAL PURCHASE ORDER. FOR THE SAKE OF CLARITY, OPENING THE PRODUCT AND USING SAME IS DEEMED AN AGREEMENT TO THE FOLLOWING ADDITIONAL TERMS.
This Agreement constitutes a legally binding agreement between Customer (“Customer” or “you”) of Institution (“Institution”) and Biosymfonix (DK33006039) (“Company”) and regulates the use of the Game (“PRODUCT”) and the associated materials. The “Effective Date” of this Agreement is the date of purchase.
Rights and Duties Upon Termination: This Agreement will terminate automatically without notice from Biosymfonix if you fail to comply with any provision of this Agreement. Upon termination of this Agreement, you shall return the PRODUCT and all derivative works, embodiments, and records thereof, including without limitation, copies thereof, electronic or otherwise. You must also destroy all the associated material provided. All provisions of this Agreement relating to disclaimers or warranties, limitations of liability, remedies, or damages and the Company’s proprietary rights, choice of law and jurisdiction, and indemnity shall survive termination of this Agreement.
Choice of Law and Venue: This Agreement shall be governed by the law of Denmark. All disputes arising out of or in connection with the present contract shall be finally settled under the Rules of Arbitration of the International Chamber of Commerce by one or more arbitrators appointed in accordance with the said Rules.
End User License Agreement for the use of ESHIP: Navigating Uncertainty/GRANTED: The Research Grant Game/Pactopolis: Where Smart Negotiations Meet Sustainable Innovation
Commercial Use
NOTICE: PLEASE READ THIS END USER LICENSE AGREEMENT (“Agreement”) EXPLAINING ADDITIONAL LICENSE TERMS AND LIMITATIONS BEFORE USING THIS PRODUCT. IF YOU DO NOT ACCEPT THESE TERMS, YOU MAY CONTACT BIOSYMFONIX TO RETURN THIS PRODUCT AND OBTAIN A REFUND OF THE ORIGINAL PURCHASE ORDER. FOR THE SAKE OF CLARITY, OPENING THE PRODUCT AND USING SAME IS DEEMED AN AGREEMENT TO THE FOLLOWING ADDITIONAL TERMS.
This Agreement constitutes a legally binding agreement between Customer (“Customer” or “you”) of Institution (“Institution”) and Biosymfonix (DK33006039) (“Company”) and regulates the use of the Game (“PRODUCT”) and the associated materials. The “Effective Date” of this Agreement is the date of purchase.
Like all escape rooms – the team that finishes the fastest is the winner with a caveat being – that you don’t get a count-down timer but a count-up timer. So, you can track your own time that you take to crack this 3-room game and compare it against others.