Willow has two goals, the first is to create an environment where her team can get to know one another and get comfortable enough with each other that they can engage in meaningful, difficult conversations.
Willow’s second goal is to generate awareness of why the project is so important, and what problems they need to focus on. He needs his team to pull together more.
Willow creates ice breaker questions designed to have team members reflect and share stories regarding previous projects they worked together on.
The reason behind choosing these questions is to bring out commonalities amongst her project’s stakeholders, creating bonds below the surface that will last at least for the term of the project.
By using the ice-breaker and trivia questions, Willow created an environment where her team members could chat with one another about previous projects they worked on. They got to know one another and the project in far more detail. The survey questions were illuminating for Willow, as they provided her some insight on how members of her team felt about the project value, timelines, and overall direction. By gamifying the content Willow could see instant deeper connections in her team. People used to struggle remembering each other’s names but that was a thing of the past after using the Strong Game.
By gamifying the content Willow could see instant deeper connections in her team. People used to struggle remembering each other’s names but that was a thing of the past after using the Strong Game.
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