Guide · 10-12 min read

Storytelling brand by the game: 5 cases B2B

Brand storytelling by the game B2B is one of the most powerful - and underused - formats. A business story told in cards, plateau or escape game leaves a record 5 to 10 times more durable than an institutional video or a PDF booklet (more about our corporate game) Here are the 5 cases of use that work in B2B, with concrete examples and method of implementation.

Brand storytelling by the game B2B is one of the most powerful - and underused - formats. A business story told in cards, plateau or escape game leaves a record 5 to 10 times more durable than an institutional video or PDF booklet. Here are the 5 cases of use that work in B2B, with concrete examples and method of implementation.

Case 1 - Original history told in cards

The first case of use is the original story: tell the company's creation, the founding moments, the initial values. Effective format: a chronological card set (30-50 cards) where each card represents a key moment. Players reconstruct the story as a team by deduction and discussion.

Typical mechanics. Each team receives mixed cards + contextual indices. It must reconstitute the correct timeline in 25-40 minutes. The moment of discovery of the solution triggers the debrief: back on key moments, underlying values, which remains current today.

Standard budget: an intermediate budget for 500-2 000 copies. Design time: 8-10 weeks (the historical research work on the company takes 2-3 weeks alone). Memorization of key moments at 6 months: 78% vs. 22% for an equivalent PDF booklet.

Case 2 - Job explained by situation

The second case is the explanation of the trade: to make it clear how the company creates value. Effective format: a collaborative platform where players simulate the stages of the trade (production, R&D, commercial, delivery) with realistic constraints and events.

Typical mechanics. Each team manages a "department" (production, quality, commercial, logistics) and must collaborate to deliver a virtual customer. Constraints (time, budget, quality, capacity) are calibrated on the reality of the company. Duration 60-90 minutes. Debrief on arbitrations, interdependencies, business complexity.

Standard budget: an intermediate budget for 300-1,000 copies. Particularly useful for new arrivals (onboarding) and support functions that do not know operational complexity (HR, finance, communication). Effect: better inter-service empathy, commitment rate +15 points over 12 months.

Case 3 - Real-time values

The third case is the transmission of corporate values: to make the values live instead of displaying them on a wall. Effective format: a set of cards situations where players arbitrate between several options in concrete business dilemmas.

Typical mechanical. 40-60 situation cards, each with a common professional dilemma (discontented customer, impossible deadline, team conflict, ethical failure). The player reads the situation and chooses from 3 options, each with a different value. The choices are discussed in teams.

The goal is not to give the "right answer" (there is often no answer) but to make the values emerge in debate. Players realize what they put into practice each day. Budget an intermediate budget for 500-2 000 ex. Effect on cultural eNPS: +12-25 points at 6 months.

Case 4 - Strategic Transformation Telled

The fourth case is the most strategic: to accompany a major transformation (strategic recast, fusion, CSR turn, digitalisation).Efficacy format: a set game or escape game that materializes the transformation and makes live the "new" business as opposed to the "old".

The game has two phases: the first one makes the current situation play (with its perceived limits), the second one makes the target transformation play (with its anticipated benefits). Players live the gap, feel what the transformation changes in practice. Duration 60-120 minutes.

Typical scenario: a large French industrial group that goes from one organization per product to one organization per customer. The game has played both modes to 800 employees over 6 months - adoption of the new accelerated organization of 9 months according to the internal measure of exchange management. Budget an intermediate budget.

Case 5 - Corporate Anniversary Celebrated at Issue

The fifth case is the corporate anniversary (10, 25, 50, 100 years old). Effective format: a staged event game distributed to all employees as a personal "anniversary object" + animated in a collective session at the annual seminar.

The individual kit contains a historical company booklet + a personal mini-game (memory cards, quizzes, riddles). The collective session (seminar) makes play a large format together (giant plate, escape game). Combination of the individual kit (personal memory effect) and the collective moment (memorable brand effect).

Standard budget: an intermediate budget for a full anniversary project (kit + event format). Effect: the anniversary kit is kept 5+ years by 70-80% of employees (persistent brand object). Memory of the event at 12 months: 85% vs 35% for a classic anniversary seminar. Behavioural studies on event memorization: ANACT (continuing training) And Ministry of Labor (professional training).

Sources: Ministry of Labor (professional training) · ANACT (continuing training).

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Questions frequent

How much does a brand storytelling project cost by the game?

Overall budget by format. Origin story in cards: an intermediate budget. Trade explained on board: an intermediate budget. Values lived in cards: an intermediate budget. Transformation told as board/escape game: an intermediate budget. Complete corporate anniversary: an intermediate budget. The main cost driver is the narrative design phase (historical research, writing, scripting), which represents 35-45% of the budget.

How long to produce a brand storytelling game?

Standard time 10-14 weeks from the brief to delivery. The work of research and narrative writing takes longer than on a classic educational game ( 3-4 weeks vs 2 on the narrative). The rest follows the standard calendar: prototyping 2-3 sem, user testing 2 sem, production 3-5 sem. For an anniversary project set on a fixed date, start 6 months upstream is comfortable.

Can storytelling by playing replace classical internal communication?

No, it complements it. Internal communication (intranet, newsletters, videos) remains the channel of daily continuity. The storytelling game is a highlight that marks the memory - reserved for structuring occasions (birthday, transformation, new strategy). Of the 5 documented cases, the game serves as a memory hub around which classical communication gravitates afterwards.

Can a brand storytelling game be used externally (clients, prospects)?

Yes, and it is even an excellent format for VIP customer events, trade shows, prospect presentations. The game tells the company without the classic "commercial pitch" - superior memorability effect. Additional cost: adaptation of content (deletion of confidential internal references) and adjustment of format (often shorter and simpler externally). Budget +15-25 % vs. internal version.

Does storytelling by the game work for all business sizes?

For SMEs (50-200 employees), the light format (culture cards) is suited with an intermediate budget. For mid-caps (200-2,000 employees), all formats work depending on the occasion. For large groups (2,000+), event formats (anniversary, transformation) generate the strongest ROI thanks to scalability (the same kit distributed to 10,000+ people). Below 30 employees, the gamified format remains possible but the investment in design becomes disproportionate: prefer a simplified version.

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