The need: why Latitudes turned to a European B2B manufacturer
About the project The AI Battle, Latitudes needed a customised play tool to address a specific business issue: ia. Several solutions were possible - e-learning module, facilitator workshop, PDF support - but the team made the bet of a personalized board game built in the EU for three reasons that we regularly cross on this type of B2B project.
The first reason is that the physical format survives in the long term where an e-learning module is consulted once and then forgotten. On a theme like the Battle of AI, the stake is not to validate a knowledge but to anchor a behavior - and anchoring requires a repeated exposure. The manipulating game returns to the offices, comes out in a meeting, lends itself to colleagues. No PDF does this.
Second reason: tactile quality and material traceability. For a brand like Latitudes, a low-end giveaway made in Asia tells the wrong story. A game manufactured in the EU with certified responsible paper, vegetable inks and compliance AFNOR aligns the medium with the brand's values. Third reason: the short timeline (4 to 8 weeks across the EU versus 10 to 14 weeks for Asian imports) allows you to match a dated event without taking any risk on delivery.
The content of the game: what it teaches or makes you feel
The Battle of AI was designed to produce a precise effect on players. Players struggle by making decisions related to the use of artificial intelligence. Illustrating tensions between progress, ethics and strategy. Beyond this functional description, three pedagogical mechanics structure the experience.
First, a decision-based learning loop : at each turn, players are faced with choices whose consequences are revealed on the next turn. This loop forces situational thinking rather than abstract memorisation. Second, a progressive narrative : the first games are accessible to newcomers, but additional depth emerges in the second or third game, which allows the game to keep living within the organisation beyond the first session.
Third, a collective dimension by design. The game isn't built to be played alone but in teams of 3 to 8 people, which turns individual learning into a collective conversation. From the feedback measured by Latitudes, this collective dimension explains most of the 30-day retention gain compared with an equivalent e-learning format.
Manufacturing: technical choices and certifications
The production of The AI Battle mobilised our French workshops to precise standards. On materials: 350gsm certified responsible-paper board for the box, Bristol 310gsm with black core for the cards (FFB standard), matte lamination for premium tactile feel, plant-based inks without COV ADEME high levels. On compliance: EN71-1 (mechanical safety), EN71-2 (flammability) and EN71-3 (chemical safety) tests carried out by an independent laboratory.
Production lead time was held to 6 weeks: 2 weeks of mockup and proof validation, 3 weeks of offset manufacturing, 1 week of finishing (lamination, foiling, cellophane wrapping) and packaging. This on-time delivery is the French norm: there's nothing exceptional about it. Compared with Asian sourcing which would have meant 12 to 14 weeks with a risk margin of several extra weeks, French sourcing allowed Latitudes to stick to its event calendar without any hitches.
The project is also documented on the auditable CSR side: numbered responsible-paper certificate for the paper, certificate Imprim'Vert for the printing process, costed carbon footprint per copy, two-level material traceability. This documentation is becoming essential for public buyers and large groups subject to the CSRD directive.
Results observed at Latitudes
Three success indicators were tracked during the rollout of The AI Battle. First indicator: the actual usage rate. On equivalent projects we support, the B2B game is used by 70 to 85% of recipients within 6 months of distribution, a figure 5 to 6 times higher than the usage rate of an equivalent e-learning module.
Second indicator: the 30-day retention. Available studies (notably those reported by theADEME on environmental awareness programmes) show a retention gap of +40 to +60 points for a game format versus an asynchronous module format. On this case study, the measured gap was within that range.
Third indicator: the spontaneous social sharingThe game comes out at a team meeting, on lunch break, sometimes even in the collaborators' homes (depending on the format). This organic sharing generates a prolonged exhibition to theme without any additional marketing costs. On the Battle of AI, the internal word-of-mouth generated a request for an early redeployment 8 months after the initial launch.
Beyond the numbers, what sets this case apart is the durability of the programme. Where a digital campaign has a life expectancy of a few weeks, the game remains active for 24 to 36 months on desks and in departments. This average usage duration is the strongest economic argument for a serious B2B programme.
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Request a quote in 48hThe pitfalls we avoided on this project
Three classic traps were avoided on the deployment of the Battle of AI through precise framing upstream. Pitfall #1: under-sizing the initial print run. On projects of this nature, the temptation is to print 100 or 200 copies to "test", except that the economic price breaks in board games sit above 300 units. An initial run of 100 copies multiplies the unit cost by 3 to 4 with no quality gain. On this case, the initial run was calibrated at the right price break from the brief stage.
Pitfall #2: handing the mockup to a creative agency without a technical contact. A mockup that looks great on screen is not a printable mockup. Technical pitfalls (sRGB vs CMJNcolour space, lines too thin, missing bleeds, fonts not vectorised) generate costly back-and-forth between the agency and the manufacturer. On this project, our team pre-press was involved from the mockup phase, which avoided 2 to 3 weeks of downstream back-and-forth.
Pitfall #3: forgetting distribution logistics. For a project deployed across multiple sites (typical of large organisations), boxing, logistical labelling and multi-site delivery can account for 10 to 15% of the total quote. On this case, the logistics line was costed in the initial quote, which avoided any unpleasant surprise on the final invoice.
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