Gamification has undeniable power to alter behaviour patterns and trigger human action. The World Economic Forum (WEF) team recognise this and have designed a market simulation exercise for participants to build portfolios to achieve triple bottom line (financial, environmental and social) outcomes. Impact investing is gradually gaining traction, deploying $8 billion in capital end of 2012. The game designed by WEF has a dual objective of (1) encouraging millennials to shift impact investing from the margins to the mainstream and (2) create an creative environment devoid of artificial barriers to allow participants to come together to explore innovate ways of understanding how to accomplish this.
Perhaps introducing more game based learning and solution finding will help us tackle pressing environmental issues like climate change and extinction. Not only do these games have the capability to incorporate dynamic elements and foster creative thinking, they also help participants engage on a deeper level with the problem, understanding intricacies and 'cause and effect' relationships. Having entered the era of the Anthropocene, I would opine other conferences would do well to take a feather out of WEF's cap and design their own format of game-based experiential learning to lead into discussions about impeding environmental challenges.
A group of social entrepreneurs and traditional investors were thrown into a room at the World Economic Forum Annual Meeting in Davos. Their mission: to create a pitch for a large impact investment, combining actively measured social impact with economic returns. Neither has done this at scale before, and time is tight. Together, they discover many constraints and challenges to making this happen. Their final pitch is to representatives from the millennial generation, who tell them: “Good effort, but as the next generation, we need more from you.”