Business Games: 20 Brazilian Examples and What to Learn from Them
20 real business-game applications in Brazilian companies (Intel, GNDI, AOC, SPIC, Gerdau, Yara, SEBRAE, Embraer and others), organized by sector with the SSS framework.
Business Games: 20 Brazilian Examples and What to Learn from Them
[IMAGE 1, hero] Alt text: “Editorial composition of physical game materials from Intel Super Seller, GNDI’s Resíduos and Segurança Contra Incêndios, and SPIC’s Exploding Feedback, all developed by SkilLab” Filename suggested:
business-games-brazilian-examples-hero.jpg
TL;DR: Business games are a consolidated format in large Brazilian corporations. This post documents 20 real cases applied by SkilLab (Intel, GNDI, AOC, SPIC, SEBRAE, Instituto Embraer, Azul Seguros, and others), by partner Point - Facilitação Criativa (Gerdau Mind the Gap, Yara Innovation Journey, Youcom, Vetor, Storm, PPT Academy), and by colleagues in our ecosystem. The SSS framework (Sector, Symptom, Solution) extracts what each case teaches about when the format delivers and when it fails.
A business game is a structured simulation in which participants take on management roles, make interconnected decisions, and observe consequences across successive rounds, compressing years of real operation into hours or days. In Brazil, the format consolidated first among executives in heavy industry and financial institutions in the 1990s and 2000s, then spread to retail, agribusiness, tech, healthcare, energy, and the public sector.
This post documents 20 applications organized by sector. Most come from our direct SkilLab portfolio (CNPJ since 2016, more than 15 years of Ivan Prado’s individual facilitation practice) and the historical partnership with Point - Facilitação Criativa, which produced programs like Mind the Gap (Gerdau) and Innovation Journey (Yara). Many corporate clients reach us through marketing and brand agencies; for that channel we maintain a dedicated agency page. Where the reference is a sector pattern without our own citable client, we say so explicitly.
Why Business Games Work in Large Brazilian Corporations
Three conditions of the Brazilian corporate context make the format particularly effective when well applied.
The first is decision complexity at mid-senior levels. Managers and directors in Brazilian companies frequently operate with partial information, sector-specific regulatory constraints (Brazilian corporate law, LGPD, sector regulation), and time horizons that mix quarterly pressure with structural decisions. A business game reproduces that complexity in a safe environment.
The second is immersion-friendly learning culture. Brazilian professionals tend to engage more deeply in immersive narrative formats than in expository presentations, a consistent observation across more than a decade of programs delivered by SkilLab and Point to clients like Intel, AOC, GNDI, SPIC, Gerdau, Yara, SEBRAE, Vale, BASF, Wabtec, ExxonMobil, Sandoz, and Instituto Embraer.
The third is the opportunity to break silos. Programs that bring together finance, operations, commercial, and HR in a shared simulation create a rare contact point in daily operations. Secondary benefits (internal network, shared vocabulary, strategic alignment) often exceed the technical learning declared as the goal.
The SSS Framework for Classifying and Selecting Business Games
In more than 14 years of application in the Brazilian market, we’ve observed that successful business games follow the same template: sector defines context, symptom defines the concrete problem that justifies investment, solution is the specific game mechanic. We call this template SSS.
S, Sector. The sector context determines vocabulary, regulatory constraints, time horizon, and success metrics. Generic games may serve; contextualized games serve better.
S, Symptom. The observable problem that motivated the investment. Not “we want to develop leadership,” but “we want to reduce the time until the first autonomous strategic decision by newly promoted directors.” A specific symptom enables later evaluation.
S, Solution. The game mechanic designed or selected to address the symptom. Decision Base and Apples & Oranges (Celemi) for business acumen; customized simulations for sector-specific problems.
[IMAGE 2, SSS framework diagram] Alt text: “SkilLab SSS framework for selecting a business game: Sector (context), Symptom (observable problem), Solution (game mechanic), three interconnected pillars in editorial diagram” Filename suggested:
sss-framework-skillab-en.svg
The 20 examples below are presented in this structure.
20 Brazilian Cases, Organized by Sector
Technology, Hardware, and Reseller Channel
1. Intel Super Seller, training for partner-store salespeople (via Marco Mkt). Sector: technology / reseller channel. Symptom: salespeople at Intel partner stores needed to master differences between components (processor, RAM, SSD, HD, integrated Intel UHD Graphics, Intel Arc graphics) to recommend the right configuration to end customers. SkilLab solution: physical card game with supporting board. 82 cards total, playable individually or in pairs, in three modes (easy, intermediate, hard). Each player receives a persona card (gamer, programmer, student profiles) and builds a computer whose parts meet the person’s needs. The winner is whoever lands closest to the ideal configuration. Includes a geek dictionary with explanations of each part (HD, SSD, RAM, Core i7, Intel Arc) and Performance Points as the unifying metric. Outcome: translated to English and Spanish; expansions under study.
2. Internal lean startup, scaling tech company. Sector: software / SaaS. Typical symptom: product teams need to internalize the build-measure-learn cycle instead of following technical leadership’s intuition. Observed solution in market: Lean Sprint workshops with hypotheses, MVPs, and short-cycle metrics. (Sector pattern; no direct SkilLab client citable.)
Healthcare, Plans, and Operators
3. GNDI (Grupo NotreDame Intermédica), Waste Disposal Game and Fire Safety Game. Sector: healthcare / hospital operator. Symptom: mandatory annual training on safety and environment (hospital waste disposal, fire prevention) with low retention in traditional format. SkilLab solution: two distinct card games. The first teaches correct disposal across 20-30 different bins in the hospital environment; the second simulates 4 types of fires across 10 scenarios, with cards reproducing actions that mitigate or aggravate the situation. Co-creation with the company team, incorporating real medical equipment and brigade content. Outcome: both games are used annually to train more than 50,000 employees.
4. Hospital operation coordination, Brazilian private network. Sector: hospital. Typical symptom: unit managers need to balance occupancy, cost, quality, and patient satisfaction. Observed solution: hospital-management simulations with integrated dashboards. (Sector pattern.)
Energy, Utilities, and Infrastructure
5. SPIC Brasil, Exploding Feedback. Sector: energy (generation and infrastructure). Symptom identified in climate survey: weak feedback culture, with employees expressing interest in improving it. SkilLab solution in two fronts: (a) card game in physical and digital formats, with mechanics for delivering feedback in engaging ways; (b) online + offline gamified action over 5 weeks, with missions and activities to practice feedback as daily routine, demystifying it as synonymous with fear. The Mission Guide and cards form the program structure.
6. ExxonMobil. Sector: oil & gas. (Confirmed SkilLab portfolio client, specific program Ivan to complete.)
Heavy Industry (Steel, Mining, Chemicals, Agroindustry)
7. Mind the Gap Program (Gerdau), via Point - Facilitação Criativa. Sector: steel. Symptom: gap between operational management (technical-industrial profile) and consolidated executive view of the company, hampering succession pipeline to strategic positions. Solution: immersive leadership development program designed and produced by Point, with Ivan Prado as facilitator, in a format combining simulation, executive content, and integrative practice. Recognized internally as a benchmark structuring program.
8. Innovation Journey Program (Yara Brasil), via Point - Facilitação Criativa. Sector: agroindustry / fertilizers. Symptom: need to accelerate innovation adoption in technical and commercial teams with traditional profiles, during a transformation cycle in Brazilian agribusiness. Solution: immersive journey combining design thinking, simulation, and applied practice; Point production, Ivan Prado facilitation.
9. Vale. Sector: mining. (Confirmed SkilLab portfolio client.)
10. BASF and Wabtec. Sectors: chemicals and rail industry respectively. (Confirmed SkilLab portfolio clients.)
Marketing, Brand, and Community: Communication Gamification
11. AOC, Projeto VIES (via E-content Lab). Sector: brand / monitors and tech. Symptom: AOC’s gaming community had a predominantly male culture and recurring harassment episodes; brand strengthening required authentic engagement with the diversity agenda. SkilLab + E-content Lab solution: 10-week gamified action with 3 streamers who are references for the target audience, proposing weekly challenges with a central message of female empowerment and combating structural sexism in gamer culture. Outcome: more than 1 million users impacted across different social networks. Tagline: “After all, haters aren’t gamers.” Coverage by Clube de Criação, Promoview, Marcas Pelo Mundo, and UOL Tilt.
Banking, Insurance, Financial Services, and Cooperatives
12. Azul Seguros, SkilLab corporate gamification program. Sector: insurance. Symptom: need for structured engagement and development across commercial and operational teams. Solution: SkilLab gamification program. (Format details, metrics, reach: Ivan to complete before publishing.)
13. Structured program in credit cooperative, Sicredi. Sector: credit cooperatives. Typical symptom: alignment among cooperative members, management, and market in commercial and investment decisions. Observed solution: similar programs already implemented at Sicredi by colleagues and partners in our ecosystem. (Credit to external teams.)
14. Sandoz (Novartis). Sector: pharmaceutical. (Confirmed SkilLab portfolio client.)
Executive Education, Train-the-Trainer, and Public Sector
15. SEBRAE-MT, Self-Leadership BootCamp. Sector: executive education / entrepreneur development. Symptom: need to develop leaders and entrepreneurs with skills appropriate for the 21st century, with methodology replicability. SkilLab solution: complete instructional design of a 16-hour bootcamp with content curation, practical activities, participant guide, and facilitation guide for the consultant. Allows the SEBRAE consultant to apply the formation consistently across different cohorts.
16. SEBRAE-MT, Communicate BootCamp. Sector: executive education. Symptom: communication as a fundamental 21st-century skill per future-of-work reports, requiring structured program for the SEBRAE audience. SkilLab solution: instructional design of the Comunique-se BootCamp, with physical and digital material, and a pilot cohort facilitated by us in Cuiabá to test and refine before rollout.
17. Instituto Embraer, Social Innovation Day. Sector: non-profit / education. Symptom: need to engage students, volunteers, and staff in a socio-environmental impact initiative during the first year of the pandemic, in online format. SkilLab solution: weekend online hackathon with six design thinking stages, proposing solutions for the planet based on SDGs and ESG. Evaluation by a panel using criteria of creativity, innovation, tangibility, and scaling potential.
18. US Department of State. Sector: government / diplomacy. (Confirmed SkilLab portfolio client.)
Specialized Corporate Education (via Point)
19. Vetor, Storm, and PPT Academy, via Point - Facilitação Criativa. Sector: specialized corporate education. Cases in which Point produced programs with each one’s target audience (psychological/HR evaluation; applied creativity; executive communication, respectively), with Ivan Prado as facilitator.
20. Leadership program for retail chain, Youcom (Restoque), via Point. Sector: fashion retail. Observed symptom: leadership development in an expanding chain. Solution: Point program with Ivan Prado facilitation.
What the 20 Examples Teach About When Business Games Work
Looking at the set, three patterns repeat in almost all successful cases.
The first pattern is the specific symptom. Cases that start with vague problems (“we want to develop leaders”) tend to produce vague programs. Cases that start with specific symptoms (Intel: “new salespeople don’t master differences between processors”; GNDI: “mandatory annual safety training with low retention”; SPIC: “weak feedback culture flagged in climate survey”) produce measurable, directly actionable programs.
The second pattern is integration into the management cycle. Business games as isolated events have decreasing effect; integrated into broader development systems (evaluation, mandatory annual training, feedback cycle, leader development), the effect is cumulative. The GNDI case is the clearest example: the game became an annual company tool.
The third pattern is contextual customization. Even off-the-shelf simulations deliver more when the debrief is done by a facilitator who knows the sector, translates vocabulary, and connects lessons to the client’s operational reality. In projects like GNDI Resíduos, the vocabulary and equipment come from the company’s own operation: co-creation that makes the game indistinguishable from real work.
Recurring Mistakes in Business-Game Programs in Brazil
The first mistake is treating the game as entertainment at a corporate event. Annual celebration with simulation as an attraction does not develop capability; it just demonstrates that the company invests in modern formats. Capability requires sequence, practice, reinforcement.
The second mistake is disconnecting the game from evaluation. Who finished the program? What behavior changed? What real decision was made differently in the following months? Without measurement, any program looks like it worked.
The third mistake is under-investing in facilitation. Good business games are useless with bad facilitators. Investing in a top-tier product and cutting senior facilitator cost tends to be false economy.
The fourth mistake is not running more than once. A team that played Decision Base once learned the game; a team that played it three times at different career moments learned what the game tries to teach. The difference is structural, and it is what allows a game to become a tool of annual program, as happened at GNDI.
For detailed cases of client application, see our cases section. To learn how we work with agencies like E-content Lab and Marco Mkt on brand and channel projects, explore our agency page. For the technical discussion of when each type of business game serves which objective, read our companion post.
The 20 cases above cover observable patterns in the Brazilian large-corporation market, with real programs from the direct SkilLab portfolio (Intel, GNDI, AOC, SPIC, SEBRAE, Instituto Embraer, Azul Seguros, Vale, BASF, Wabtec, ExxonMobil, Sandoz, US Department of State) and partner Point - Facilitação Criativa (Gerdau Mind the Gap, Yara Innovation Journey, Youcom, Vetor, Storm, PPT Academy). Most of the value lies in rigorous correspondence between sector, symptom, and solution, plus the development system around the experience. When all elements are present, the format remains among the most effective in executive education.
By Ivan Prado · Founder, SkilLab · May 10, 2026