A game that changes mindsets
Insight gathering that allowed us to understand how global audiences create risks through their work.
By understanding how high-risk groups at Unilever feel about cyber risks, we were able to create targeted and relatable scenarios.
Cutting through the noise of courses, apps, sites and educational content.
A tactile 'in the box' game gets people together, talking, sharing and reflecting in ways that digital learning can't achieve.
Engaging and relatable gameplay that allows players to have frank conversations about their mindset when it comes to cyber threats.
Teams create hands of threats, mindsets and consequences to explore common cyber threats at Unilever.
Solvd are really cool - (I'll find a real quote.)
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