Changing training with puzzle-solving technology.
"Mizukara" is an experiential training service that utilizes the know-how we have cultivated in creating puzzle-solving games to enhance learning efficiency. With the concepts of "success experiences brought about by chain-like insights" and "hero experiences overcoming setbacks," we implement training that allows participants to realize insights and take action themselves, rather than just listening to lectures. Please feel free to contact us if you have any inquiries. 【Recommended for】 - Those who want training that allows them to perceive learning themes as personal matters. - Those who want to dispel the rigid image of training. - Those who want training that encourages active participation rather than passive listening. - Those who want to enhance communication while learning. 【Selectable Themes】 - Harassment Training: "Gray Zone Game" - Communication Training: "Unleash! Task Release!" - Corporate Understanding Training: "Corporate Mission," and more. *For more details, please download the PDF from the catalog page or feel free to contact us.
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【Selectable Themes (Details)】 ■ Harassment Training "Gray Zone Game" Participants will experience simulated situations where harassment might occur, allowing them to personally understand ambiguous cases that could be considered harassment. - Target Audience: New employees, young employees, mid-level employees - Duration: Approximately 3 to 4 hours - Expected Number of Participants: 5 to 100 ■ Communication Training "Unleash! Task Resolution!" This training fosters understanding of objectives and communication skills by having participants experience the process of conveying appropriate information to stakeholders. - Target Audience: New employees, young employees - Duration: Approximately 2 hours - Expected Number of Participants: 4 to 100 ■ Corporate Understanding Training "Corporate Mission" Participants will actively engage in a mystery-solving game to gather information related to the company and "what we want to convey to employees," enhancing their understanding through proactive behavior. - Target Audience: New employees, young employees, job offer recipients, job seekers - Duration: Approximately 2 hours - Expected Number of Participants: 4 to 100, etc. *For more details, please download the PDF from the catalog page or feel free to contact us.
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[Introduction Effects] ■ Increased immersion through exciting introductions like stories and the pleasure of continuous small insights ■ Experiences of setbacks and teamwork to overcome them, leading to a personal experience ■ Knowledge retention through reflective classroom sessions *For more details, please download the PDF from the catalog page or feel free to contact us.*
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Our company specializes in the production and production of experiential games, primarily focusing on real escape room games. We believe that the appeal of experiential games lies in participants thinking for themselves and advancing the story through their actions, and we prioritize "communication," "heroic experiences," and "narratives" in our planning. We offer new internal communication initiatives, social gatherings, and training services using "escape room games." Please take a look at our products, services, and catalog pages. Feel free to contact us if you have any requests.