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A card game which encourage in a playful way families or to act better with IT consumption

Der erwünschte Hebeleffekt
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Submission date 26. September 2023 Founders Guillaume Kerrien Entwicklungsort Toulouse, Vereinigtes Königreich

Das Projekt im Überblick

NB: Dieses Formular wird ausschließlich von den Personen, die die Innovation vorschlagen, ausgefüllt.

Welches Problem wird gelöst?

Sustainable IT is more and more developed in companies and public organizations. But how to sensibilise populations too? Within governmental or educational communications, it is often said to reduce emails etc. (Usage) but the key is to reduce the equipments rate first.

Wie wird es gelöst?

I created a simple card game and you win by being efficient between your IT equipments & usages. for adults/kids. The environmental impact of IT equipment is popularisef so you understand magnitudes between all day life equipments: TV, PC, hifi, IoT… The game is self supporting (nudge approach)

Wer sind die potenziellen Kunden?

Schools, families, young people who like board plays, professionals for Sustainable IT trainings, associations

Inwiefern differenziert sich diese Lösung von anderen?

Adapted to kids and non-sensibilized people. Easy to play (20min)