Prosperia

Presented at the UniCoop Fi 50th-anniversary celebratory event, Prosperia is a digital and physical board game about consumerism and extractive mentality versus cooperation and shared value as sustainable alternatives to the capitalist model.

The project has been developed for UniCoop’s conscious citizenship workshops for secondary schools.
The game has been created starting from scratch and released in 6 months as a digital multiplayer game mobile (iOS and Android) and physical fully printed board game.

Our Solution

The first resolution, immediately appreciated by the client, was to talk about the business model of cooperatives and compare it to the extractive approach of “classic” capitalism and its evolved form represented by purpose-driven profit organizations, which include ESG and shared value strategies. The game would have talked about economics and sustainability and the Coop brand would have represented the whole Cooperative model, compared in-game to the more common profit approach.

The game was therefore built on the conflict between individualism (ambition for wealth) and economic and social sustainability. In the system represented, there is an interdependent economy, the possibility of pushing consumption beyond what is necessary, economic and social unexpected events linked to the distribution of wealth, access to credit, training, and employment but also opportunities linked to digitalization and urban regeneration.

Impact

On 1th October 2023 at the Stazione Leopolda conference center, the project was presented to the public and playtested as part of the Firenze Gioca event, with 6 tables dedicated to the board game.

The project attracted the attention of the sector press (articles and reviews on portals related to board games and serious games) but also of the general press. A political debate linked to different interpretations of the game’s message took place in newspapers with opposing political orientations.
For UniCoop this was an opportunity to clarify and reiterate the company’s values ​​externally but also internally.

The workshops in schools started in the spring and were a great success (impact analysis data, elaborated by the University of Florence and Game Science Research Center will be published soon).

Coop received hundreds of requests to purchase the board game (which was intended for classroom activities) from associations, consultancy companies, and private individuals.

The game was selected for several competitions and was a finalist in the best educational game competition of the 18th European Conference on Game Based Learning in Aarhus (Denmark)