Corporate innovation fails less on ideas than on people who haven't been prepared for the journey. We qualify your teams for venture building – with The Venture Game at the centre.
Explore the book →ProgrammesLearn it, Play it: A Founder’s Guide – a first-person gamebook for entrepreneurs and intrapreneurs. Out 1 November 2026.
You are the founder. Every chapter puts a real decision in front of you – and every choice leads you down a different path. Along the way you learn which tools, methods and frameworks fit which situation, and why picking the right one at the right time is what separates ventures that scale from ventures that stall.
The book is the backbone of our education programmes: participants play through the scenarios, then apply them to their own organisation.
Visit theventuregame.dk →Bulk copies for teamsBuilt around The Venture Game and focused on corporate innovation – for leaders and the employees who will carry new ventures.
How corporates spot, validate and build new businesses outside the core – governance, funding gates, team setup and when to kill an idea.
Setting up and operating an innovation lab with a real mandate, clear metrics and a working bridge back to the core business.
How venture studios work, how corporates partner with or build one, and the roles and skills that make studio ventures succeed.
Practical, scenario-based and tied to your own context.
Participants work through The Venture Game individually or in teams before the first session.
Facilitated sessions unpack the choices, tools and frameworks behind each scenario.
Teams take a live idea or initiative from their own organisation through the same decision points.
Employees leave with a shared language and toolkit for venture building, labs and studio work.