THE VENTURE GAMES_

[ Transmission 001 ] First global cohort. 50 places worldwide.

THE VENTURE GAMES

Their first business, run for real. Six weeks.

An online business simulation where players from many countries compete in one shared market.

Reserve a place

€197 per player for the first cohort.

> Briefing

For most teenagers, entrepreneurship so far has meant a school project, a pitch or a bake sale. The Venture Games is the next step. Over six weeks, players aged 16–18 run their own company in a shared online economy. They decide what to sell, what to charge and what to do when the numbers stop going their way. All the money in the game is virtual.

By the end, they'll have a record of the decisions they made, the results they got and what they'd do differently. They might even own a stake in another player's company.

> One market, many countries

Every player runs a company in the same market as players from other countries. Their competitors, partners and investors are teenagers on the other side of the world.

  • One shared market.

    Players see what the other companies sell, what they charge and how their sales and results are going.

  • Set moves, no chat.

    Players deal with each other only through set actions in the game: propose a partnership, make an investment offer, bid at Market Day. There are no messages between players.

  • Company name and country only.

    Nobody sees real names or photos. Each player appears to the others as their company's name and country.

> Rules of engagement

  1. Phase 01 ///

    Open for business

    Choose what to sell, set a price and place your first stock order. Then find out whether customers buy at the price you picked.

  2. Phase 02 ///

    Make the numbers work

    Every week, three months pass in the game. Decide whether to order more stock, hire, borrow or expand. Check what happened to your sales, profit and cash. A profitable quarter can still leave you short of money for the next order.

  3. Phase 03 ///

    The other players are the market

    Players from different countries trade in the same economy. You can see what the other companies sell and how they're doing. Team up with a company abroad or compete with it for the best spot at Market Day.

  4. Phase 04 ///

    The economy pushes back

    Customers pay late. Prices rise. In week four, a downturn hits everyone at once. Decide what to cut, what to protect and how to keep your business going.

  5. Phase 05 ///

    Then the investors arrive

    And they're the other players, from other countries. A company with cash to spare can make an investment offer to one that needs funding. If you need the money, you decide which offer to accept and how much of your company to give up.

  6. Phase 06 ///

    Look back at what you built

    Look at where your company ended up and trace the decisions that got you there. Which one would you make again? Which one would you change?

> The week

Each week, players see what's happening in the market and decide how to respond. They submit their decisions online, see how their company performed and get personal feedback before the next round.

Plan for 3–4 hours a week. There are no exams or live calls, so players can fit the game around school in any time zone.

> Mentors

Each week, feedback is prepared with AI and reviewed by a mentor before it reaches the player. It focuses on the decisions they made and gives them something to think about before the next round.

Built by Paulius Yamin, PhD, a behavioural scientist trained at the London School of Economics and former Managing Director of the Center for Social Norms and Behavioral Dynamics at the University of Pennsylvania.

> What they leave with

  • A record of their company's decisions and results across six simulated quarters.
  • Practice reading sales, profit and cash figures and using them to make decisions.
  • Personal feedback they can revisit after the game.
  • A certificate of completion.

> Field reports

// Sample player report

The decision

You ordered 40 units and sold 24. Your sales looked good, but 16 units are still in stock and one customer hasn't paid yet. You have less cash for your next order than you expected.

Sample feedback

Before ordering another 40 units, check how much cash you actually have and when the customer is due to pay. Could you order less and still meet demand?

> For parents

The Venture Games is a six-week online simulation for ages 16–18. Buying stock, taking out loans and investing in companies all happen with virtual money. The programme fee is €197 per player for the first cohort.

A parent or legal guardian completes the consent and payment steps. See the Privacy notice for how player and guardian information is used.

> Questions

Does my teenager need business experience?

No. They'll start by deciding what to sell, what to charge and how much stock to buy.

Will my teenager talk to strangers?

No. There is no chat and no messaging between players. They interact only through set actions in the game, such as proposing a partnership, making an investment offer or bidding at Market Day. Other players see only the company's name and country, never the player's real name. Company names are checked before anyone else sees them.

What languages can players use?

Players can play and receive mentor-reviewed feedback in English, Spanish, Portuguese, French, German and Chinese. If you'd like another language, tell us on the form. We'll confirm whether we can support it before the cohort starts.

When is our place reserved?

Your place is reserved as soon as your payment is complete. Places go in the order payments are completed. You'll get an email when your payment has been matched to the player's enrolment.

What if the cohort doesn't go ahead?

The cohort needs at least 20 paid players by 4 January 2027. We'll email you by that date to confirm whether it's going ahead. If we cancel the cohort, you'll receive a full refund within 14 days.

What if it isn't what we expected?

Full refund until the end of week one (Sunday 24 January 2027) if it isn't what you expected. Email info@kpfunnels.com.

> Enrolment

Reserve a place

50 places worldwide. The first cohort starts Monday, 18 January 2027.

// Enrolment file 01

// Parent or legal guardian

// Participation fee

€197 per player for the first cohort. The regular price is €297 from the second cohort.

Full refund until the end of week one (Sunday 24 January 2027) if it isn't what you expected. Email info@kpfunnels.com.

This cohort needs at least 20 paid players by 4 January 2027. If we cancel the cohort, you'll receive a full refund within 14 days.