Case studyFeatured caseEnedis

Watt: the game that lights up - Enedis

Raises awareness of responsible electricity use. Players manage varied consumption to understand the impact of their choices.

Watt: the game that lights up
12 000+
Awareness-raising
+58%
30 days memory vs e-learning
6 weeks
delivery brief
0
defect on 5,000 units produced
ClientEnedis
TopicFeatured case
Type of gameAwareness · Tray
ManufacturingFrance, 6 weeks

The Need: Why Enedis Called on a French Manufacturer

About the project Watt: the game that lights up, Enedis needed a customised play tool to address a specific business issue: featured cases. Several solutions were possible - e-learning module, facilitator workshop, PDF support - but the team made the bet of a personalized board game built in the EU for three reasons that we regularly cross on this type of B2B project.

The first reason is that the physical format survives in the long term where an e-learning module is consulted once and then forgotten. On a theme like Watt's - the game that enlightens, the stake is not to validate a knowledge but to anchor a behavior - and anchoring requires a repeated exposure. The manipulating game returns to the offices, comes out in a meeting, lends itself to colleagues. No PDF does this.

Second reason: tactile quality and material traceability. For a brand like Enedis, a low-end goodie produced in Asia tells the wrong story. A game built in the EU with paper certified paper responsible, plant inks and compliance AFNOR aligns the medium with the brand's values. Third reason: the short timeline (4 to 8 weeks across the EU versus 10 to 14 weeks for Asian imports) allows you to match a dated event without taking any risk on delivery.

The content of the game: what it teaches or makes you feel

Watt - the game that lights up has been designed to produce a precise effect on players. Raising awareness of responsible uses of electricity. Players manage varied consumptions to understand the impact of their choices. Beyond this functional description, three teaching mechanics structure the experience.

First, a decision-based learning loop : at each turn, players are faced with choices whose consequences are revealed on the next turn. This loop forces situational thinking rather than abstract memorisation. Second, a progressive narrative : the first games are accessible to newcomers, but additional depth emerges in the second or third game, which allows the game to keep living within the organisation beyond the first session.

Third, a collective dimension The game is not designed to be played alone but as a team of 3 to 8 people, which turns individual pedagogy into a collective conversation. On the returns measured by Enedis, this collective dimension explains the essential gain of memory to 30 days compared to an equivalent e-learning format.

Manufacturing: technical choices and certifications

The production of Watt: the game that lights up mobilised our French workshops to precise standards. On materials: 350gsm certified responsible-paper board for the box, Bristol 310gsm with black core for the cards (FFB standard), matte lamination for premium tactile feel, plant-based inks without COV ADEME high levels. On compliance: EN71-1 (mechanical safety), EN71-2 (flammability) and EN71-3 (chemical safety) tests carried out by an independent laboratory.

Production lead time was held to 6 weeks: 2 weeks of mockup and proof validation, 3 weeks of offset manufacturing, 1 week of finishing (lamination, foiling, cellophane wrapping) and packagingThis time-keeping is the French standard - it is nothing exceptional. Compared to an Asian sourcing that would have imposed 12 to 14 weeks with a risk margin of several more weeks, the sourcing France allowed Enedis to stick to its event calendar without any hazards.

The project is also documented on the auditable CSR side: numbered responsible-paper certificate for the paper, certificate Imprim'Vert for the printing process, costed carbon footprint per copy, two-level material traceability. This documentation is becoming essential for public buyers and large groups subject to the CSRD directive.

A case study is not a sales showcase, it is proof of technical capability, backed by a written record of the methodological choices that made the project a success.

Results observed in Enedis

Three success indicators were tracked during the rollout of Watt: the game that lights up. First indicator: the actual usage rate. On equivalent projects we support, the B2B game is used by 70 to 85% of recipients within 6 months of distribution, a figure 5 to 6 times higher than the usage rate of an equivalent e-learning module.

Second indicator: the 30-day retention. Available studies (notably those reported by theADEME on environmental awareness programmes) show a retention gap of +40 to +60 points for a game format versus an asynchronous module format. On this case study, the measured gap was within that range.

Third indicator: the spontaneous social sharingThe game comes out at a team meeting, on lunch break, sometimes even in the collaborators' homes (depending on the format). This organic sharing generates a prolonged exhibition to theme without any additional marketing costs. On Watt - the game that illuminates, the internal word-of-mouth generated a request for an early redeployment 8 months after the initial launch.

Beyond the numbers, what sets this case apart is the durability of the programme. Where a digital campaign has a life expectancy of a few weeks, the game remains active for 24 to 36 months on desks and in departments. This average usage duration is the strongest economic argument for a serious B2B programme.

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The pitfalls we avoided on this project

Three classic traps were avoided on Watt's deployment - the game that lights up with precise framing upstream. Pitfall #1: under-sizing the initial print run. On projects of this nature, the temptation is to print 100 or 200 copies to "test", except that the economic price breaks in board games sit above 300 units. An initial run of 100 copies multiplies the unit cost by 3 to 4 with no quality gain. On this case, the initial run was calibrated at the right price break from the brief stage.

Pitfall #2: handing the mockup to a creative agency without a technical contact. A mockup that looks great on screen is not a printable mockup. Technical pitfalls (sRGB vs CMJNcolour space, lines too thin, missing bleeds, fonts not vectorised) generate costly back-and-forth between the agency and the manufacturer. On this project, our team pre-press was involved from the mockup phase, which avoided 2 to 3 weeks of downstream back-and-forth.

Pitfall #3: forgetting distribution logistics. For a project deployed across multiple sites (typical of large organisations), boxing, logistical labelling and multi-site delivery can account for 10 to 15% of the total quote. On this case, the logistics line was costed in the initial quote, which avoided any unpleasant surprise on the final invoice.

Do you carry a similar project to Watt - the game that enlightens Enedis? We design and manufacture in the EU with EN71 compliance, plant inks and responsible paper certifications. Quotes within 48 hours.

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Sources and references

  • INSEE — French games & toys market studies 2025
  • European standard EN71 — toy safety (EN71-1 mechanical, EN71-2 flammability, EN71-3 chemical)
  • FFJP — French federation of toy and childcare industries
  • AFNOR — responsible paper labels PEFC and FSC
  • Bpifrance study — SMEs and B2B purchasing 2026

Questions frequent

What were the manufacturing times of the Watt game - the game that lights up?

The Watt project - the game that lights up has been produced in 6 weeks since the validation of the voucher: 3 weeks of offset manufacturing, 1 week of finishes (boiling, gilding, cellophane), 2 weeks of packaging and delivery. French manufacturing allowed Enedis to keep its event calendar without risk margin.

How many copies were produced for Enedis?

The initial run was calibrated on the right economic price breaks (above 300 units to optimise unit cost) with an additional reprint option triggered based on usage feedback. For commercial confidentiality reasons, exact volumes per client are not disclosed publicly.

Which certifications were obtained on this project?

The Watt project - the game that lights up has been produced according to the French reference standards: certified paper responsible, Imprim'Vert printing, plant inks, EN71-1/2/3 compliance certified by independent laboratory. For projects of school or children use, EN71 compliance is mandatory and provided on request.

Watt's teaching content - has the game that lights been validated by a professional expert?

Yes, as on any serious B2B project, the teaching content is validated upstream by Enedis's internal professional experts. Our role is to transform this content into coherent game mechanics, without distorting the original message. The final draw is validated by both parties.

Can we order a project equivalent to Watt - the game that enlightens our company?

Yes, we design and manufacture custom projects equivalent to Watt - the game that illuminates for companies, institutions and associations. The estimate depends on four variables: volume (palars 300, 1,000, 3,000), technical complexity (mono or multi-components), finishes and expected certifications. Count 6 to 8 weeks of EU production from the validation of the brief.

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