The Biggest Test is an interactive internal web game for Acerta that brings colleagues together, encourages collaboration and increases engagement. The game combines smart gamification and user-generated content in one accessible digital experience, designed to work smoothly on every screen.
The creative concept was developed by EQIP. GRIP worked closely with them to translate the idea into a scalable and high-performing digital platform.
With The Biggest Test, EQIP created a strong and playful concept to increase internal engagement at Acerta. The challenge was to translate that idea into a digital application that was not only fun, but also secure and easy to use for a large internal audience.
For GRIP, the focus was on the technical translation of the concept: a stable and accessible web game that worked smoothly on every screen, integrated securely with Acerta’s Microsoft environment, and could easily be reused with new content.
We developed an engaging web game inspired by the classic board game Snakes and Ladders. Employees formed teams of five colleagues and progressed through the game together. The game was released in phases to maintain excitement and engagement over time.
Each step on the game board triggered a specific task, such as:
Leaderboards ranked the teams based on their responses and progress. The experience was intentionally kept simple and playful, allowing everyone to participate easily.
The entire game was built on Craft CMS, which served as the central engine for the game, its data and the content. The solution was developed responsively so that all functionality remained smooth and easy to use on desktop, tablet and smartphone.
All submissions, answers and media were structured and managed within Craft CMS.
Through integration with Acerta’s existing Microsoft accounts, employees could participate securely, quickly and without additional login barriers.
The interface and gameplay remain clear and user-friendly, regardless of screen size or device.
The internal communication team can easily reuse submitted content for future campaigns and internal communication.
The game was built so it can easily be reused with new content, adapted assignments or a different timing. The platform allows the campaign to be relaunched smoothly without requiring new technical development.
The game ran for several months and was received very positively within the organisation. The combination of play, collaboration and technology led to high participation, strong team dynamics and a large amount of authentic content.
At the same time, this case shows where GRIP excels: building digital platforms that truly activate people. Not just traditional websites, but also interactive games, campaigns and apps that increase engagement and fit seamlessly into a broader digital strategy.
Looking to build a digital platform that activates people?
We are happy to think along with you, from concept to implementation.