A consortium of TNO, T-Xchange and National Aerospace Laboratory of the Netherlands developed a serious game ‘’Go4IT’ aiming at increasing awareness of the Comprehensive Approach(CA). The game design consists of a game world (a failed state where a UN intervention takes place after massive conflict). It is played with four syndicates (Task Force, Local Government, Non-Governmental Organizations and Opposing Forces) with their respective strengths, mandates and roles. The syndicates can play 240 prototypical interventions, either alone or collaboratively, that affect reconstruction parameters of the game world, such as Security, Displaced persons, Basic living conditions, Agriculture, Health Care, Economy as well as Political Support from supporting nations and Hearts and Minds. The former parameters are also affected by about 40 external events. We used specialized domain knowledge from mostly the military, but also from diplomats and NGOs, to construct and validate the relations between interventions and effects, resulting in a simulation model (named GCAM) underlying the game. In this paper, we describe the results of field testing of GCAM2.0. GCAM2.0 was extensively field-tested in eight sessions with between 12 and 20 participants each, aiming at assessment of the perceived realism of the GCAM model and its learning effects. With regard to the realism of the GCAM2.0 model, it was found to provide a sufficiently authentic experience to obtain awareness of the CA in novices. With regard to improving the understanding of the dynamics and complexity of the CA for a more experienced target population, the results were to a certain extend inconclusive. Where the military experienced groups reported that they did not have a valuable learning experience, in contrast, the experienced civilian parties did report improved understanding.