This document discusses turning a business into a game through experiential learning activities called "larps". It describes the evolution of larps from community events in the 1990s to modern business training tools. Key events include developing the first replayable larps in 2006, gaining funding in 2010, and transitioning to business-to-business services in 2014. The document advocates for larps as an engaging way to build teams and teach concepts like change management, strategy, and participation through immersive role-playing games.