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Learning Everest
Leading EverestWhat it measures
Mount Everest at dawn, the setting of the gameLeading Everest

What it measures, and how it maps to your framework

Six competencies, each observed from what the team did, not from what people remember doing. Below, each one is placed against the frameworks HR and L&D teams use, with the research the game is built on.

  • 6competencies observed
  • 5frameworks mapped
  • 1short self-report pulse
  • Neverfor selection or appraisal
01

Learning objectives

By the end of the session, participants will be able to:

  1. 1

    Understand: Explain how a fact that only one person holds changes a team decision, and what it costs when that fact arrives late.

  2. 2

    Apply: Use questions to draw out information that teammates hold but have not shared.

  3. 3

    Analyze: Identify what made it easy or hard to speak up about a risk, a symptom or a disagreement during the climb.

  4. 4

    Analyze: Distinguish personal goals from the team goal, and point out where the two were in conflict.

  5. 5

    Evaluate: Judge the quality of the team's decisions under incomplete information, competing goals and limited time, including whether it kept the rules it had agreed.

  6. 6

    Create: Plan one specific change in how the team shares information, asks questions and makes decisions at work.

The objectives follow Bloom's revised taxonomy. Each one starts with an observable verb, and they rise from Understand to Create.

02

The six competencies

For each one: what it means in the game, what the game records about it, and where it sits in the frameworks. The framework numbers are the frameworks' own.

1

Sharing information early

Putting what you know on the table before the decision, not after it. In the game each role holds facts nobody else has; the team only decides well when they reach the board in time.

Observed by the game
  • Key facts put on the team board, and how long after they arrived
  • Facts that were on the board when each decision was made
  • Facts that never reached the team
Where it sits
  • Korn Ferry Leadership Architect19 Collaborates · 20 Communicates effectively
  • SHL Universal Competency Framework2.1 Working with People · 3.3 Presenting and Communicating Information
  • SHRM BASKCommunication · Relationship Management
  • CIPD Profession MapWorking inclusively
2

Asking and listening

Finding out what others know instead of assuming everyone sees what you see. Some cards in the game come out only when someone asks.

Observed by the game
  • Questions asked of teammates, and of whom
  • Cards that came out because someone asked
  • Whether the leader's choice followed the facts on the board or went against them
Where it sits
  • Korn Ferry Leadership Architect25 Interpersonal savvy · 20 Communicates effectively
  • SHL Universal Competency Framework4.3 Analysing · 2.1 Working with People
  • SHRM BASKAnalytical Aptitude · Consultation
  • CIPD Profession MapInsights focused
3

Speaking up, and making it safe to

Saying the uncomfortable thing: a symptom, a doubt, a disagreement with the plan. And, as a leader, making that easy for others.

Observed by the game
  • Concerns raised, and when
  • Whether the hidden health card was shared before or after the decision it mattered for
  • Computer teammates' concerns, and whether the plan changed after them

Self-report: The end pulse: I shared everything that mattered; I felt heard; I held something back.

Where it sits
  • Korn Ferry Leadership Architect32 Courage · 38 Instills trust · 21 Manages conflict
  • SHL Universal Competency Framework2.2 Adhering to Principles and Values · 3.2 Persuading and Influencing
  • SHRM BASKEthical Practice · Leadership & Navigation
  • CIPD Profession MapProfessional courage and influence
4

Deciding under uncertainty and pressure

Choosing with incomplete information, a clock running and a summit in sight. Four decisions in the game have a best answer that the facts on the board point to; one has no right answer at all.

Observed by the game
  • Each decision against the best answer the board allowed
  • Whether the leader chose with or against the facts the team had put up
  • Time taken to decide, and whether the team used it
Where it sits
  • Korn Ferry Leadership Architect4 Decision quality · 31 Manages ambiguity · 2 Manages complexity
  • SHL Universal Competency Framework1.1 Deciding and Initiating Action · 7.2 Coping with Pressures and Setbacks
  • SHRM BASKAnalytical Aptitude · Leadership & Navigation
  • CIPD Profession MapSituational decision-making
  • World Economic Forum, Future of Jobs 2025Analytical thinking · Resilience, flexibility and agility
5

Putting the team goal first

Each role has private goals worth points. Some pull against the team's one goal: everyone home safe. The game shows whether people said so, and what they gave up.

Observed by the game
  • Who gave up the summit to take a sick teammate down
  • Who carried gear for the whole team
  • Personal goals met against team goals met
Where it sits
  • Korn Ferry Leadership Architect29 Builds effective teams · 8 Balances stakeholders · 11 Ensures accountability
  • SHL Universal Competency Framework1.2 Leading and Supervising · 2.1 Working with People
  • SHRM BASKRelationship Management · Inclusive Mindset
  • CIPD Profession MapValuing people
  • World Economic Forum, Future of Jobs 2025Leadership and social influence
6

Keeping agreed rules under pressure

The team sets a turnaround time while everyone is rested. The game then tests it when the summit is close and turning back hurts.

Observed by the game
  • Whether the agreed turnaround time was kept, by whom, and at what cost
  • Whether the leader called the team back by radio
  • What the team did when the mountain forced a change of plan
Where it sits
  • Korn Ferry Leadership Architect11 Ensures accountability · 34 Being resilient · 32 Courage
  • SHL Universal Competency Framework6.3 Following Instructions and Procedures · 7.2 Coping with Pressures and Setbacks
  • SHRM BASKEthical Practice
  • CIPD Profession MapEthical practice · Situational decision-making
03

The frameworks

Korn Ferry Leadership Architect

38 competencies in four factors (Thought, Results, People, Self). The numbers above follow Korn Ferry's standard order. Source.

SHL Universal Competency Framework

Eight factors, 20 competencies and 96 skills. The numbers above are SHL's own. Source.

SHRM Body of Applied Skills and Knowledge

Eight behavioral competencies in three clusters, 2026 edition. Source.

CIPD Profession Map

Eight core behaviours for people professionals. Source.

World Economic Forum, Future of Jobs Report 2025

The core skills employers say they need most. Source.

DDI leadership competencies

DDI publishes its library to clients, not on a public page. The game aligns with DDI-style competencies such as building partnerships, decision making and courage; map them with your DDI partner. Source.

The mappings on this page are indicative alignments chosen by Learning Everest. Korn Ferry, SHL, SHRM, CIPD, DDI and the World Economic Forum have not reviewed or endorsed them. Framework names are the trademarks of their owners. If your organization uses its own leadership framework, the facilitator maps the six competencies to it in the briefing.

04

What the game is, and is not

A developmental simulation

Leading Everest is for learning and development only. Nothing in it is meant for appraisal, selection or any other decision about a person. It is not a psychometric test and has not been validated for selection, promotion or appraisal. Its results must not be used for any employment decision.

Observation, not rating

Most of what the debrief shows is logged behavior: facts put on the board, questions asked, concerns raised, the leader's choices, who went down with whom. The end pulse is self-report. Neither is a trait score.

One session, one snapshot

The game shows how a team behaved in one climb. It is an input to a conversation, not an assessment of an individual. Individual ratings need several exercises and trained assessors, which this is not.

What it sees

The game sees the team board and the buttons. It cannot hear the call. A fact said aloud but never shared is counted as never shared, and the facilitator knows to ask about it.

Who sees the debrief

The team, and the facilitator. The host chooses whether names, roles only or nobody is shown. Each player's pulse answers are private to them; the team sees only the average. Data is deleted after 30 days. How data is handled.

Levels of evidence

Reaction and learning are measured in the session. Behavior back at work needs a follow-up: the 30-day reminder and each player's written commitment are offered for that, and are not claimed as proof.

05

The research it is built on

Unshared information in group decisions

Every role holds facts the others do not have. The team board records which of them reached the team, and when.

  • Stasser, G. and Titus, W. (1985). Pooling of unshared information in group decision making. Journal of Personality and Social Psychology, 48(6), 1467 to 1478.
  • Lu, L., Yuan, Y. C. and McLeod, P. L. (2012). Twenty-five years of hidden profiles in group decision making: a meta-analysis. Personality and Social Psychology Review, 16(1), 54 to 75.

Psychological safety and speaking up

The symptom cards, the old condition and the concern button test whether the team makes it easy to say a hard thing. The end pulse asks each player how it felt.

  • Edmondson, A. (1999). Psychological safety and learning behavior in work teams. Administrative Science Quarterly, 44(2), 350 to 383.
  • Edmondson, A. C. (2018). The Fearless Organization. Wiley.
  • Google re:Work (2016). Project Aristotle: what makes a team effective.

Teaming and learning in teams

Six strangers with different jobs have to become a team in a day. The debrief asks what they learned about each other and when.

  • Edmondson, A. C. (2012). Teaming: How Organizations Learn, Innovate, and Compete in the Knowledge Economy. Jossey-Bass.

Everest 1996: goal conflict, bias and system complexity

Private goals that pull against the team, a client who has paid a lot to be there, and a summit that is close: the conditions those papers describe are the conditions of the game.

  • Roberto, M. A. (2002). Lessons from Everest: the interaction of cognitive bias, psychological safety, and system complexity. California Management Review, 45(1), 136 to 158.
  • Kayes, D. C. (2004). The 1996 Mount Everest climbing disaster: the breakdown of learning in teams. Human Relations, 57(10), 1263 to 1284.

Commitment and escalation

The turnaround time is a commitment device set in calm conditions. The game records whether it held.

  • Bryan, G., Karlan, D. and Nelson, S. (2010). Commitment devices. Annual Review of Economics, 2, 671 to 698.
  • Staw, B. M. (1976). Knee-deep in the big muddy: a study of escalating commitment to a chosen course of action. Organizational Behavior and Human Performance, 16(1), 27 to 44.

Evaluating the learning

Level 1 and Level 2 are measured in the session: the feedback box and the pulse, and the debrief itself. Level 3 needs a follow-up at work; the 30-day reminder and the commitment each player writes are the start of it, not proof of it.

  • Kirkpatrick Partners. The Kirkpatrick Model: Reaction, Learning, Behavior, Results.
A leadership and team decision simulation from Learning Everest.Played on Global HR World · games.globalhrworld.comGlobal HR World
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