EMAIL DETAILS
SUBJECT:
short intro for project
PRI: NORMAL
FROM:
M
martin@crossroadsibogaine.com
DATE:
2015-01-29 04:49:04
MSG_ID:
<CAMNFOroLRMXDXBZ48XJkGoMu4gu+zZouUc6rnu06dA=D1kNSDw@mail.gmail.com>
RECIPIENTS:
TO:
R
Hunter Biden
<rhb@rspdc.com>
CONTENT:
TEXT: YES |
HTML: YES
PROCESSED
The Idea Emergence is a massively multiplayer pro-social evolutionary game for youth, aiming to combine the excitement and global reach of games like League of Legends with the inspiration and real-world action of activist networks like Avaaz. Emergence infuses a mythic, tribal dimension into large-scale collaboration, empowering young people with energy and optimism to dream together in a creative digital environment and to do together side-by-side in altruistic real-world projects. The Issue Born at the dawn of the new century, the emerging Generation Z is now coming of age in a fragmented world of mounting crises. Idealistic, pragmatic, and fully wired, Gen Z’ers are motivated by meaningful work, but are the first to admit that they lack focus.1 While they universally enjoy computer gaming, they prefer in-person communication and communal experience.2 What they need is a platform that connects the dots, harnessing their civic spirit towards achieving ambitious collective goals.3 The Approach We plan to engage youth by producing a series of short, inspiring, online videos that contain a call to action based on game design principles. Combined with a cloud-based multiplayer gaming platform, they will engage youth to enter our online environment as a catalyst for selecting and solving real-world problems together. A story-based shared mythology will guide the formation of heroic online identities, supported by actual group accomplishments. The Opportunity A staggering 97% of 12-17 year-olds play computer games, 65% of them in the same room as a shared social experience. And 60% of them express a commitment to civic participation and charitable work. Together, these factors suggest a recipe for combine their strong interests in a hybrid virtual/actual tribal experience of engagement. And the rise of augmented reality devices like Microsoft’s HoloLens and Google Glass provide an ideal new technological ecosystem. The Model The main expense of an MMOG is a people-intensive customer service infrastructure requiring game facilitators which guide and lead play -- in our case, this will be replaced by volunteer facilitator/leaders, motivated by ideology and socially-reinforcing game structures. Sustaining revenues will come from an in-game virtual economy, corporate sponsorships for projects, and crowdfunding for projects (players can contribute either time or money to accomplishing goals, or be sponsored as in a Walk-a-thon). The Team Ben Phelan, Martin Polanco The Ask $250K in Seed Funding. Use-of-proceeds over the initial 6-month start-up period: Consultants (Technology, Gamification, Business Modeling): 3 X 6K = $18K Creating Business Plan & Financial Model: 3 months X 5K = $15K Branding, Logo, Style Guide: $6K/mo. x 3 months = $18K Inspiring Short Videos: 2 X 3 min @ 2.5K/min = $15K MVP Web Application: $24K/mo. X 6 months = $144K iPhone & Android applications: $20K/each = $40K Total: $250K The Outputs The outputs would be a Minimum Viable Product website, mobile apps for iOS and Android, two inspiring videos, branding elements (logo, identity), and a business plan with pro forma for Series A investors. What this number would not provide would be marketing, although a significant component of outreach will occur organically via social media and through strategic partnerships with the Global Poverty Project, Generation Waking Up, Pachamama Alliance and other youth-oriented social impact organizations. (1) 24% are primarily motivated by meaningful work; 37% feel they lack focus (2) 97% of teens play computer games, yet 53% percent prefer in-person communication (3) 60% of teens are interested in politics, charitable work, and express a sense of commitment to civic participatio
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