World Wide Wisdom
Leadership in Diversity, Solutions in Unity

103 Zeta
EXECUTIVE SUMMARY:
Here at Zeta, we are proud to announce the launch of our new
product “World Wide Wisdom”, a training game that trains andpractices communication, problem-solving, and collaboration
skills. In a world that is increasingly impacted by international
disagreements, sanctions, and armed conflicts, it is of theutmost importance to bring forward a new generation ofleaders who are able to look past differences to resolve
conflicts peacefully and democratically. WWW is an interactive
game in which players represent different countries and theirviews and are tasked as a group to come up with solutions to
global issues based on the Sustainable Development Goals by
the United Nations. During gameplay, players can access theWWW app, giving them all the necessary information about
their country, context to the global issues, and videos fromlocal organizations and natives of their country about their life,experiences, and opinions. This innovative game combiningclassical elements of card and board games and the latest
available technology in our app will not just educate the youthof today on the perspectives of countries worldwide, but build
future leaders capable of addressing the crucial issues in theworld tomorrow.
PRODUCT DESIGN:

The goal is to pass a specific number of solutions
dependent on the number of players outlined in
the instruction manual.

WWW can be played by any group with at least 3 people and isrecommended for ages 13 to 30. The game comes with 195
country cards, over 100 global issue cards, a small whiteboard,
four whiteboard markers, 10 green magnets, 10 red magnets,
an instruction manual on gameplay and a QR code to download
the WWW app. To start the game, each player draws a country
COMPETITIVE ANALYSIS
card of the country they must represent for the remainder of thegame. Players can then access the WWW app or research Competitor
Ourrelative
online to find out information about their country and understandadvantages
the policies, perspectives, and values of their country. For
approximately 10 minutes depending on the preferences of Rise
A board game
WWW has:players, each player brainstorms a solution for the issue up: The
where players
à Highercollaborate asaffordability
according to the stance of their country. Each player then writes Game ofPeopleandorganizers
ofaà Simpler
their solution on the whiteboard and takes turns presenting theirPowersocialgameplay
solution. Solutions receive debate time during which players à $45.00
movement to try àEncourages
can propose edits to the solution that are voted on and argue
to achievemoresocial justicefor or against the solution. Players must keep in mind that they
discussion
goals
must strive to represent their country’s stances, not theirandindividual ones. After debating, each solution is voted on by Endangered A board gamecooperation
instead ofwhere players
having players put a green or red magnet on the whiteboard à $49.99
being aactaswildlife
next to the solution being debated.
luck-based
conservationists
to safeguard
animalpopulations

gameà Lessrepetitive
gameplayà Moreinformative
nature withreal-worldfacts &information

Our relative
disadvantages

Rise up:à Encourages
more creativity
in players

Endangered:à Moreinteractive
board gamefeatures

TARGET MARKET:
Our target market for this product is schools thatprovide the MUN program but also families as its
primary purposes are developing debate skills
and improving one’s cognitive abilities. We wantto put the most focus on teenagers and young
adults who already have somewhat of aperspective on the world and are still young
enough to develop crucial skills to expand theirknowledge. We will first target the United Statesand Europe as most MUN conferences arelocated there, and because they have a traditionof educational activities that emphasize criticalthinking, public speaking, and internationalrelationships. Additionally, there is a wellestablished market for educational board gameswith a highly developed infrastructure fordistribution and marketing.
MARKETING/PROMOTION:
We will separate our marketing strategy into two
main strategies. The first strategy is taking
advantage of the widely popular existing Model
United Nations or MUN program throughout
schools across the world. MUN is a popular
extracurricular for high school and university
students in which students simulate United
Nations committees (“Model United”). Students
must represent countries and write resolutions
addressing global issues, then debate, amend,
and pass these resolutions. Every year, at least
400,000 students participate across thousands ofschools worldwide (Saunders). We will target
schools organizing MUN conferences to havethem purchase the game to give to delegates toplay as committee icebreakers, during breaks
and on the last day of conferences wherecommittees will often engage in fun activities
together. Our game will appeal to them for its
relevance to the conference, as it offers anextension of MUN procedures and can engage in
intellectually challenging debate. First, we will
target schools and universities that organize thelargest MUN conferences, including thoseorganizing NMUN New York, IE University Model
United Nations and THIMUN. Next, we will
expand to more conferences, continuously
exposing our game to more students andteachers. Finally, we will begin marketing ourproduct directly to schools through visits toschools and promotion through teacher journals.
Teachers and student leaders can then use
meeting sessions to develop the skills ofmembers through our training game that requires
all the skills needed in MUN will be a perfect fit.
These three steps will guarantee numerous sales
to schools and clubs, further guaranteeing
exposure to new generations of young adults.
The second strategy that will be used ismarketing directly to families and teenagers.

We will advertise WWW through ad campaigns and social
media, targeting teenagers and young adults passionate
about debating, and politics or simply having an interesting
game that can spark discussion. We will also ask
board/card game reviewers on YouTube and TikTok toreview it. This will go hand in hand with our first strategy as
students will be exposed to our game by seeing it in theirschools, making them more likely to purchase it forthemselves.
Cash Flow Forecast for World Wide Wisdom (WWW) by Zeta
2024

2025

2026

2027

033850-127870

61043

6800

18383

35600

Opening balance (€)
Initial Investment (€)
Private equity investment

675000Cash Inflows (€)
Units Sold

3500

Unit Price

2829

32

34

Total Revenue

98000

1972005882561210400

Total Cash Inflows +Investments (€)

7730001972005882561210400

App design & maintenance

305000100000

70000

50000

Research & Development

210000

40000

20000

10000

Cash Outflows (€)

Marketing30000

18000

10000

10000

Staff salary

130000140000160000170000

Purchase Machinery

15000

4000

2000

2000

Rent & Utilities

3000

4000

4500

4800

Legal expenses, Insurance,
License Permit

2000

1000

1000

1000

Country outreach

20000

5000

5000

5000

Input costs

24150

46920

126843245640Total Cash Outflows (€)

739150358920399343498440Net Cash Flow (€)

33850-161720188913711960

Closing Balance (€)

33850-12787061043

773003

Unit Cost breakdown (€)
Problem cards
Country cards
Whiteboard
4x Markers
20x Magnets
In-box packaging
Game box
Instructions
Unit Cost Total (€)

1.2
0.8
2.9
1.4
1.8
0.7
1.2
0.5
6.9Here our projected growth from 2024 to 2027 is outlined. Using
market research, we conclude that with MUN involvement andonline promotion, we can target our intended audience and sellaround 3500 units in the first year, generating revenue ofaround 98000€. As we need to finance the app & productdevelopment, marketing and more in our first year, we plan toraise a share capital of at least 675,000 € from private equity
investments. Although we go negative, in the second year, inthe long term this will be a very successful product.
Works Cited"Model United Nations: Chapter 1: Introduction." United Nations, www.un.org/en/model-united-nations/introduction.
Accessed 25 May 2024.
Saunders, Jess, editor. UNA-K. una.org.uk/sites/default/files/Miscellaneous/School%20resources.pdf. Accessed 25May 2024.