‭3. Ones&Twos - GEX‬

‭ xecutive summary‬E‭Conflicts, ranging from small fights to‬‭international disputes, such as the Ukraine‬‭war[1], occur constantly due to different‬‭values clashing and a lack of‬‭communication skills. We can prevent such‬‭conflicts from arising and expanding by‬‭creating an educational app for schools to‬‭implement in classes worldwide. By using‬‭our program to acquire democratic skills, we‬‭believe that the generations to come will be‬‭able to live in a world with less conflict.‬‭ ur mission‬O‭Through our products, we aim to help‬‭children foster skills that will allow them to‬‭come to a mutual understanding with‬‭others. Ultimately, we hope to create a‬‭world without strife in which individuals and‬‭groups can come to a mutual understanding‬‭through communication.‬‭ ur product‬O‭GEX is a groundbreaking dialogue‬‭simulation game in which teams work to‬‭understand the opposition and mutually‬‭come to an agreement. The opposing‬‭entity/character, including its motive,‬‭characteristics, and even gender, will be‬‭created by us. After this, conversational AI‬‭technology will allow it to converse with the‬‭players and come alive. The game will have‬‭three different levels with multiple scenarios‬‭per level. The levels will range from easy‬‭topics based on daily life conflicts, such as‬‭customer complaints, to more complex‬‭topics related to international politics or‬‭economic issues. Each server will have 4-6‬
‭players working towards a shared goal: To‬‭reach a mutual understanding with the‬‭ pposing party (opposing character). Since‬o‭the topics will be related to international‬‭economics or politics beginning from the‬‭second level, the topics will have no choice‬‭but to become global. Because of this, we‬‭have decided to comprise each team‬‭member with an individual from a different‬‭country. This will make it increasingly‬‭difficult for the players to complete the‬‭game; however, this will further foster their‬‭ability to come to an understanding with‬‭those from different backgrounds and‬‭benefit the players in the long run.‬‭The players will be provided 60 minutes to‬‭reach the goal, with 10-minute intervals‬‭between discussing as a group and‬‭speaking with the entity. Before the‬‭discussion, players will be given a brief‬‭introduction of the opposition, including‬‭general information regarding the character.‬‭Through dialogue with their team and the‬‭opposition, players must deduce and‬
‭understand the goals and desires of the‬‭entity and gain insight into the opposition's‬‭nature and underlying values. Also, the‬‭players must discern the entity's personality,‬‭cognitive flexibility, or mood stability through‬‭dialogue. Players will then devise solutions‬‭for reconciliation through discussion with‬‭their team and present them to the‬‭opposition. Ultimately, the game is cleared if‬‭a mutual understanding is achieved‬‭between the team and the opposition within‬‭one hour. (GEX’s picture on the bottom)‬‭ e've added four gauges on the bottom left‬W‭to help players understand the opposition's‬‭emotional state. (Top right) These gauges,‬‭with the AI programmed with the given data‬‭that can simulate the entity’s stress and‬‭trust level[2], will show the game’s timer and‬‭the opposition’s willingness to come to a‬‭mutual agreement with the‬‭players—ultimately determining if the‬‭players have cleared the stage. If the‬‭willingness level goes under 20% by the‬‭end of the game, the players will lose.‬‭Furthermore, this allows players to be‬‭conscious of what they say to the‬‭opposition, improving their mutual‬‭understanding skills. GEX’s user interface is‬‭also built with simplicity and different‬‭languages, making it applicable to players‬‭and schools worldwide.‬‭ arget market / Strategy‬T‭We plan to implement a B2B business‬‭model with an annual contract fee as a‬‭source of income. Since our product serves‬‭an educational purpose, our target market‬‭will consist primarily of academic institutions‬‭worldwide, middle schools to high schools,‬‭and parents (individuals). As our business‬‭grows, we will aim to reach more schools‬‭and global educational associations.‬‭ inally, according to DataReportal, only‬F‭67.1% of the world's population were‬‭internet users in early 2024[3]. Because of‬‭this, we have also designed a physical card‬‭version of this game to make it more‬‭accessible for all: Instead of using AI (we‬‭showed this in the video), teachers initially‬‭take the role of the opposition party and‬‭facilitate the conversation. Once we profit,‬‭we plan to donate these GEX cards to less‬‭affluent countries for everyone worldwide.‬‭Pricing and Financial statement‬‭ e plan to charge an annual fee of $2,100‬
W‭for schools and $40 for individuals.‬‭According to Verified Market Research, the‬‭Educational Games Market will be worth‬‭USD 11.24 billion[4] in 2021 and is‬‭projected to reach a staggering USD 93.53‬‭billion by 2030. Therefore, we have‬‭predicted revenue in GEX’s first-year to‬‭fourth-year from $94,040 to $636,833. This‬‭revenue will be allocated towards repaying‬‭development costs and operational‬‭expenses. Since demands for educational‬‭games are expected to grow steadily, we‬‭project our break-even point to be in the‬‭second year, fully repaying the initial‬‭development costs incurred over the four‬‭years.‬‭ eferences‬R‭[1]‬‭https://apnews.com/hub/russia-ukrain‬‭e‬‭[2]‬‭https://www.jstage.jst.go.jp/article/jah‬‭p/19/2/19_44/_article/-char/ja/‬‭[2]‬‭https://scholar.harvard.edu/files/laibson/fil‬‭es/measuring_trust.pdf‬‭[3]‬‭https://datareportal.com/global-digital-‬‭overview‬‭[4]‬‭https://www.verifiedmarketresearch.co‬‭m/product/educational-games-market/‬