D2 for D3: DiplomacyDash! – Discover, Do & Ditto.
35. Waffles

Executive Summary
Geopolitical conflicts today are increasingly
multifaceted and intricate. Inculcating maturity
and diplomacy is crucial in preparing the next
generation to navigate this complex web ofconflict – on personal, national and international
levels. DiplomacyDash! is an educational
training game that develops diplomatic anddemocratic skills in users via a personalised
curriculum undergirded by collaborative andimmersive scenario-based gameplay.

Pedagogy
Immersive diplomatic simulations allow students tounderstand the subtle complexities of international
relations, teaching them empathy needed in thegeopolitical scene1. Additionally, research has proventhat simulations involving Knowledge, Engagement,
Skills and Empathy (KESE) yield better results2.
Finally, games have been proven to enhance learning
retention, student participation and motivation. Thus,
DiplomacyDash! roots its teaching approach inimmersive simulations to optimise learning outcomes.

Product Description
DiplomacyDash!: The Educational GameDISCOVER. Upon creation of an account, users take the DiplomacyDash! Test, togenerate a profile consolidating their personality, general knowledge, skillsets andinternational issues they resonate with. Such preliminary data curates a tailored user
experience, constantly updated with every game played.
DO. There are different stages in DiplomacyDash!, each depicting a real-world crisis
ranging from pandemics and territorial disputes to war. Players are matched up in online
real-time games, where they are randomly allocated a fictitious country and unique
identity, such as a political leader, business owner or activist, and must work throughtheir different roles and power stati to resolve the main international conflict. Different
game modes feature different dominant gameplay components, like dialogue sessions
with citizens, signing of peace treaties or passing of resolutions. Based on gameplay
complexity, duration for play can range from less than an hour to days, thereby requiring
the need for higher levels of collaboration amongst teammates to incorporate suchsynchronous and asynchronous play.
Discuss: To allow seamless discussions amongst international users, DiplomacyDash!
utilises a language translation Application Programming Interface (API) which features aspeech-to-text recognition and a neural machine translation engine with anautoregressive encoder-decoder architecture that considers the semantic context of text
for highly accurate translations.
Each character role also has individual objectives, usually of competing interests to themain common goal. For example, the Land Minister of Country X must work with othercountries to resolve a border dispute, but is also tasked with securing a diamond minein said disputed land to benefit the economy of their country. Hence, users must learn
how to strike a delicate balance between managing intragroup and international
conflicts, challenging themselves to exercise thorough diplomacy and democracy to navigate suchcomplex decision-making processes together with their citizens and other countries.
Decide: Users then input their collective choice of action in the user interface. A rule-based AI system isused to control the flow of the gameplay scenarios, using an inference engine that processes input data
into corresponding outputs like the establishment of bilateral relations due to strong ties formed between
two countries, or economic downturn due to government corruption. Points are awarded based onsuccess in common (measured with indicators like Human Development Index, Gross National Income,fatality count, etc.) and side objectives, incentivising users to practise diplomacy to achieve optimal
game progression. They can also experience the decision-making required for different stakeholders incountries under different situations. These are values and insights that spill over into their lives.
DITTO. DiplomacyDash! incentivises long-term engagement, to ensure positive behavioral change inusers. This is done via an adaptive neural network model using a machine-learning algorithm, whereby
each user’s general aptitudes and gameplay performance is stored into a centralised cloud database, totrain the model to constantly tune its parameters to improve its outputs. Based on the skillsets the users
lack, the model provides personalised recommendations to improve their interpersonal skills, and1

Stover, W. J. (2005). Teaching and Learning Empathy: An Interactive, Online Diplomatic Simulation of Middle East Conflict. Journal of Political Science Education,
1(2), 207–219. https://doi.org/10.1080/15512160590961801
2Clark, N., & Scherpereel, J. A. (2024). Do Political Science Simulations Promote Knowledge, Engagement, Skills, and Empathy? Journal of Political Science
Education, 20(1), 133–152. https://doi.org/10.1080/15512169.2023.2204236

generates personalised character roles for them in subsequent games. Through a continuous feedback
loop, gameplay is kept fresh and personalised, to ensure efficient and effective experiential learning.
Though scenarios for each gameplay is different, DiplomacyDash! records past gameplay histories anddisplays user statistics, to motivate progression and self-improvement via cultivating user achievement.
DiplomacyDash! (For Schools): The Complementary Educational Package
DiplomacyDash! can be integrated into Character Education lesson curricula, for students to learn andpractise diplomacy. Institutes can purchase a yearly subscription of DiplomacyDash! (For Schools) for
additional gameplay and complementary features. Institutes have access to a library of interactive online
courses on developing technical (eg how councils pass bills and resolutions) and soft skills (eg practicaltips on exercising diplomacy in interactions). Educators can host private classrooms where they set
simulations specific to their lesson topic, and control the game pace by strategically interspersing
teaching elements like interactive slideshows and quizzes throughout. To facilitate review, educators
have access to a personal student dashboard, with Individual Reports that reflect their progression ofskills. An AI tool that takes into account their dispositions and aptitudes predicts and recommends
optimal courses for students to watch, and guidance strategies for caregivers to take, to assist theirdevelopment.
Market ResearchMarket Penetration Strategy
DiplomacyDash! (D2) stands out with its strong Go to Market: D2 will launch B2B and B2C channels
focus on youth education. It encourages simultaneously, allowing users worldwide access.
empathy despite conflicting interests via The B2C channel is free, where users can download
values-based gameplay, and fosters discourse D2 from Google Play Store/Apple App Store. We will
via collaborative features. Most roleplay games work with schools worldwide to integrate into
are driven by monetary gains by inciting education curriculums.
dopamine rushes, but we focus on growing Partnerships: D2 is rooted in a mission for peace,interpersonal skills of mutual understanding and aligning with UN goals, allowing us to be a Corporatecommunication.
Sponsee under their Private Sector sponsorship
4Market size: The global Game-based Learning system . Additionally, through partnerships with
Market3 is poised to hit $29.7B in revenue by Governments (Ministries of Education), we canestablish our educational system in schools on a2026, projecting a CAGR of 21.9% from 2021 tonational basis for each country we enter.
2026. The market receives growing support fromeducational institutions such as schools with FinanceD2 will conduct Series A fundraising (USD$3.5M),
interactive and adaptive learning at its core.
pitching to venture capital firms and angel investors.
Market Opportunities: D2, branded with a This will fund the AI and Software development andstrong focus on values-based real-world prepare us for launch. Following this, D2 will profit
simulations, shows immense potential in the through the two revenue streams; Subscription Plans
market for educational games. Furthermore, as for Schools (5 USD per student/year) and providing
schools move toward integrated learning with data analytics* to corporations with aligned interests.
gamification technology, D2 complements this The breakeven point will be in FY3 after launch. By
rising trend with interactive machine-learning FY5, the user base from schools and individuals is
expected to reach 5.6mil.
technology and gamification.
*User privacy and data security is prioritised. No personal user information will be disclosed.

3Game based learning market size & share analysis - industry research report - growth report 2032. MarketsandMarkets. (2022).
https://www.marketsandmarkets.com/Market-Reports/game-based-learning-market-146337112.html
4Handling of JIU reports by UPU - Joint Inspection Unit. (n.d.).
https://www.unjiu.org/sites/www.unjiu.org/files/jiu_document_files/products/en/reports-notes/JIU%20Products/JIU_NOTE_1999_7_English.pdf