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Challenge Future
Presentation

Monday 14 November 2011
© IMPACT 2011
© IMPACT 2011
The best way to save
the planet is to play
with it first
...so let’s play IMPACT
© IMPACT 2011
IMPACT is a board
game where you learn
how to solve the world’s
environmental crisis

© IMPACT 2011
Three problems are stopping
us from solving the global
environmental crisis:
– We don’t collaborate
– We get depressed
– We don’t have a plan
© IMPACT 2011
Collaboration
Global game dynamics is what I
experienced while working at the U.N.
Climate Conference in Copenhagen.
Each nation pursued its individual      Johan Rockstrom
interests. Stuck in disagreement they   has developed a
                                        scientific model for
could not solve the problem.            protecting the
                                        planet. This model is
In IMPACT you learn to protect your     being used as the
                                        foundation for the
own interests while collaborating!      UN’s Plan for a
                                        Sustainable Future.
                                        It is helping to create
                                        consensus.
© IMPACT 2011
Enthusiasm
In the game Re-Mission cancer
patients get to fight their illness.
Youth who play the game are more
likely to take their medication.
Experiencing enthusiasm in play        Re-Mission
provides the motivation to tackle      is a computer game
                                       played by youth
challenges in reality!                 recovering from
                                       cancer.
In IMPACT you become motivated to
solving global challenges!
© IMPACT 2011
The plan
The United Nations is using
a new theory to protect the
planet’s environment.
IMPACT brings this theory
to life in a fun & simple way.
The Chief Sustainability
Advisor of the United
Nations has offered a            9 planet boundaries
                                 are part of the scientific model that the UN
statement of support for         is using to ensure a sustainable future.
IMPACT.                          This model defines a safe operating space
                                 for humanity.
© IMPACT 2011
Our mission
To give millions the will and
knowledge needed to face the
global environmental crisis!
“The only source of knowledge is experience.”
 Albert einstein


“Play is a powerful form of experience, let’s use it!”
Nathaniel spohn

© IMPACT 2011
Objectives
Year 1 - IMPACT published
Year 2 - $60,000 revenue
Year 3 - 250,000 players
Year 4 - 500,000 players
Year 5 - 1 million players
© IMPACT 2011
Steps so far...
1 internship at an award winning game company
12 month design process
6 versions of IMPACT
250+ play-testers
100+ testing sessions
6 to 60 year old play-testers
5 play sessions with schools & camps
$10,000 investment, plus and additional
$10,000 investment offer.
70 person facebook feedback group.
1 publishing deal
1 corporation set up
1 interview on national radio
5 branding consultants providing strategy and design
© IMPACT 2011
Proof IMPACT works
Kids are excited and having fun!
Kids are passionately debating
environmental policy!
Kids are asking questions
and becoming more curious!
© IMPACT 2011
Testimonials
“It was incredible how quickly the campers understood
 the game and the objective (i.e. to protect the planet).
 Throughout the game, excited voices were constantly
 yelling, “Save the planet!” But even more impressive
 was how the message of the game triggered
 conversation and reflection in the players after
 Nathaniel had left.”
 Joanna MacDonald, Camp Coordinator




© IMPACT 2011
Testimonials
“I have worked with children and youth in environmental
 education for over seven years. I have never seen such
 a unique and effective board game that engages youth
 of many ages to learn, reflect and spark excitement.”
 Maya McDonald, FUN Society Director




© IMPACT 2011
Next steps
– Finalize game design
– Complete graphic design
– Complete product development
– Find a manufacturer
– Build webstore
- Use Impact in schools
© IMPACT 2011
Early adopters for Impact
The last few decades have seen a rapid growth in the
membership of environmental NGO’s
2.8 million members in Greenpeace
10 million members in Avazz
1.3 million members in The Sierra Club
4 million members in the National Wildlife Federation
1 million members in The Nature Conservancy
2 million members in Friends of the Earth
5 million members in WWF
113,498 different non-governmental organizations
registerd on www.wiserearth.org
© IMPACT 2011
The old model doesn’t work
The current game market is saturated with
board games that target game enthusiasts




© IMPACT 2011
An open market
A board game targeted towards environmental
enthusiasts will be innovative, different and stand out




© IMPACT 2011
Sales channels
I have asked three large environmental NGO’s if they
would promote our webstore if a small amount of the
purchase price of Impact was donated to them
100% of the NGO’s said yes
I plan to use the regular and social media of NGO’s
to promote and direct costumers to our webstore.




© IMPACT 2011
New revenue
Currently the board game industry relies on distributors
and retailers, who take much of the revenue.
Cutting out these parties leaves the opportunity
for new increased revenue.




Current business model                 New business model
© IMPACT 2011
Using the money...?
We would use it solely for bringing impact
into the world.


It would be used for:
Web development
Promotion
Integrating the game into school curricula


© IMPACT 2011
Thank you

Nathaniel spohn
nathaniel.spohn@gmail.com
Skype: nathaniel975
© IMPACT 2011

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Learn How to Solve Environmental Crisis Playing Board Game IMPACT

  • 1. Challenge Future Presentation Monday 14 November 2011 © IMPACT 2011 © IMPACT 2011
  • 2. The best way to save the planet is to play with it first ...so let’s play IMPACT © IMPACT 2011
  • 3. IMPACT is a board game where you learn how to solve the world’s environmental crisis © IMPACT 2011
  • 4. Three problems are stopping us from solving the global environmental crisis: – We don’t collaborate – We get depressed – We don’t have a plan © IMPACT 2011
  • 5. Collaboration Global game dynamics is what I experienced while working at the U.N. Climate Conference in Copenhagen. Each nation pursued its individual Johan Rockstrom interests. Stuck in disagreement they has developed a scientific model for could not solve the problem. protecting the planet. This model is In IMPACT you learn to protect your being used as the foundation for the own interests while collaborating! UN’s Plan for a Sustainable Future. It is helping to create consensus. © IMPACT 2011
  • 6. Enthusiasm In the game Re-Mission cancer patients get to fight their illness. Youth who play the game are more likely to take their medication. Experiencing enthusiasm in play Re-Mission provides the motivation to tackle is a computer game played by youth challenges in reality! recovering from cancer. In IMPACT you become motivated to solving global challenges! © IMPACT 2011
  • 7. The plan The United Nations is using a new theory to protect the planet’s environment. IMPACT brings this theory to life in a fun & simple way. The Chief Sustainability Advisor of the United Nations has offered a 9 planet boundaries are part of the scientific model that the UN statement of support for is using to ensure a sustainable future. IMPACT. This model defines a safe operating space for humanity. © IMPACT 2011
  • 8. Our mission To give millions the will and knowledge needed to face the global environmental crisis! “The only source of knowledge is experience.” Albert einstein “Play is a powerful form of experience, let’s use it!” Nathaniel spohn © IMPACT 2011
  • 9. Objectives Year 1 - IMPACT published Year 2 - $60,000 revenue Year 3 - 250,000 players Year 4 - 500,000 players Year 5 - 1 million players © IMPACT 2011
  • 10. Steps so far... 1 internship at an award winning game company 12 month design process 6 versions of IMPACT 250+ play-testers 100+ testing sessions 6 to 60 year old play-testers 5 play sessions with schools & camps $10,000 investment, plus and additional $10,000 investment offer. 70 person facebook feedback group. 1 publishing deal 1 corporation set up 1 interview on national radio 5 branding consultants providing strategy and design © IMPACT 2011
  • 11. Proof IMPACT works Kids are excited and having fun! Kids are passionately debating environmental policy! Kids are asking questions and becoming more curious! © IMPACT 2011
  • 12. Testimonials “It was incredible how quickly the campers understood the game and the objective (i.e. to protect the planet). Throughout the game, excited voices were constantly yelling, “Save the planet!” But even more impressive was how the message of the game triggered conversation and reflection in the players after Nathaniel had left.” Joanna MacDonald, Camp Coordinator © IMPACT 2011
  • 13. Testimonials “I have worked with children and youth in environmental education for over seven years. I have never seen such a unique and effective board game that engages youth of many ages to learn, reflect and spark excitement.” Maya McDonald, FUN Society Director © IMPACT 2011
  • 14. Next steps – Finalize game design – Complete graphic design – Complete product development – Find a manufacturer – Build webstore - Use Impact in schools © IMPACT 2011
  • 15. Early adopters for Impact The last few decades have seen a rapid growth in the membership of environmental NGO’s 2.8 million members in Greenpeace 10 million members in Avazz 1.3 million members in The Sierra Club 4 million members in the National Wildlife Federation 1 million members in The Nature Conservancy 2 million members in Friends of the Earth 5 million members in WWF 113,498 different non-governmental organizations registerd on www.wiserearth.org © IMPACT 2011
  • 16. The old model doesn’t work The current game market is saturated with board games that target game enthusiasts © IMPACT 2011
  • 17. An open market A board game targeted towards environmental enthusiasts will be innovative, different and stand out © IMPACT 2011
  • 18. Sales channels I have asked three large environmental NGO’s if they would promote our webstore if a small amount of the purchase price of Impact was donated to them 100% of the NGO’s said yes I plan to use the regular and social media of NGO’s to promote and direct costumers to our webstore. © IMPACT 2011
  • 19. New revenue Currently the board game industry relies on distributors and retailers, who take much of the revenue. Cutting out these parties leaves the opportunity for new increased revenue. Current business model New business model © IMPACT 2011
  • 20. Using the money...? We would use it solely for bringing impact into the world. It would be used for: Web development Promotion Integrating the game into school curricula © IMPACT 2011