What is the name of your solution?
Way Out
Provide a one-line summary of your solution.
Way Out is a mobile game that uses social -emotional learning methods to improve compassion, teamwork, and curb harmful behavior.
Film your elevator pitch.
What specific problem are you solving?
The traditional education system often fails to incorporate social-emotional learning, leading to implicit or explicit biases and prejudices that contribute to harmful behavior in communities globally.
This problem affects millions of people each year, with young people in our communities struggling with social-emotional learning and compassion, resulting in poor mental health, social competency, isolation, and a lack of empathy.
To address this issue, Way Out incorporates games as a tool for promoting social-emotional awareness to expand compassion. Research shows that neurological engagement through games is highly effective in improving these areas.
Adapting and modulating Situational Judgement Test ( SJT), as described in this example:
Construct and Predictive Validity of an Assessment Game to Measure Honesty-Humility
Other scholarly data on behavior change via game confirm our solution:
Gaming SEL - Peter Lang Verlag
Harnessing Video Games to Cultivate Social and Emotional Learning
(PDF) Gaming for good: Video games and enhancing prosocial behavior
We are focusing our first game on addressing sexual violence, which is a prevalent public health and safety issue affecting 1 in 3 women and 1 in 10 men globally, with ages 12-34 being the highest risk for rape and sexual assault, according to WHO and RAINN.
Sexual violence is a major public health issue with lasting mental, civic, economic, cultural, and social damages.
Sexual harassment is also prevalent in the gaming community, with 75% of women hiding their identities and 93% experiencing harassment from fellow gamers.
75% Of Female Gamers Hide Their Gender When Playing Online, Study Reveals
Our approach leverages gameplay mechanics and narrative to address harmful biases resulting from the lack of effective prevention strategies and social-emotional learning programs in traditional education and training the first use case will be sexual harassment training.
Why Sexual Harassment Programs Backfire:
“If the typical harassment training leads to the loss of female managers and makes the bad guys a little worse, it’s probably time to start thinking about more-effective types of training.”
By gamifying difficult topics such as sexual harassment and offering accessibility, safety, and confidentiality through mobile phones, we aim to bridge the issue of stigma and shame.
Our intervention not only entertains but also prioritizes player growth and development. Our findings rely on scholarly research that shows games are effective tools for promoting social-emotional learning.
By meeting youth where they are most comfortable - playing games, we aim to create a new era in gaming that values both entertainment and personal development.
Commercial triple-A games have given similar challenges to the player, and engagement data shows that games are proven to be the most effective tool for promoting social-emotional awareness and expanding compassion.
What is your solution?
Way Out is a mobile game that addresses the issues of support, compassion, and social competency through an interactive storyline, trust mechanics, and novel assessment technology. The single-player game uses a choice-based narrative that challenges players to establish and maintain trust with their teammates while nurturing their relationships. The game features a trust meter that is conditioned by the choices players make in relation to their teammates. Way Out uses a stealth approach to address unconscious bias for desired behavioral change.
Way Out has partnered with behavioral scientists from Play2PREVENT Yale lab and UNESCO MGIEP to develop social-emotional competency assessment tools. The game includes behavioral science test formulas that are embedded in the narrative options, and pre-and post-behavioral evaluations are seamlessly implemented into the gameplay without interrupting the immersive player experience.
The gameplay can measure these competencies, meaning that the game can demonstrate positive change in target populations. Although we cannot publicly share the test formulas, we can share that the science team relied on and modified the Empathy Selection Task (EST), developed by Jamil Zaki and his colleagues in 2011 as referenced in this
Reintegrating the Study of Accuracy Into Social Cognition Research
Way Out players have the option to choose harmful biases and, therefore, unlearn them by experiencing the consequences of their choices on the trust meter. The game also incorporates social-emotional learning and is trauma-informed, ensuring that it is not triggering for players. Players compete on compassion, and the game has no punishments. Its challenges provide opportunities for growth and learning within the game, and proactive support may result in the loss of relationships with powerful, resourceful yet abusive fictional characters. This heightens the stakes and is a necessary component for behavioral change.
Every completion of the game using the novel assessment automatically means the player has demonstrated sufficiency in compassionate behavior. Therefore, Way Out provides badges for players to display publicly on social media platforms and dating sites. These badges serve as certificates of trustworthiness.
Way Out intends to partner with universities, dating apps, celebrities, and influencers as part of a strategic marketing campaign to advertise the badge system. The aim is that players will feel compelled to earn and display these badges to identify themselves as safe members of the community.
Way Out is designed to be fun, challenging, entertaining, and a great stand-alone game, regardless of the subject matter it addresses. While applicable to a multitude of behavioral training, the first use case will focus on SA awareness and sexual harassment reduction. Way Out represents a new era in gaming, one that prioritizes player growth and development as well as entertainment.
Who does your solution serve, and in what ways will the solution impact their lives?
WAY OUT is a game that aims to educate and provide support for young adults between the ages of 17-24 who may be unaware or vulnerable to sexual harassment and violence in their personal and professional lives.
This target population is underserved as sexual harassment and violence prevention education is not widely offered or required in education or training programs, perpetuating a culture of silence and tolerance towards these harmful behaviors.
The game provides direct and accessible support to survivors of sexual violence, allowing players to practice safe and confidential coping mechanisms, gain tools to cope and overcome their trauma, and train self-agency and self-compassion. The game's unique approach also has the potential to reduce harmful behaviors and unconscious bias in the gaming community by promoting a culture of respect and inclusivity.
The game's modular design and personalized content provide players with a unique and customized experience each time they play, helping to reinforce the lessons learned and create a lasting impact. WAY OUT plans to exceed the industry standard in effectiveness by being the first measurable, results-oriented, and scientifically-backed training program in existence.
Beyond the sphere of mandatory training, Way Out intends to provide badges for players to display publicly on social media platforms and dating sites, serving as certificates of trustworthiness.
The game also aims to partner with universities, dating apps, celebrities, and influencers as part of a strategic marketing campaign to advertise the badge system.
In addition to its direct impact on players, the game has the potential to impact society as a whole by promoting a culture of respect and inclusivity, which can help to reduce the prevalence of sexual harassment and violence. The game can also serve as a model for other industries to address similar issues in their own fields, creating a ripple effect of positive change.
Finally, the game can help curb sexual harassment in communities it serves and cut costs of lawsuits and loss of reputation and morale of the communities.
How Much Does Workplace Sexual Harassment Hurt Firm Value?
Workplace Misconduct Cost U.S. Businesses $20 Billion In Past Year: New Study
New Research Uncovers the True Financial Costs of Sexual Harassment in the Workplace for Women
Workers who had to take time off in 2021 due to their experience with workplace misconduct missed, on average, six days of work or 43 million sick days. This resulted in a $8.54 billion loss for the U.S. economy.
14% of staff who experienced workplace misconduct in the last 12 months ended up leaving their jobs.
75% of U.S. office workers have experienced or witnessed some form of workplace misconduct during their working lives.
Harassment was the most common form of misconduct in the U.S., with over a quarter (26%) of office workers having experienced this at some point in their careers.
How are you and your team well-positioned to deliver this solution?
The founder of Way Out, Danijela Steinfeld, has a deep knowledge and understanding of the core subject matter. Danijela's award-winning documentary, Hold Me Right, addresses the causes and consequences of sexual violence, and the traumatic aftermath for victims and perpetrators. Danijela conducted extensive two-year research by interviewing college students, survivors, and perpetrators, providing her with expertise on the issue. Danijela's award-winning activism efforts speak to her reputation for fighting stigma and speaking on behalf of marginalized groups, in this case, survivors, making her a trustworthy and valid leader who forms strong partnerships with some of the most successful global educational and prevention-centered partners.
Behavioral scientists: Yale’s play2PREVENT lab founder Lynn Fielin and UNESCO's MGIEP Dr.Nandini Chatterjee Singh have a proven track record of developing engaging and effective games that have been shown to promote positive behavioral change.
The play2PREVENT lab has developed a range of games that address issues such as smoking, HIV prevention, and substance abuse, while UNESCO's MGIEP behavioral science team has developed games that tackle issues such as gender-based violence and social inclusion.
The play2PREVENT lab has collaborated with community-based organizations and schools to develop games that are tailored to the specific needs of these communities, while UNESCO's MGIEP behavioral science team has worked closely with local partners to develop games that are culturally sensitive and relevant.
The play2PREVENT lab has a user-centered design approach, which involves actively engaging with end-users throughout the development process to ensure that the game meets their needs and preferences. UNESCO's MGIEP behavioral science team also prioritizes participatory approaches to game development, which involve engaging with target populations to gather their input and feedback.
Game designer, Nick Fortugno, has not only designed several genre-defining and award-winning games in the commercial and impact spaces but is also a professor of game design at City College of New York. This means the team has direct access to both college populations (which sit in the center of the target audience of the project) and academic expertise in the subject areas. The game can be built collaboratively with these populations. Playmatics, Fortugno’s game company, has worked on several projects of this sort, notably with the Museum of Natural History, where youth in programs are brought into early stages of the project in classroom and testing settings to give input, inform design, and shape the products.
Nick has developed games for Pro Publica (The Waiting Game, on asylum seekers), USAID (with Indonesian youth and NGOS around disaster risk reduction), and the University of Vanderbilt (a game about HIV education and counseling, made with groups of youth leaders in Nigeria). Playmatics has over 15 years of experience working with serious clients from the World Bank to Red Cross/Crescent to NIH and NIMH on projects that both lean on subject-matter expertise and work with partners in target populations and affected communities.
Our strategic partner organization NoMore.org has conducted extensive research on preventative measures targeting indifferent youth and shares the findings with Way Out.
Which dimension of the Challenge does your solution most closely address?
Build core social-emotional learning skills, including self-awareness, self-management, social awareness, relationship skills, and responsible decision-making.
In what city, town, or region is your solution team headquartered?
Brooklyn, USA
In what country is your solution team headquartered?
What is your solution’s stage of development?
Pilot: An organization testing a product, service, or business model with a small number of users
How many people does your solution currently serve?
161
Why are you applying to Solve?
A significant barrier in our mission is introducing stigmatized subject matter through a gamified medium. We believe that our game can help break down these barriers by providing a safe and engaging environment for players to effectively act in the community and address global issues.
To achieve our mission, we need assistance in determining the best business model to enter the market with. We have identified two potential models: a B2C video game and a B2B licensing model.
The B2C model involves selling our game directly to consumers or businesses. This model offers the potential for direct revenue generation and customer engagement. However, it also requires significant upfront investment in game development and marketing. The B2B licensing model involves licensing our game to other organizations, such as schools, corporations, military non-profits, or government agencies. The B2B model offers the potential for broader reach and impact while reducing the upfront investment required for game development and marketing. However, it also involves navigating complex legal and regulatory frameworks and establishing partnerships with potential licensees.
The Way Out team is considering implementing AI language model technology in the game to provide a unique experience for each player and ensure the scientific behavioral science results achieved by players are genuine. We could benefit from MIT's global community of experts in implementing the AI language model into our technology.
We believe that MIT Solve’s expertise and resources can help us identify the best business model and gain market trust with this novel approach to social-emotional learning. We also believe that MITSolve’s network of scientists, engineers, and other innovators can help our teams solidify their work on interactive game development and widen their reach. The network of MIT Solve changemakers and fellow impact creators will be instrumental in laying the foundation for WAY OUT’s progressive development. Encompassing a range of social, educational, and humanitarian issues opens the way for future partnerships and development, and amplifies existing advocacy and education efforts in workplace communities, education, military, dating apps, governance, and social media.
The funding received from MIT will be allocated towards building a vertical slice, a playable demo or prototype of a video game that showcases a specific section of gameplay, typically including all of the key features and mechanics of the game.
In which of the following areas do you most need partners or support?
Who is the Team Lead for your solution?
Danijela Steinfeld
What makes your solution innovative?
The WAY OUT mobile game solution approaches the problem of social-emotional learning by combining innovative game mechanics, a stealth approach, and the use of behavioral science metrics to engage individuals in a safe practice environment. It is also the first science-based behavioral change game that addresses the critical public health and safety issue of rape culture in the commercial gaming space.
By partnering with behavioral scientists from Yale and UNESCO MGIEP, WAY OUT has developed a groundbreaking measurement assessment tool for compassion and social-emotional competency, which measures the player's behavior within the game without interrupting gameplay or immersion into the story and challenges. This means that the game can provide scientific data showing a lasting impact and create a sense of urgency around this critical issue.
Way Out Behavioral Science team implemented and modified Empathy Selection Task (EST).
The EST involves presenting participants with short scenarios that describe a person in need and a potential helper and asking them to choose the helper they would prefer to help in each scenario. The EST score is obtained by calculating the proportion of scenarios in which participants chose the helper who exhibited empathic behavior, such as taking the perspective of the person in need or showing concern for their well-being. Higher scores indicate a greater tendency to choose helpers who exhibit empathic behavior. The EST has been shown to be a reliable and valid measure of empathy and a predictor of prosocial behavior and social support.
Traditional behavior modification tools often lack the ability to create a sense of urgency and emphasize the consequences of indifference from bystanders, and they fall short of creating lasting behavioral change. Competitors in the gaming space lack critical elements such as behavioral science metrics, the power of storytelling, and real-life context to engage individuals who need to unlearn harmful beliefs. By combining these critical elements, WAY OUT can effectively prevent toxic behaviors and thoughts on a global scale.
The WAY OUT video game can catalyze broader positive impacts from others in this space by setting a new standard for how video games can be used to address critical public health and safety issues. It can inspire other game developers to create games that use the power of storytelling and gameplay to address social issues and license Way Out game method. Way Out approach could help also change the market by redefining the perception of video games from being a source of toxicity to a tool for creating positive social change.
By combining critical elements such as behavioral science metrics, the power of storytelling, and real-life context, WAY OUT can effectively prevent toxic behaviors and thoughts on a global scale.
What are your impact goals for the next year and the next five years, and how will you achieve them?
In the first year, we aim to integrate the WAY OUT game into five colleges, ten corporations, and two dating sites/apps. We plan to provide the finished product for free to colleges and dating apps during the first six months after release.
-The game will offer survivors of sexual assault a safe space to develop self-agency and self-compassion by supporting a fictional character going through the aftermath. This will be achieved through a "mirroring effect."
Design and release the Way Out game in the Summer of 2024 in the US leveraging our game and advocacy partners to promote the game via online live game-playing challenges, using advocates and celebrities promoting the game. Our goal of having over 100,000 players within the first 12 months of its release.
Validate the proof of concept or minimum viable product (MVP) on commercially available mobile platforms like Apple and/or Netflix Games.
Implement the Badge Icon, which players can obtain upon completion, into two dating sites (Bumble and Tinder) as a demonstration of safety and trust.
Use the validated MVP for sexual misconduct to build gamified curriculums for behavioral change in two other topic areas
Partner with workplaces, colleges, universities, and dating apps to encourage members of their communities to play the game and spark lasting change and safety. Aim to partner with 1% of the total addressable market in the first 12 months upon release of the game.
Make Way Out available in 15+ languages and distribute it worldwide by year 5
Make Way Out is a go-to prevention tool for curbing harmful behavior.
Turn Way Out into a franchise that publishes three games using the same principles, tackling different unconscious biases: 1. sexual harassment, 2. racism, and 3. socioeconomic bias.
Which of the UN Sustainable Development Goals does your solution address?
How are you measuring your progress toward your impact goals?
We conducted an anonymous testing of Way Out gamified training among target groups: workplaces, students, and gamers. To date, 161 people took the gamified training.
Here are our stats and findings:
Demographics:
55.6% of respondents are individuals with an interest in games,
5.6% are CEOs with an interest in training,
22.4% said they are community members interested in training
Post-Gamified Training Survey:
83.3% of respondents have completed sexual harassment training before, with 77.8% of them being workplace requirement
66.7% of respondents' training has been nonexistent to only contained basic information. Only 16.7% said that they have had extensive training
83.3% said that they are interested in learning about the game more
Improvement in scores from baseline to after gameplay:
Initial survey respondents scored 9.5X better on training survey scores from baseline to after gameplay. Surveys allow players to gain immediate feedback to understand the best answer and why. Impact goals were measured based on pre-assessment and post-gameplay responses. The data below indicates the improvement in survey respondents for the initial pilot.
First question: 38.1% of respondents got the scenario response wrong
Last question: 4.2% of respondents got the scenario response wrong
9.5x more likely to choose the best possible answer on the last question than the first question, which is a huge improvement
only 28% of respondents got every scenario question correct, showing a high need for this type of gamified training
What is your theory of change?
Activity: Develop a gamified sexual harassment reduction training
Output: Completion of gamified sexual harassment reduction training by the target population
Outcome
Immediate: 1. Increase knowledge and awareness of sexual harassment and its impact on individuals and organizations. 2. Develop skills to recognize and address sexual harassment in the workplace. 3. Improve attitudes and beliefs towards the prevention of sexual harassment.
4. Increase confidence in taking action to address sexual harassment.
Longer-term: 1. Reduced incidence of sexual harassment in the workplace. 2. Improved workplace culture and climate, promoting safety, respect, and inclusivity. 3. Increased reporting of sexual harassment incidents and increased confidence in reporting among the target population. 4. Improved employee retention and productivity due to a safer and more respectful workplace.
Evidence: Third-party research has shown that gamification can enhance learning and improve retention of information, particularly for complex or sensitive topics such as sexual harassment prevention (e.g., Hamari, Koivisto, & Sarsa, 2014; Kapp, 2012). Findings from process evaluations of similar sexual harassment prevention training have demonstrated increased knowledge, awareness, and skills among participants (e.g., Matos & Rodriguez, 2019). Interviews with members of the target population have revealed a desire for more engaging and interactive sexual harassment prevention training, indicating the potential for the gamified approach to be well-received and effective.
References:
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Sciences.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Matos, K., & Rodriguez, M. (2019). Sexual harassment prevention training for supervisors in the workplace: A process evaluation. Journal of Workplace Rights, 23(1), 1-15.
One application forWay Out theory of change would be a target metric for a reduction in receipt of unwanted messages in online dating. Way Out would be a tool dating app members could take and attach a Way Out Badge of Trust upon
https://www.bbc.com/worklife/article/20210623-the-darkest-side-of-online-dating
“Of woman online daters aged 18 to 34, 57% said they’d received sexually explicit messages or images they hadn’t asked for.”
“Woman daters 18 to 35 in the 2020 Pew study also reported high occurrences of threats of physical harm – 19%”
“The only thing that we have at our disposal is a block button. And while it’s there and you can block people, what we don't take into account is that in order to block someone, you have to experience the negativity of that action before you can block them,” she says.”
“Section 230 of the Communications Decency Act, which dictates sites can't be held accountable for the harm that comes to third parties through their platforms. That means that this multi-billion-dollar industry mostly isn’t held to task for abusive interactions.”
Describe the core technology that powers your solution.
Way Out is a mobile game that uses a combination of game design and behavioral science to provide training in social-emotional learning. The game is designed to address the prevalence of harmful biases resulting from the lack of social-emotional learning programs in traditional education and the lack of effective prevention strategies. The game incorporates embedded behavioral science algorithms that measure social-emotional competency and assess the player while they play without interrupting gameplay and immersion into the story and challenges.
The game is based on research and intellectual properties developed by the Yale Play2PREVENT LAB and UNESCO MGIEP, which, due to IP, we are not able to not disclose publically for the purpose of the MIT SOLVE application. We would be happy to send the supplemental document of our measurement tool and its application in Way Out game to MIT in non- public channels.
The article "Gaming for Good: Video Games and enhancing prosocial behavior" by Passmore and Holder examines the potential for video games to promote prosocial behavior, such as empathy, cooperation, and altruism. The authors reviewed a number of studies on the topic and found that playing prosocial video games can increase empathy and decrease aggression, cooperative gameplay can increase prosocial behavior, particularly in the context of team-based games, games that promote a sense of moral responsibility and allow players to engage in moral decision-making can increase prosocial behavior, games that involve charitable donations or other real-world prosocial actions can increase players' likelihood to engage in such behaviors, and that certain characteristics of video games, such as the ability to control one's own avatar and the ability to engage in immersive, emotionally engaging experiences, may enhance their potential to promote prosocial behavior. Overall, the authors suggest that video games have the potential to be a powerful tool for promoting prosocial behavior and that more research is needed to explore the mechanisms behind this effect and to design games that maximize their prosocial potential.
Building upon this research, Yale and UNESCO are working together to develop gamified technology solutions that leverage insights on current and potential applications of behavioral insights in the fields of psychology, economics, neuroscience, anthropology, and sociology towards improving education and youth outcomes.
(PDF) Gaming for good: Video games and enhancing prosocial behavior
The game was developed through a summit where the Way Out, Playmatics Game Design Team, and the Behavioral Science Lab merged and synced their technologies and expertise for social-emotional learning in choice-based narrative gameplay on a mobile platform.
Way Out uses Unity and is compatible with modern Android and iOS devices as well as desktops.
The concept of "stealth learning" was first introduced by computer game designer and author David Williamson Shaffer in his book, "How Computer Games Help Children Learn" (2006). In the book, Shaffer describes "stealth learning" as a process by which learners engage in complex problem-solving and critical thinking within the context of an enjoyable and engaging activity, such as playing a video game. Through the process of playing the game, learners develop skills and knowledge that are transferable to other contexts, including academic settings. Shaffer argues that this approach to learning is particularly effective for children and youth, as it helps to promote intrinsic motivation, engagement, and a love of learning.
Shaffer, D. W. (2006). How Computer Games Help Children Learn. New York, NY: Palgrave Macmillan.
The core gameplay focuses on the player being an ally and support to other characters, borrowing mechanical concepts from popular game genres such as MOBAss (Multiplayer Online Battle Arenas) to create an innovative new single-player game that appeals to populations that are often not critical about issues of misogyny and sexual climates. Through gameplay and tried-and-true trust mechanics, the game aims to push players into building relationships with their teammates as a way of getting bonuses from trusted companions during gameplay. It is in this structure that one of the teammates reveals her experience of sexual harassment, and the player must be an ally to her as she goes through her own healing process.
The game's choice-based narrative and in-depth NPC (Non-Playable Character) dialogue allows players to learn how to engage with victims of violence to achieve a compassionate result. Using findings from Yale's Behavioral Science Play2PREVENT Lab, the game assesses and measures certain responses to conversations and scenarios, allowing players to unlearn biases and practice compassionate responses.
In this way, the player has been drawn in by compelling gameplay and tried-and-true trust mechanics to face topics games and society at large typically do not address or even acknowledge.
Which of the following categories best describes your solution?
A new business model or process that relies on technology to be successful
Please select the technologies currently used in your solution:
If your solution has a website or an app, provide the links here:
https://wayoutgame.com/
In which countries do you currently operate?
In which countries will you be operating within the next year?
What type of organization is your solution team?
Hybrid of for-profit and nonprofit
How many people work on your solution team?
2 full time staff, 6 part time staff and 2 independent contractors.
How long have you been working on your solution?
1 year
What is your approach to incorporating diversity, equity, and inclusivity into your work?
Way Out is a team gathered from various diverse and marginalized communities: black women, LGBTQIA populations, immigrants, survivors, etc.
As a leader in the Way Out Team, Danijela brings a unique perspective to the table. Being a woman, queer, and immigrant, she understands the importance of inclusivity, diversity, and equity in the workplace. Her leadership style is characterized by her unwavering commitment to collaboration and her focus on developing strong relationships with her teammates.
Danijela's communication is candid and forthright, and she fosters an environment of open dialogue to establish a sense of agency among team members, partners, collaborators, and customers. She recognizes the value of diverse perspectives and prioritizes the input of her team members.
Danijela is also a survivor of sexual violence and has worked with marginalized groups. She is committed to creating a safe and trauma-informed space for everyone on the team. Having grown up in an agrarian village during war times, where resources were scarce, Danijela's natural leadership style is "We" over "I". She understands the importance of community and relies on it to meet basic living needs. Danijela's guidance has been instrumental in shaping Way Out Team's ethics and fostering a culture of inclusivity and collaboration.
Danijela works with NGOs and grassroots organizations in Serbia specifically focusing on marginalized communities and women. Our not-for-profit sister organization is Safe Hands for Girls, under the leadership of Nobel Peace Prize Nominee Jaha Dukureh, and we are working with girls and women in the US and Africa.
What is your business model?
WAY OUT serves both B2B and B2C models with a subscription platform for B2C and licensing for B2B, as well as “ The Way Out Method” licensing/ IP business model.
B2C Model
The Way Out game can be accessed through a subscription-based platform. Users can pay a monthly or yearly fee to access the game, and the subscription can be canceled at any time. The game will be available for download on mobile devices and desktop computers. The subscription model allows for regular updates and new content to be added to the game, keeping it relevant and engaging for the users.
B2B Model:
Way Out will be licensed to universities, corporations, and the military for use in sexual harassment and violence prevention training. The licensing fee will be determined based on the number of users and the duration of the license. The game can be integrated into existing training programs or used as a standalone tool.
“ The Way Out Method” licensing business model involved innovative science-backed methodology used in the game for other game developers who are interested in incorporating sexual harassment prevention training into their games. This allows Way Out to scale its impact beyond its own game and reach a larger audience through partnerships with other game developers.
With “ The Method”, the Way Out team offers custom development services for clients who are looking to create their own game or training tool. This service involves a consultative approach where the Way Out team works with the client to develop a customized solution that meets their specific needs and goals.
Way Out's business model is built around providing innovative and engaging solutions and gamified social-emotional learning. By offering a subscription-based platform, licensing, method licensing, and custom development services, Way Out is able to serve a diverse set of customers and beneficiaries while generating revenue to sustain and grow its impact.
Monetization for Way Out
Allow organizations to pay for advertisements to show that they are implementing Way Out and thus help improve their image
Advertisements of the businesses and organizations Way Out licensed the game to
Advertise for good causes, marketing outreach via Way Out strategic partners
Customizations
Ability to purchase clothing, hairstyles for the character, and different colors/customizations within the game world
Purchase points to enhance gameplay
May also be able to pay for hints or assistance, but again the player themselves have to be able to complete the game on their own
Purchasing Way Out Badges of Trust and Safety
Badges have to be earned through gameplay, there is no way to advance gameplay or earn badges through monetary means
Users who have earned badges by completing the level of the game or the whole game can spend money to have these badges displayed on their social media and dating apps
This marks a player as a safe and trustworthy person
License for B2B
Businesses purchase licenses for each user who needs access to the game for training
Do you primarily provide products or services directly to individuals, to other organizations, or to the government?
Organizations (B2B)What is your plan for becoming financially sustainable?
The Way Out team is actively seeking funding to support our mission by submitting applications for various grants, including those offered by the National Institutes of Health (NIH), and UNFPA. Additionally, we are pursuing accelerator programs to advance our growth and impact.
Moreover, we are in active discussions with a range of impact investment and game funds, with a notable example being the Makers Fund. These efforts are aimed at securing the necessary financial resources to realize our goals and bring our innovative gaming solution to those who need it most.
To ensure financial sustainability, Way Out is taking a multi-pronged approach that involves diversifying revenue streams and forming strategic partnerships with organizations such as NoMore.org, Equimundo, and Games for Change. These partnerships are with partners in Africa, India, Serbia, and the Middle East, who will promote and campaign for the launch of Way Out.
Additionally, Way Out is already in talks to license our product, the Way Out "method," to another gaming production in collaboration with Roblox. We are also working with the NY Mayor's office to end GBV and distributing the game to the communities they serve, mainly to youth in post-offending rehabilitation programs. We are further in conversation with dating apps Bumble and Tinder for the use of the Way Out game for their subscribers.
To kickstart our revenue streams, we will produce gamified sexual-harassment training that doesn't require a complex and time-consuming game design. We will distribute the sexual-harassment training game in a B2B model and license it while we are designing the full-fledged game. This approach will enable us to promote the Way Out brand and method.
We are aiming to get initial revenue streams from Licensing/IP of Way Out "Method" to other games - $50,000 per license.
The cost to make and launch a full-fledged game on the topic of sexual harassment is $1 million.
Global Market TAM- 1 Billion users
Revenue projection for the first 12 Months on the market:
-----------------------------------------
B2C - Mobile Game Players 17-24
TAM - 8,500,000; SAM- 0.1%
Completion Badge of Trust: $40; Revenue - $340,000
--------------------------------
B2B - Dating apps
TAM - 44,200,000; SAM - 0.1%
Badge: $20; Revenue $820,000
--------------------------------------
B2B - College students - mandatory training
TAM - 20,000,000; SAM - 0.1%
License per student: $10; Revenue - $200,000
------------------------------------------
B2B - Employees' mandatory training
TAM - 32,000,000; SAM- 0.1%
License per employee: $10; Revenue - $320,000
--------------------------------------
Total Revenue - $1,744,000
Total Operating Expenses upon launch -Marketing and Operations- $1,200,000
Net Operating Profit first 12 months - $544,000
Total number of customers - 104,500
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The cost to translate and appropriate and distribute Way Game for communities around the world average $26,000 per language/culture.
The cost to make other Way Out games addressing different biases will be less as they will be modulated from the initial Way Out game on sexual harassment, with an estimated cost o $580,000.
Solution Team
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Danijela Steinfeld CEO/ Founder, Way Out
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Our Organization
Gamified Training