Do you have examples of similar, already existing products that yours would improve on or fill a different niche?
We're in too many crises.
Biodiversity loss: WWF’s 2020 Living Planet Report held some alarming news: The world has seen an average 69% drop in mammal, bird, fish, reptile, and amphibian populations since 1970.
Climate Change: Latest IPCC climate report warns that rising greenhouse-gas emissions could soon outstrip the ability of many communities to adapt.
Mental Health: Worldwide, at least 200 million children and teenagers struggle with a mental health disorder. By the age of 18, about 17.1 million young people have a mental disorder.
What's the answer? Healing minds.
Virtual Oasis Tech is an innovative and accessible B2B2C art therapy game that promotes ecological awareness and social-emotional learning for K-12 youth with intellectual and developmental disabilities and trauma history. With 15-20% of the world having some neurodivergence, the need for a neuro-inclusive curriculum that supports emotional intelligence, skill development, and ecological awareness offers short-term and long-term community, workforce, and positive health impacts.
The curriculum, game, and platform will be rooted in:
Digital Therapeutics practices
Neuroaesthetics research
Behavioral Health insights
Positive Psychology principles
Climate and Environmental Education
The company’s goal is formed with a long-term vision of white paper, software and game licensing, and strategic research collaborations to advance the science, research, and awareness of creativity-based, non-addictive therapies for youth.
I am an internal expert of trauma, cPTSD, and neurodivergence with the driven purpose of using art as a catalyst for change, well-being, and humanity. In 2021, I discovered the field of science that, as an artist, has been my healing catalyst: Neuroaesthetics. Neuroaesthetics was formally defined in 2002 and is now receiving scientific, political, and societal momentum with the National Institute of Health’s most recent two-day workshop on Sound Health in December 2023, which I attended, exemplifying that truth. I’m also a technologist with ~7 years in B2B SaaS platforms who utilized their Bachelor of Science in International Nutrition degree, which assesses public health through systemic thinking, to most recently lead a Skunkworks lean product build at Nomi Health to create a multi-tiered predictive AI-powered data model for a more inclusive Social Determinants of Health digital analytics product.
Additionally, I have been a teacher for preschool students in China and volunteered with IDD non-profits like the Arc of Greater Houston, which enables me to use my strengths in education and awareness of curriculum development. I have a unique set of insights and expertise as a product-experienced, trauma-informed, and interdisciplinary artist who understands art, science, product, health, and resiliency. This company is more than a business to me; it’s a lived experience purpose-driven calling to support, empower, and build a game, platform, and model that will disrupt health and education for those who are the most vulnerable, neurodiverse, and trauma-impacted youth.
Personal and Art Business Website: ryndelpapa.com
LinkedIn: Ryn Delpapa
Twitter: Ryn Delpapa
Medium: Ryn Delpapa
Instagram: Virtual Oasis Tech
Instagram: Ryn Delpapa
The minimum funding ask is $150,000
Development & Production Talent: The CEO and founder will receive a $60,000 salary and dedicate a year to developing the MVP. Those who think differently, build differently.
Infrastructure & Tools: $10,000 would be expenses for database storage, software licenses, demo VR and AR hardware for conferences, and promotional material.
Prototyping & Iteration: $60,000 would be used for contract fees for game developers, assets for the game prototype, and software and audio engineer contracts.
Marketing & Promotion Campaigns & Events: These would be the responsibility of the CEO & Founder with experience in event planning, graphic design, content strategy, design health, academic research, B2B SaaS, product development, and marketing.
Contingency: $5,000 for unexpected expenses.
Patent: $15,000 to protect the IP due to the time to market, emerging market competition, and long-term support of the platform. This would include filing and legal support.
The funding goal is $1,000,000
The development and execution of an XR game of this caliber require careful planning and strategic allocation of resources. A funding injection of $1,000,000 would be pivotal in realizing our vision.
Here's a breakdown of how these funds would be allocated:
Development & Production Talent Acquisition: $400,000 to assemble a skilled team of programmers, designers, artists, and contractors for one year of development.
Infrastructure & Tools: $200,000 to build a robust software and hardware setup and acquire necessary licenses and development tools.
Prototyping & Iteration: $200,000 to facilitate multiple iterations and ensure a polished final product that is compatible with VR headsets and immersive domes.
Marketing & Promotion Campaigns & Events: $50,000 to promote the game through strategic marketing campaigns and participate in key gaming events for visibility.
Operational Expenses Office & Administration: $80,000 for office space, utilities, legal, and administrative costs to sustain day-to-day operations.
Contingency: $20,000 for unexpected expenses.
Post-Launch & Community Support: $50,000 to maintain the game post-launch, ensuring updates and providing responsive customer support.
This allocation would enable us to build the game and effectively market it, sustain operations, and support the community after launch. This breakdown optimizes the utilization of the $1,000,000 to ensure a successful and impactful entry into the XR gaming market.
https://drive.google.com/drive/folders/1VTTFh78V0h_zxC4Riy1jwNZ8kQftvAb9?usp=sharing
Website: virtualoasis.tech
99%, with 1% allocated for the potential of failure if the market is no longer present.
I’m confident that this game and platform will succeed because the research is present, viable, and ready for business partnerships. The concept and game fit an actual need with target users and buyers differentiated. The founder is committed to creating a societal impact with the game, platform, and field of neuroaesthetics.
Short-Term Success (1-year):
Receiving ACX Grant for $150,000+ enabling MVP launch within one-year of funds
Developing AR prototype for ios applications
Partnerships with Art Therapists and Health Innovators for pilot program case study with early-letters of interest by Hospitals
Apply for Grants with PI
Mid-Term Success (3-5 years):
Expanding team and funding resources within 3-years to support product-market-fit refinement
Launch pilot program for research supporting white paper, case study, and industry with the support of healthcare partner
Long-Term Success (10 years):
Virtual Oasis Tech will be an XR platform at the intersection of education, gaming, and health technology, creating an inclusive XR space for emotional growth through neuro-inclusive art therapy games centered around music skill development.
Exit with either buy-out or IPO
Ryn Delpapa
10 months ago
@Canadiak The niche is demographic focus on K-12 youth and the approach of the interdisciplinary nature of the game and platform to provide education and behavioral and mental health support. TRIPP and KAI XR are two successful examples of using XR which offer one side of the solution I'm proposing. I highlight TRIPP because it has a history of acquiring competitors, and this offering would open up a new demographic for them. KAI XR shows the power of the STEAM approach to education and XR. https://www.kaixr.com/ and https://www.tripp.com/