Green Quest
A gaming application designed for the age-group of 5 and above to educate and spur interest in climate change and how to mitigate its impacts using our environmental preservation techniques.
Anthropogenic factors account for around three-quarters of total greenhouse gas emissions and climate change.
With a population of 213.4 million, Nigeria is estimated to consume 50 billion pounds of plastic annually. The majority of this plastic is disposed of improperly, contributing to pollution and the current climate crisis.
Plastic production and environmental protection ignorance cause a continuous increase in pollution and carbon dioxide production, which leads to climate change.
This demonstrates the significant educational gap and mindset shift required for adopting climate change adaptation and environmental protection to make informed decisions.
communities in low and middle-income categories lack crucial information required for mitigation and adaptation strategies to climate change and variability. The lack of contextual datasets compromises data-based research in Africa. In the years to come, the climate is one factor that will have a greater impact on the environment, economies, health care, energy, and food security.
There is a need for an application that will be open-source for every child to access both through web and mobile access in both rural and urban areas and aid the collection of relevant data for the analysis, monitoring, and management of climate change adaptation techniques.
A gaming application designed for the age-group of 5 and above to educate and spur interest in climate change and how to mitigate its impacts using our environmental preservation techniques.
This will be achieved through the deployment of APIs and maximization data analysis (Artificial Intelligence). Our application will serve as a primary source of data for the analysis of user behavioural patterns towards consumption/disposal of materials that contribute to major sources of greenhouse gases.
Our solution will aid decision making and provide guidance to manufacturers in their packaging design and ultimately improve on new methods of tackling climate change.
According to Statica In 2018, Nigeria counted 22.4 million children enrolled in public elementary schools and 5.5 million in private schools.
We intend to penetrate our target market by partnering with schools and creating Green Quest Clubs in both educational institutions, religious organizations, and NGOs to interact with children, teenagers, and young adults to encourage the adoption and habitual use of our gaming application.
These communities are underserved because they do not currently have the oppotunity to learn about Climate change through this effective medium.
Green Quest challenges would occur monthly for social impact projects.
annual conferences for the purpose of education and empowerment with soft skills.
Research shows that with the use of games, children of all ages have better engagement, participation, achievement and recall of their learning. Games are particularly important for young learners. Research has shown that games are essential for healthy development in early childhood and beyond. It allows them to experiment through trial and error, find solutions to problems, work out the best strategies, and build new confidence and skills. The balance of enjoyment and challenge makes games such amazing tools for learning which Green Quest will provide. Source: Kids are here to play - the importance of games | Cambridge English.
Green quest core team consists of 3 group members who met in school and have been working together for the past 2 years on the game. We all bring unique perspective and we all enjoy working together.
Role: Founder/Game developer (design)/Project manager
Name: Grace James
Bio:
B.Eng Information and Communication Engineering.
I volunteered at the largest African tech conference in Nigeria," tech point inspired" in 2018, which involved 5000 attendees. I volunteer at the local church and serve as technical support for broadcasting and recording programs in Olive Media.
I have participated in Solution 17 for the Climate Change Project at Covenant University and advocate for climate action (SDG 13) through social media.
I am a beneficiary of the Nigerian Digital Economic Summit Women’s Program, where I learned about technology and the inclusion of women in solving economic issues.
Role: Co-founder/Business analyst
Name: Samuel Nyong
Bio:
I have participated in the CU Hult prize(2020) coming in 4th, the CODET-SW(2021) coming in second and winning Annual Chief Iwuanyanwu content creation competition(2021). My participation in these competitions was due to my common love of engineering, innovation and green entrepreneurship.
As a recent graduate of chemical engineering and seeing as the world is moving in a more sustainable direction, i want to combine the ingenuity of engineering with driving practicability of entrepreneurship in order leave a good impact especially on the environment.
Role: Co-founder/Executive assistant
Name: Olabamibo Olushola
Bio:
A coursera-certified project manager, I participated in a program of financial education run by CUALAxBIYA and placed first.
A recent graduate of electrical electronics engineer with a strong desire to better my immediate environment and with the goal of SDG 13 as my emphasis, I would like employ engineering to significantly increase the level of safety around the globe and reduce the impact of climate change.
We have carried out Market research and engagement on our discord platforms, from our research we discovered Learning games by research are known to be very impactful in teaching children valuable life skills (2). The skills that can be taught by games include problem-solving, creativity and leadership which are all important in the fight against climate crisis. Green Quest has the potential to harness these skills in young people, hence building the capacity within young people to make meaningful and lasting positive climate change. When deployed, the Green Quest game can encourage young people to develop consciousness about the looming climate disaster, build habits to ameliorate it and even encourage others to join in the fight.
We have designed the application to be authentic/original, meaningful and practical, making it A good educational game that is closely connected to what learners need to do in real-life situations, solve real problems and be meaningful.
I Have also moderated the Youth Sustainability Development Conference with over 500 participants, engaging them on climate change adaptation, here I learned to understand best techniques to spur interest and improve understanding.
I also participated in the International Model United Nations conference in September 2020, where we debated issues regarding wildfires, fires natural and man-made causes.
I have moderated international conferences such as Green Institute’s World Environmental Day Virtual Synopsis Session, which deals with the education of people and children in secondary schools on climate change adaptation and environmental protection.
- Improving learning opportunities and outcomes for learners across their lifetimes, from early childhood on (Learning)
- Prototype: A venture or organization building and testing its product, service, or business model
Our solution is innovative because it integrates technology like APIs and optimization with data. We will be able track the response of users to the practical aspect of climate change such as proper disposal of waste or amount of times a users might have spoken about climate change.
Games increase levels of student engagement, and this gamification of climate change-based education will help students develop specific skills and maximize their learning. Some of these skills include recycling, reducing single-use plastics, and embracing reusable materials that are safe for the environment.
Our Impact goals include
1. Partnership with educational institutions to encourage the inclusion of Climate change adaptation in the curriculum
According to Statista In 2018, Nigeria counted 22.4 million children enrolled in public elementary schools and 5.5 million in private schools. we intend to reach 10% of these schools both public and private in the first year through the development of a subscription plan that works with the users.
Data on schools in Nigeria. List of Schools in Nigeria
2. Environmental conservation through physical engagement organized in both educational institutions and external outreach., here we will give users the opportunity to carry out activities such as street sanitation and upload it to our media platform, we can reward users based on these activities through NFTs, Game assets and Merchandise.
Key Technologies include
Gaming Software: Our application is built on the Unity game engine, this includes the mechanics and coding of the software
Data analysis: Our application is designed to be integrated with APIs that aid the collection of data from users while they engage with our platform. This data is then cleaned and potentially sold to organizations that require data insight
- Artificial Intelligence / Machine Learning
- Behavioral Technology
- Big Data
- Software and Mobile Applications
- Nigeria
Apporx 400,000,000 youths** in Africa (between 15 - 29 years***)
Approx 82% of youths in africa (15-29 years) have smartphones (328,000,000).
By 2025 it's expected that 634 million people in the region will be mobile subscribers
In 2018, Nigeria counted 22.4 million children enrolled in public elementary schools and 5.5 million in private schools. we intend to reach 10% of these schools both public and private in the first year
Source: Africa: population by age group 2021 | Statista Mobile in Sub-Saharan Africa: Can world's fastest-growing mobile region keep it up? | ZDNET
Financial barriers to help sponsor the development
Technical barriers: Such as big data talent, marketing skills, and Human Resources.
none
The African gaming market was valued at USD 1,178.40 million in 2020. It is expected to reach USD 2,861.04 million by 2026, registering a CAGR of 15.2% during 2021-2026
It is predicted that By 2050, African youths, i.e., those aged between 0 and 24 years in certain countries of the region, will witness an increase of around 50%, according to the United Nations.
Key Partners
Educational Institutions
Manufacturing Agencies
Customer Segment.
- Individual Gamers
- Primary schools and secondary schools (7-18)
Revenue Streams.
Advertisement (reward for ads)
Premium packages/ subscription
In app purchases
Game merchandise
NFTs and token sales
Sponsorships
Value Preposition
User experience; High resolution GUI & speed.
Diversity and Inclusion for children with learning disabilities.
Mirroring of real locations to encourage relatability and physical engagement.
Collection of relevant data relating to rate of climate action.
Education of users on vital skills involving climate change adaptation and environmental protection.
Key resources
- Laptop
- software developers
Cost structure
Fixed costs:
Electronic devices
Rent
Cost of production
Variable cost:
Utilities
Salary and Wages
Type of intervention :GreenQuest provides a service that amuses people of all ages while educating them about the effects of climate change.
Channels
Pixel streaming web service
Google Play Store
Apple App Store
Surplus
- Investment in reuseable water bottles for kids
Revenue Streams.
- free-to-play model
advertisment is sold upfront for a one-time fee, with the advertiser paying a tiny sum each time player clicks on their ad, or even just each time a player views it while playing this game
- subscription model
According to estimates, the global subscription-based gaming market would be worth USD 7.82 billion in 2021 and USD 14.71 billion in 2027, growing at a CAGR of 10.68% from 2022 to 2027.
With different subscription options, players are charged particular fee on a monthly or annual basis to enjoy the all the features of the game .
- Game- as- a service(Gaas)
in the long run, this game will updated regularly with fresh contents and this made available to users via subscritiption
- In app purchases
This game offer in app items to be purchased by players .These items can be utilized by players in the game for extra lives, boosts, extensions, and more.
- Game merchandise
other items like mugs,dolls,sweatshirts,t-shirts are sold in local stores and online stores
- NFTs and token sales
- Data sale
- Sponsorships

Miss


Graduate Engineer