Real Impact Gaming
Use the power of games to solve real-world problems by
completing hybrid missions (virtual and face-to-face) as a team through our
GamifierPack (video game, platform and app).
The vast majority of young people without doing for the world we are in because we know little about the world we are. Our mental health is greatly affected, why:
- For the first time in history we live with two circumstances: real circumstances (the predefined, where we were born, what parents we had) and virtual (trying to create an idealized profile of ourselves), the problem is that we give so much time and power to the latter.
- Hours and hours on social networks, causing a wave of excess of visual and auditory stimuli, and we are not talking about the quality of content but the quantity of stimuli, excess of information, the paranoia of consumerism and aesthetics that hinders the internalization.
All this can be summarized as SPA, Syndrome of accelerated thinking, which leads millions of young people to feel compulsion to want to consume more, leading us to detest our daily routine and completely alter the construction of thoughts.
All this takes us away from being creative, thinking and healthy young people, leading us to a path of being hypersensitive, indifferent or disoriented young people, as Augusto Cury points out.
A study published in the Journal of School Health found that students who reported lower levels of school satisfaction were more likely to report poor mental health, including symptoms of depression and anxiety. And at my community level, about 15% of adolescents between the ages of 10 and 19 in Latin America and the Caribbean suffer from a diagnosed mental disorder.
And this mental health crisis is not alone, it is accompanied by and depends on the crisis of the education system. For the worse the quality of education, the more important the role of psychiatry will be in this century.
The place where we spend most of our time, schools, is supposed to be that space where we "form thinkers capable of developing free minds and healthy emotions". A space where they teach to create tools to potentiate each human being and where they learn to live well from their own philosophy. To be a mature self capable of managing their psyche, capable of knowing and doing for the world they are in. A space where teachers guide each student in the search for his element, an element that contributes to the world.
As a World Bank report points out, in the wake of the COVID-19 pandemic, Latin America is going through an unprecedented educational crisis, which "requires action now to mitigate and even reverse its effects".
If we solve these two fundamental pieces, considering and rescuing the talent of all ages, it could change the world of every human being and the world we inhabit together.
Because, if we remain immobilized like this, we will not be able to solve the urgent problems that occur in the world. We will have a society hostage of its own thoughts or overthinking, without having activated its critical conscience or executing the highest goal of education, social commitment.
With the power of the game (gamification), we will solve and face challenges in the world, where each action button will lead us to fulfill the missions of our virtual world to carry them out as a team in the real world. To do this, we will create a hybrid space that will have a video game, an app, a MOOC and gamified B-Learning platform, and a digital super-tool fully interconnected. This space promises to integrate technology plus human nature (experiences, interaction, and values), with the goal of making each young person psychically and socially healthy, while creating ideas and materializing them immersed in a narrative of epic adventures. In this way we cultivate the world we are, making and cooperating with the world we inhabit.
Taking inspiration from Jane McGonigal's vision, "We should try to make it as easy to save the world as it is in the online gaming world, if you spend 21billion hours a week playing online with epic results imagine being solvers with epic results in the real world."
"ImpactLand" Video Game where you feel able to achieve any vision you choose like "Schools upside down" (a day where you choose what to learn), eager to act already because you feel accompanied, on a map that will connect you with the closest people to exchange super creative ideas or press action buttons on an app, which leads you to a list of thousands of initiatives in the world (like volunteering), you get your school to join the "EcoBanco Estudiantil" where they convert the solid waste they recycle into coins and as you progress, we give you rewards that you can use on the VicDai platform where we will train you through gamified courses to develop the skills you want and psycho-pedagogical tools that strengthen you.
Our solution is aimed at adolescents and young people who have lost the pleasure of learning and doing, who have lost the pleasure for the small stimuli of their daily routine, needing to do many things to get some pleasure, and generating unstable and unsatisfied young people. Deteriorating their psychic planet and moving away from doing for the planet they inhabit. And they do not find a space where to satisfy these needs, where to educate and train their Being, that is why our solution is to facilitate a pleasant and rewarding space where they will assume the role of director of the script of their story, or in teams that will form deep and real connections through tangible experiences using as an engine the digital world in which they will become aware through immersive experiences and learn gamified tools that enhance the most important functions of human intelligence, social engagement, critical and lateral thinking (creativity), thus connecting them with the different initiatives that exist to achieve their own creations helping other more vulnerable communities or solving real world problems, such as starting to change the current education system, together with their teachers and parents, through the action buttons of our app. But the impact continues as there will be events never done before, such as the "Triangle of multi-age learning", because we are all the present, and we plan to rescue all the talents of all ages, this event will be an exchange of knowledge, reflections and awareness on the development of virtues (older adults sitting around young people and children), respect and strengthen the craziest ideas of children (young people listening and motivating the younger ones to materialize their ventures). This is how we will apply our theory of the two worlds, the psychic (mental) world and the world we inhabit. Little by little they will feed each other, I cultivate the world I am while doing something for the world I am in,
that satisfaction of doing the best with what we know, what we have and where we are, will give more sense to everything. This will not only have an impact on your lives, but it will have an impact on the lives of others, because you will go through missions that will allow you to make with the greater contributions that already existed. Because we are sure that if we give a new face to technology, an ethical technology that transforms a society and that manages to integrate with the real world in real experiences, we can change the world together, and this is what our more human space offers.
By presenting this idea to many brilliant people, they have given me the full support to materialize it. So the team we are already assembling is well positioned to provide this solution, a team of all ages from children, youth and seniors with a great vision about the world and with different points of life, who see problems from unusual angles, and we are achieving empathy between each discipline that we specialize, being able to create something new and better through the juxtaposition of ideas (Alexander Graham Bell), we are indeed an interpolinizing team whose center is the development of people. In our team we have young graduates of computer science from national universities (the best in the country), specialized in programming with our new proposal to create a co-created flow system, where the beneficiary is the architect of their experiences, all this hand in hand with our senior UX and UI designers. Our team has the necessary skills to design our proposal, accompanied by psychologists and behavioral scientists, who are in total contact with our instructional designers, and who throughout their experience have done work for the common good of the social, which led them to that real desire to help join us. Both our behavioral scientists, psychologists and researchers aim to get people to be stewards of their psyche and emotion, take the greatest contributions throughout history to turn them into tools that anyone can use in their day to day, something that no one is paying attention to. At the same time we will have game designers and gamification and behavior designers, who have the fervent belief that the power of games will awaken what is necessary in human beings to take them to action. In our team we have a wide range of specialties, but what strengthens us is that we focus on activating the 4 dimensions of our collaborators, body (financial reciprocity), mind (a space that takes advantage and awakens their abilities), heart (a pleasant and stimulating environment) and spirit (go in favor of their principles and values and in turn sense of contribution or leave a legacy). Finally we are assembling a staff with creative minds, for example we have the mentorship of the pioneer in special education, Carmelita Izaguirre, who will give us new perspectives and solutions about older adults; We are also in alliances with the most innovative organizations and volunteers with replicable systems that could change the educational system, currently we develop gamified systems. And we have created a network of contacts with the 100 most innovative adolescent leaders in Peru at the level of Latin America, in our first presentation. At the same time we will reactivate all the great initiatives who will be our allies and will give their service in this project, finally in our creative staf we have children who tell us their brightest ideas.
Each member selected and to be selected from our team has worked in various impact organizations in Latin America, most of them are constantly doing research taking inspiration from the Institute of the Future, focusing on mental health and management of the minds of people through the science of the game. We have made a plan that is allowing us to interact with thousands of young people starting in rural and vulnerable areas of our country, where we promise to act together with the 0DS through gamified letters and rewarding experiences, we also have a team of teen leaders and creative teenagers who involve us in their projects to empower them and in reciprocity allow us to conduct focus groups, interviews and more with the beneficiaries for our research. Currently our goal is to mobilize and reach more people, is to re-promote the largest initiatives in our country, and demonstrate and execute what we want to achieve in the long
term with our great proposal; all this we will achieve by creating a community, that is why we are in the process of creating and activating our social networks to create valuable content. Our project thanks to our contacts allows us to be supported by universities and eminences that advise us throughout the process.
- Improving learning opportunities and outcomes for learners across their lifetimes, from early childhood on (Learning)
- Concept: An idea being explored for its feasibility to build a product, service, or business model based on that idea.
It is innovative because we will not only use the science of games to awaken and mobilize capabilities, skills, and transformative actions in our users or beneficiaries, but we will also give a new face to technology with ethical design so we are creating a system of co-creation flow, to demonstrate that the current technology should not only retain the user in its platform conditioning behaviors but develop technology for social development, where the beneficiaries are heard and improvements are made from it. And finally, we will apply the most effective way to integrate technology (the playful and virtual world) with the real world (experiences that bring personal satisfaction and a sense of life to young people). And finally, during the course of the project, we will establish diverse events never before done in their communities, as well as disruptive systems and ideas that will completely change the way of learning and seeing the world for many young people.
Thousands of young people create tools that transform their lives and transform the lives of others by using the power of gamification and technology to solve real problems with real experiences. It is planned to achieve starting by giving many presentations in various parts of Peru and especially in the most vulnerable areas so that gamified cards can act from home, in the same way through the creation of valuable content that will be made in all our social networks, any young person can access. Because we want our goal to be achieved: Creative, free, healthy, and thinking young people doing for the world they are in and for the world, they are in.
We are committed to creating the first MOOC and B-learning platform that will maintain human interaction and essentials in the face of the global mental health and educational crisis. With the first software in the world that will communicate with people to exchange or give knowledge about something they need at the moment "MakiConect", using the power of gamification, with a multi-age learning community, our disruptive system "MakiCoins" that will impact all social issues. Every action they take through a system of MakiCoins will generate income and at the same time, they will voluntarily destine it to the first Bank of social projects called "Maki Social Funnelque", thus being able to join through our video game, a video game that is created for human development and with a system of flows based on the human mind to awaken our unconscious abilities to the point of mobilizing us to do.
The Video Game "ImpactLand" where you believe and feel that you are able to achieve any mission you choose as "Schools upside down" (a day where students teach and decide their teachers what they want to do and learn), with a desire to act already because you feel accompanied, on a map that will connect you with the closest beings to exchange super creative ideas or press action buttons on an app, which leads you to a list of thousands of initiatives in the world (such as volunteering, social entrepreneurship), so your entire school creates a device or machine from recyclable materials where each student can deposit in the big machine, ideas about how and what you would like to learn in schools, as they take these big steps, they receive rewards, prizes and can join different events such as "VicDai triangle", a conversation between young people, seniors and children, full of reflection and authentic gratification. Or the "Find your element" event and much more.
The VicDai platform where we will train you through gamified courses to develop the skills you want, such as creating a device that represents a human configuration manual, in which you activate the critical thinking switch; learning about financial education, emotional education, nutrition, and much more. You will have a digital super-tool in which by exchanging knowledge you earn digital currencies that turn into real income.
Accompanied by a multifunctional app that can be adapted to the problem you want to solve and customized by creating different buttons that become individual actions,
to revolutionize education from individual, integrated actions to the point of transforming everything.
What I mean by habits of brilliant parents, fascinating teachers, and students [you will have action boxes within each habit, and you will be able to share which ones you accomplish].
- Ancestral Technology & Practices
- Artificial Intelligence / Machine Learning
- Audiovisual Media
- Behavioral Technology
- Big Data
- Robotics and Drones
- Virtual Reality / Augmented Reality
- Peru
We currently plan to impact 10,000 young people through workshops and face-to-face events funded by our organization, with the aim of applying the essence of the great project, using gamified cards to press each action button that leads us to cooperate with the SDGs, in turn in the course we will take strongly the use of social networks to share valuable content that helps us to look beyond. In the long term, the project intends to massify and be replicable both digitally or analogically or with devices that work without the internet, so that it is accessible to any young person in the world, a number of thousands of users on our platforms.
We do not consider it an obstacle, but a great tool, which is financing, which we are already obtaining, but we are aware that this project requires a lot of investment, and through the strategies we have decided to adopt we will achieve it.
Actualmente lo que hacemos es hacer alianzas con los directores de las organizaciones o voluntarios que consideramos que tienen los mejores sistemas o tienen mucho potencial, nuestro trabajo es empoderarlos al máximo usando organizaciones de gamificación y creando sistemas o plantillas gamificadas. para enseñar en diferentes regiones del Perú.
We have the project to relaunch the first institutions in Latin America to apply gamification in education, one is a non-profit and the other is an agency that will train thousands of teachers and schools in its effective and transformative use, to turn a school into an adventure of learning, learning with meaning.
The business model of our company VicDai provides value since what we offer cannot be found in other spaces, we offer a space where they will learn to develop tools that empower them and use them to transform their communities. Through our GamifiedPack, a set of digital instruments, such as a videogame, app, and software, a fully interconnected platform, with a disruptive system in which we prevail what the young people of the world are currently looking for, gratifying experiences that give meaning to their lives. That's why we use a user journey path where you'll be aware, trained, and doing it in the real world in a whole new and fun way.
Thanks to diplomats from our country who listen to and advise our project, it has allowed us to contact young people from UNI who work or worked in Silicon Valley, to propose this opportunity to use technology for human development, also incubators such as innovative universities (USIL, UPC), in turn, the contacts provided by Team Academy, a Finnish program for Peruvian entrepreneurs, enable us to approach philanthropists or great social entrepreneurs. And the most possible opportunity is to join Agusto Cury and Khan Academy. Finally, our same team will launch a very lucrative startup in two years, I am sure that with that we will be able to invest in the project.

Behavior and gamification designer/ Business Administration & entrepreneurship-Student