What if organisations and entrepreneurs stopped asking "what if"?
Thank you for taking an interest in ValleyVolley. Producing serious games is a serious business, and that is exactly how I intend to manage ValleyVolley during its lifecycle development. Like so many startups, ValleyVolley began as a project in university (Goldsmiths College, University of London). It is not surprising, therefore, that the theories and functions on which the game is built have their foundations in rigorous academic methodologies and heuristics. This is a critical advantage — a flame that requires further fanning.
Disruption mandates asking unusual questions of ourselves and others; answering questions before they’re asked; finding the new in the old and the old in the yet uninvented. This document presents the promise of possibilities, of a game that deliberately drives disruption as a potent stream of untapped consciousness. From serious teams preparing to pivot to the next big thing, to a group of friends looking for startup ideas, ValleyVolley is the game changer the world’s been waiting to play.
Support for this project is necessary in so many ways beyond basic responsibilities, extending to reputation, capability management, and constant upkeep to keep ahead of the technology curve. Disruption remains the core focus of this serious game, and yet disruption is what this game achieves in the board games and analog entertainment industry. Several card games exist, many with similar themes but none possessing the deliverables and unique depth of ValleyVolley. Of this I am optimistic, and hope this feeling will rub off on you.
(Student Founder: ValleyVolley)
Risks and challenges
This information has also been published on ValleyVolley's website:
(1) Solves Customer Problems:
A cheap and fun method that uses ludology and gamification rituals to prototype ideas and promote disruptive thinking, which in formal or corporate settings can be an extremely expensive and tedious process.
(2) Game Concept & Design Analysis:
ValleyVolley is a fun, timed card game for players to generate rapid ideas, and disrupt conventional thinking that often plagues tech firms across the world.The game can be converted into a digital app version, depending on user feedback and research into early adopter cohort analysis.
(3) Differentiation Advantage:
An old-fashioned analogue game about cutting-edge tech companies, which can be played any where and on any medium of development. Builds on ideas that have spawned tech titans, as well as thoughts and strategies that have come from these firms as a result of such thinking.
(4) Development & Deployment:
Self-driven funding will come from the same companies that will be featured in this game, to promote their brands not just to paying playing publics, but to their own employees and internal teams.
(5) Customer Value Chain:
This game can be distributed across the customer value chain in differing components of use, e.g. for simple playability as a coffee-shop game, or as team-building exercises within tech firms, or even as part of the hiring process to assess culture fit.
(6) User-Cycle Demos:
This game is incredibly easy to demo across a variety of industries as well as locations. Production costs are relatively cheap for analog games, and the entire game-set can be sent to select companies for immediate evaluation and assessment.
- (30 days)