Serious Games
Currently, when most people think of Play to Earn games, they immediately refer to virtual games that are focused on combining finance and entertainment.
However, there is a growing sub-genre of gaming/learning technology called serious games or game-based learning. It is a game format that can be virtual and/or played in the real world, and is designed for a primary purpose other than pure entertainment.
It is used by industries such as defense (war games), scientific exploration, health care, emergency management (COVID-19 simulations), city planning, engineering, politics, education, and sports.
Some examples of serious games are:
  • the language learning app, Duolingo
  • the online virtual world, Second Life
  • a game to help cure diseases, FoldIt
In recent years, serious games have proven that it is possible to learn faster and deeper while you play compared to traditional means. This approach to gaming is a trend that’s expanding at the speed of light in primary schools, prestigious universities and large corporations.
If you think about it, entrepreneurship can be viewed as a multiplayer play-to-earn serious game that is strategy-based. Prizes are already given to the best entrepreneurs and teams via contests, challenges, and open calls. Entrepreneurship requires a continuous cycle of learning and applying, can be done electronically and remotely, and generates an audience for events just like video games.
What if there were “esports-like” leagues that brought people and organizations together to co-create ideas into products through exciting open innovation tournaments?
A hackathon in action
Imagine if Hackathons (aka invention marathons) were turned into real-world play-to-earn serious games? They are a great example to think about how open innovation tournaments can work; but instead of the event only lasting for a weekend or a month (and team activity simmering down once the event is over), imagine if they had a multi-year duration that keep the collaboration going from concept to product-market fit (using NoCode tools will make it more accessible to non-developers).
With our founder's experience growing up playing in AAU basketball tournaments, he can attest to the ability of how sports can bring people together from all types of backgrounds to achieve a common goal. Additionally, when he first participated in a hackathon event, he envisioned that activity in the form of an innovation sport that was inspired by the league model of the National Basketball Association.
It’s known that the tech industry (and the crypto ecosystem) has been criticized for its lack of diversity. Maybe creating an innovation sport can offer a potential solution.
As proof, Nelson Mandela used sports in South Africa as a tactic to generate racial unity within the country during Apartheid.
Here was his thoughts on that:
“Sport has the power to change the world. It has the power to inspire. It has the power to unite people in a way that little else does. It speaks to youth in a language they understand. Sport can create hope where once there was only despair. It is more powerful than government in breaking down racial barriers.”
We believe “gamifying open entrepreneurship” has the potential to transform the way creators learn and innovate with a community of support to bring their ideas into reality. If this model can be realized, it has huge implications for the future of work and R&D.
Last modified 1mo ago
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