VISION / DESCRIPTION
NATIONSPLAY proposes a system that helps to solve problems in the spheres of global finance, global learning (e-Learning), modeling of social behavior, global social monitoring and analysis. NATIONSPLAY is as a long-term, multipurpose media instrument for community outreach.
The mission is to use gamification to help the UN solve problems in the spheres mentioned above, and to help to explain the role and importance of the UN to the general public through entertainment. A way of implementing this initiative would be to integrate it with one of the UN agencies (for example, a UNITEDNATIONSPLAY bureau) that supervises development, launch, and maintenance of the NATIONSPLAY system.
THE CORE AND PROJECT OBJECTIVES
The base of the project is a next-generation, global, long-term NATIONSPLAY’s game system.
Multi-purpose NATIONSPLAY system:
- An instrument of a global sociological study, testing, modeling, standardization and turnover of electronic money, based on a multigenre Massively Multiplayer Online (
) game with a unique system of monetization and a financial ecosystem connected with a retail system
- Information center (statistics, analysis, modeling)
- Training simulator for remote selection, testing and training of personnel in three spheres: politics, army, and economics
- Global step-by-step system of distance learning, integrated in the game
- Global platform for introduction, use, and maintenance of electronic money
Going through the phases of Web 1.0, 2.0, 3.0 and onwards, the initiators put in considerable effort to create new markets in the spheres of entertainment, social media, education, finance, etc. This will help build a gradual transition to a new information society. This transition not only ensures that the stated objectives are accomplished, but also sets new challenges that require immediate response. It is necessary to take into account the need for systematization and centralization, as well as under the auspices of and on behalf of the UN.
One of the complex responses to the challenges associated with the transition to a new information society is the initiative to create a centralized NATIONSPLAY system.
Objectives accomplished by the proposed system include:
- Dissemination of UN knowledge widely through the global simulation platform
- Education through entertainment
- Global eSports game platform for international competitions
- Global thought leadership and building a talent pool
- Increase in global monitoring tools (Facebook, etc.)
- Controlled reduction of social activity
- Real-time statistics and analytics of user behavior
- Introduction of electronic money at the test level through the game
Development of a market for tertiary MMO games with multi-level interaction of players
NATIONSPLAY / UN-BUSINESS ACTION HUB / PARTNERSHIPS FOR SDGs
The UN system and citizens of the UN members states.
POTENTIAL BENEFICIARIES. THE FUNDS WHICH USE THE COMPLEXITY THEORY
VANGUARD GROUP INC (U.S.)
BARCLAYS PLC (Great Britain)
CAPITAL GROUP COMPANIES INC (U.S.)
FMR CORP (U.S.)
STATE STREET CORPORATION (U.S.)
JPMORGAN CHASE & CO (U.S.)
LEGAL & GENERAL GROUP PLC (Great Britain)
UBS AG (Switzerland)
MERRILL LYNCH & CO INC (U.S.)
NORTHERN TRUST (U.S.)
BLACK ROCK (U.S.)
PACIFIC INVESTMENT MANAGEMENT COMPANY (U.S.)
T. ROWE PRICE GROUP INC (U.S.)
BLACKSTONE GROUP LP (U.S.)
CARLYLE GROUP (U.S.)
KOHLBERG KRAVIS ROBERTS (KKR) (U.S.)
BERKSHIRE HATHAWAY INC (U.S.)
POTENTIAL BENEFICIARIES. WORLD FOOD COMPANIES
UNILEVER GROUP (Great Britain, Netherlands)
NESTLE SA (Switzerland)
GROUP DANONE SA (France)
MONDELĒZ INTERNATIONAL INC (U.S.)
MARS INCORPORATED (U.S.)
GRUPO BIMBO SAB de CV (Mexico)
PEPSICO INC (U.S.)
ROYAL FRIESLANDCAMPINA NV (Netherlands)
FERRERO SPA (Italy)
GENERAL MILLS INC (U.S.)
KELLOGG COMPANY (U.S.)
CAMPBELL SOUP COMPANY (U.S.)
THE COCA-COLA COMPANY (U.S.)
ARLA FOODS (Denmark)
AJINOMOTO CO INC (Japan)
CONAGRA BRANDS INC (U.S.)
BRF SA (Brazil)
GROUPE LACTALIS (France)
THE KRAFT HEINZ COMPANY (U.S.)
TINGYI HOLDING CORP (China)
HANGZHOU WAHAHA GROUP CO LTD (China)
BARILLA SPA (Italy)
Stage-2: Forthcoming stage (20 months)
Stage-3: Forthcoming stage (24 months)
Stage-4: Forthcoming stage (6 months)
MAJOR IMPACTS AREAS
Explanation of the role and importance of the UN through concept and educational courses found inside the game.
Formation of new markets at the joint between online and offline. Integration of unique properties of NATIONSPLAY into products of partners with their subsequent integration into everyday life of a person.
E-Learning for the next generation. An educational franchise for more than 1000 world universities under the UNAI programme, as well as implementation of a global educational course on the basis of a global educational franchise for any university.
A tertiary video game, a platform for investment, a platform for cyber sports, a platform for video-demonstration of gaming achievements.
Delivery of the NATIONSPLAY content to consumers via large distribution networks (Education, Retail, Media, Entertainment).
A global platform for emission and turnover of electronic money. It could gradually becoming part of a the different aspects of everyday life.
QUANTITATIVE INDICATORS OF SYSTEM
COVERAGE AND GLOBAL IMPACT:
- Changes in the vocational training system. At least 1000 UNAI system universities will become participants in the integration of distance learning courses, agreed with the UN.
- Global eSports game platform for international competitions. Мodes of a single and group game, and also competitions of communities.
- Penetration of NATIONSPLAY’s gamification in the daily life of a person.
- Change of the global testing and monitoring system. Any action of a participant of the system becomes material for work thanks to the NATIONSPLAY (NPUC) electronic participant passport.
- Integration of electronic money into a person’s everyday life. Using more than 150 000 points of retail chain networks and fast food networks with standardized POS units around the world with a daily traffic of 300 people, will allow the coverage of 45 million people every day.
All of the above is determined by entry into a group of more than a billion (initiators, participants and consumers). Constant technical support and system maintenance, as well as the timely updating of entertainment components, will allow the use of the claimed functionality of the product for several decades.
12 OF 17. NATIONSPLAY AND SUSTAINABLE DEVELOPMENT GOALS
GLOBAL SOCIAL IMPACT (REGIONS / COUNTRIES / TERRITORIES)
Africa: 54 countries
Angola, Benin, Botswana, Burkina Faso, Burundi, Cameroon, Canary Islands, Cape Verde, Central African Republic, Chad, Comoros, Congo, Congo (Democratic Republic of the), Cote d'Ivoire, Djibouti, Equatorial Guinea, Eritrea, Ethiopia, Gabon, Gambia, Ghana, Guinea, Guinea-Bissau, Kenya, Lesotho, Liberia, Madagascar, Malawi, Mali, Mauritania, Mauritius, Mayotte (France), Mozambique, Namibia, Niger, Nigeria, Reunion (France), Rwanda, Saint Helena, Sao Tome and Principe, Senegal, Seychelles, Sierra Leone, Somalia, South Africa, South Sudan (Republic of), Sudan, Swaziland, Togo, Uganda, United Republic of Tanzania, Western Sahara, Zambia, Zimbabwe.
Americas: 53 countries
Anguilla, Antigua and Barbuda, Argentina, Aruba, Bahamas, Barbados, Belize, Bermuda, Bolivia, Brazil, Canada, Cayman Islands, Chile, Colombia, Costa Rica, Cuba, Dominica, Dominican Republic, Easter Island (Chile), Ecuador, El Salvador, Falkland Islands (Malvinas), French Guiana, Galapagos Islands (Ecuador), Greenland, Grenada, Guadeloupe (France), Guatemala, Guyana, Haiti, Honduras, Jamaica, Martinique, Mexico, Montserrat, Netherlands Antilles, Nicaragua, Panama, Paraguay, Peru, Puerto Rico, Saint Kitts and Nevis, Saint Lucia, Saint Pierre and Miquelon (France), Saint Vincent and the Grenadines, Suriname, Trinidad and Tobago, Turks and Caicos Islands, United States, Uruguay, Venezuela, Virgin Islands (British), Virgin Islands (United States).
Asia: 40 countries
Afghanistan, Armenia, Azerbaijan, Bangladesh, Bhutan, Brunei Darussalam, Cambodia, China, China - Hong Kong (Special Administrative Region), China - Macau (Special Administrative Region), China - Taiwan Province, Christmas Island, Cocos (Keeling) Islands, Cyprus, Democratic People's Republic of Korea, French Southern and Antarctic Lands, Georgia, India, Indonesia, Japan, Kazakhstan, Kyrgyzstan, Lao People's Democratic Republic, Malaysia, Maldives, Mongolia, Myanmar, Nepal, Pakistan, Philippines, Republic of Korea, Singapore, Sri Lanka, Tajikistan, Thailand, Timor Leste, Turkey, Turkmenistan, Uzbekistan, Vietnam.
Europe: 52 countries
Aland Islands (Finland), Albania, Andorra, Austria, Azores, Belarus, Belgium, Bosnia and Herzegovina, Bulgaria, Channel Islands, Croatia, Czech Republic, Denmark, Estonia, Faeroe Islands, Finland, France, Germany, Gibraltar, Greece, Holy See, Hungary, Iceland, Ireland, Isle of Man, Italy, Latvia, Liechtenstein, Lithuania, Luxembourg, Madeira (Portugal), Malta, Monaco, Montenegro, Netherlands, Norway, Poland, Portugal, Republic of Moldova, Romania, Russian Federation, San Marino, Serbia, Slovakia, Slovenia, Spain, Svalbard and Jan Mayen Islands (Norway), Sweden, Switzerland, The former Yugoslav Republic of Macedonia, Ukraine, United Kingdom.
Middle East: 19 countries
Algeria, Bahrain, Egypt, Iran, Iraq, Israel, Jordan, Kuwait, Lebanon, Libyan Arab Jamahiriya, Morocco, Oman, Qatar, Saudi Arabia, State of Palestine, Syrian Arab Republic, Tunisia, United Arab Emirates, Yemen.
Oceania: 26 countries
American Samoa, Australia, Cook Islands, Fiji, French Polynesia, Guam, Heard and McDonald Islands, Kiribati, Marshall Islands, Micronesia (Federated States of), Nauru, New Caledonia, New Zealand, Niue, Norfolk Island, Northern Mariana Islands, Palau, Papua New Guinea, Pitcairn, Samoa, Solomon Islands, Tokelau, Tonga, Tuvalu, Vanuatu, Wallis and Futuna Islands.
PARTNERSHIP TYPES OF INTEREST
Advocacy of global issues; Project funding; Provision of services / personnel; Standards and guidelines development