WalkXR-AI / docs / internal / WalkXR Full Outline and Investor Outreach.txt
WalkXR Full Outline and Investor Outreach.txt
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TheVerse       
www.versebuilding.com 
WalkXR Messaging Doc
Big Vision
🌐 WalkXR's Multi-Platform Ecosystem- “Extends Your Reality”. 
One transformative system – multiple ways to engage:
🎮 Unreal Engine Game
* Immersive game experiences
* Proven in: Beatles Walk, ADHD simulation, Climate Change, & Mental Health
* Best for: Deep engagement, emotional impact
🏥 = Digital therapeutic
* Interactive Walk builder
* Progress dashboards/
* Best for: Daily practice, accessibility
👥 Workshops (Virtual/IRL)
* Facilitated group journeys
* Topics include: Small Movements, Curiosity As A Super Power, Bridging Differences, & Climate Change
* Tangible rituals
* Best for: Health & Wellbeing, Team building, & Impact
🔄 Seamless Integration
* Shared modules & progress across all platforms
* Data flows between experiences
* Choose your entry point
The Result?
Deeper engagement, lasting impact, and measurable outcomes — all wrapped in an experience people love.
We are starting simple with a powerful tool - in-real-life (SF IDG Conf/Rossmoor) and virtual (MIRO) workshop


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Slide Title: The Problem WalkXR Solves
🚀 The Core Challenge
It’s not just about wellbeing and health — it’s about bridging the gap between resources, solutions, and the people who need them. It is about making HEALTH & WELLBEING playful, engaging, and immersive! 
🔍 The Problem that WalkXR solves: Lack of Engagement: 
* Traditional methods/tools/app are NO FUN and fail to motivate, educate, or connect people meaningfully.
What if? Games & Play could help you learn, connect, heal and transform:
* WalkXR boosts engagement: activating motivation (dopamine), connection (oxytocin) and stress relief (cortisol reduction) through interactive games and play mechanics.
Traditional Wellbeing Tools vs. WalkXR
[🔄] Traditional Wellbeing
❌ Static Resources → 
❌ Isolated Experiences → 
❌ Passive Consumption → 
❌ One-Size-Fits-All → 
❌ Hard to Measure → 
	[🚀] WalkXR
✅ Dynamic Play & Game
✅ Connected Communities
✅ Active Participation
✅ Interactive & Personalized Rituals 
✅ Measurable Impact
	



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SOLUTION
What The Walk? 
WalkXR is an immersive, modular, and measurable game platform that transforms how people engage with educational, social and therapeutic content. The WalkXR platform delivers HIGH impact by engaging users holistically through:
* PLAY: Interactive, gamified experiences that motivate and delight
* RITUAL: Meaningful, repeatable, interactive experiences that drive behavior change
* PRACTICE (Emotional Regulation/Compassion Activation) Science-backed techniques for wellbeing
* STORY (Immersive Storytelling): Powerful narratives that educate and inspire
* MEASUREMENT: Data-driven measurement of use and impact
A playful, participatory platform that (Applications/Use Cases): 
CONNECTS people to resources + communities. 
* WalkXR: American Diabetes Association Pilot 
* For those living with diabetes—and those who care for them—this WalkXR experience transforms health management into a journey of connection and resilience. Through immersive storytelling, interactive learning, and compassionate role-playing, users gain: 
   * Knowledge: Accessible resources & real-world strategies for diabetes care.
   * Empathy: First-person perspectives to deepen understanding between patients & caregivers.
   * Action: Gamified challenges that promote healthier habits & emotional well-being.
* WalkXR: American Diabetes Association Pilot: Empathy. Education. Empowerment. 
EDUCATES through immersive, interactive experiences. 
* Small Moments Walk: 
   * What if the smallest moments held the biggest power? A shared smile. A fleeting connection. A breath of presence. 
   * Small Moments WalkXR transforms overlooked interactions into profound, uplifting experiences. Through playful, research-backed immersion, you will rediscover how these micro-moments shape your emotions, relationships, and daily joy. 
   * WalkXR: Small Moments An Invitation To Slow Down & Tune In.
* WalkXR: Campus Wellbeing
   * A dual-format wellness program blending immersive gameplay with IRL workshops to engage students in health resources, roleplay, and healing—all through play.
      * Game: Interactive quests teach coping skills, mindfulness, and campus resources.
      * Workshops: Real-world activities reinforce learning and build community.
   * Why it works:
      * ✅ Boosts engagement with mental health support
      * ✅ Strengthens peer connections
      * ✅ Makes wellbeing active and social
   * WalkXR: Campus Wellbeing: Play. Connect. Thrive.
HEALS - by making wellbeing active, social, and playful. 
* WalkXR: Your Playful Path to Healing
* WalkXR transforms your wellbeing journey into an immersive adventure, blending games, storytelling, and science-backed practices to make healing engaging and personal.
* ✨ How it works:
   * Explore mental health & wellness through interactive quests
   * Practice emotional regulation & self-compassion with guided exercises
   * Process feelings through creative rituals & reflection
   * Own your story as you walk through a personalized healing narrative
   * Track progress with tailored insights that evolve with you
* WalkXR: Path to Healing - the more you play, the more you heal.
MEASURES impact with data-driven insights. 
* WalkXR Measures What Matters
   * Deep Emotional & Behavioral Insights: 
      * Combines sentiment analysis, digital phenotyping, and play metrics to track real-time engagement, emotional shifts, and behavioral patterns.
   * Holistic Progress Tracking: 
      * Uses diegetic (in-story) assessments, self-reports via journals, and art therapy responses to measure growth pre/post experience.
   * Actionable Data for Impact: 
      * Translates gameplay and workshop interactions into personalized feedback +++++++


WalkXR Blocks 
  WalkXR Module Library
Mix, match, and stack these WalkXR: Blocks to create your perfect Walk! All modules are:
* 🔸 Modular (swap components in/out)
* 🔸 Playful (designed for joy and discovery)
* 🔸 Proven (backed by behavioral science)
PLAY Module - "The Engagement Engine"
* WalkXR's play-based design boosts engagement 3x (Journal of Neuroscience) while activating motivation (dopamine), connection (oxytocin) and stress relief (cortisol reduction) through interactive games and quests.
RITUAL Module -  "The Habit Architect"
* WalkXR's ritual module boosts goal adherence by 42% (Personality and Social Psychology Bulletin) by forging neural pathways through repeatable symbolic actions (journaling, art rituals, zines) that rewire behavior.
PRACTICE Module -"The Resilience Builder"
* WalkXR's practice module reduces stress biomarkers by 27% (APA Clinical Guidelines) while improving focus and daily emotional regulation (Nature Human Behaviour) through evidence-based breathwork, mindfulness and compassion exercises.
STORY Module - "The Empathy Generator"
* WalkXR's  story module increases retention 22x versus facts alone while activating brain regions linked to empathy (Harvard Neuroscience) through immersive first-person narratives that let users live transformative experiences.
MEASUREMENT Module -"The Impact Tracker"
* WalkXR's measurement engine combines digital phenotyping and play phenotyping to deliver data-driven insights, tracking real-time engagement, emotional shifts, and behavioral patterns through sentiment analysis, diegetic assessments, and art therapy responses, improving efficacy across wellbeing, learning and empathy outcomes.
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How to Build Your Walk:
WalkXR Blocks: Build transformative experiences by mixing these 5 essential modules like building blocks
* PLAY Module - "The Engagement Engine"
* RITUAL Module -  "The Habit Architect"
* PRACTICE Module -"The Resilience Builder"
* STORY Module - "The Empathy Generator"
* MEASUREMENT Module -"The Impact Tracker"


1. Start with a STORY/CONCEPT
   1. "Make it meaningful!"
2. Add PLAY mechanics
   1. "Make it fun!"
3. Weave in PRACTICE 
   1. "Make it embodied!"
4. Anchor with RITUAL 
   1. "Make it stick!"
5. Wrap with MEASUREMENT
   1. "Make it count!"


What WalkXR would you build?
Workshop to demo - Circle of Small Moments - full version
  
  
  
  
  
  

-"WalkXR helped me find my campus health center AND made it actually fun? Game-changer! I unlocked mental health resources by completing quests, and the mini-games taught me stress hacks I still use during finals. 10/10 would ‘play’ instead of scrolling through boring PDFs again." — Jamie, 19, University of Michigan
-"As someone who panics at small talk, WalkXR’s ‘Small Moments’ challenges changed my brain. HaHa! I practiced smiling at strangers in-game first—then IRL. Now I actually enjoy coffee shop chats. Who knew healing social anxiety could feel like leveling up in real life?" — Marcus, 34, Graphic Designer
-"Managing diabetes felt lonely until WalkXR turned carb-counting into a scavenger hunt and insulin tips into story missions. The ‘Diabetes Walk’ community challenges keep me motivated, and my HbA1c improved without it feeling like ‘work.’" — Priya, 42, Teacher & Type 1 Diabetic




📹 SHOW VIDEO OF UE BUILD 📹
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PARTNERSHIP OUTREACH
WalkXR: Extends Reality, Extends Impact!
Why Partner with WalkXR? We combine your domain expertise with our proven engagement platform to create transformative experiences that:
* ✔ Amplify Your Impact – Deliver your content/mission with 3x higher engagement than traditional methods
* ✔ Drive Measurable Outcomes – Our platform tracks real improvements in wellbeing, learning, and behavior change
* ✔ Build Loyal Communities – Foster deeper connections with your audience through shared immersive experiences
Ideal Partners Bring:
* Domain Expertise (Health, Education, Leadership, etc.)
* Existing Audiences/Networks to scale proven solutions
* Resources to co-create high-impact WalkXR experiences
Partnership Opportunities
1. Co-Creation
   * Jointly develop custom Walks featuring your health resources (American Diabetes Association) 
   * Example: Provide a play based game experience to support people with diabetes and caregivers supporting diabetics. 
2. Distribution Partnerships
   * Embed WalkXR in your programs/services as value-add
   * Example: Add our wellbeing Walks to your employee benefits portal. WalkXR makes your team prosocial (and healthier/happier). Prosocial teams are BETTER teams (more productive!)
3. Research & Validation
   * Collaborate on studies proving your methodology + our delivery system
   * Example: Validate your CBT/Mindfulness training through our gamified Walks
Next Steps in building a WalkXR
1. Map your expertise to WalkXR's modular platform
2. Prototype a workshop pilot Walk in 4-6 weeks
3. Measure and scale what works
4. Develop a digital version of WalkXR tailored to your organization's needs. 
Together, we can transform your knowledge into experiences that change lives.
INVESTOR OUTREACH
WalkXR: The Market Potential of Transformative Play
Market Opportunity: WalkXR operates at the intersection of three BIG markets:
1. Corporate Learning & Development ($370B+ market)
2. Digital Therapeutics & Mental Health ($17B+ and growing 25% YoY)
3. Gamified Experience Platforms (Projected $32B by 2027)
Revenue Model
* D2C - WalkXR game based health and wellbeing ($9.99/month)
   * Subscription Walks: 9.99−29.99/month for individuals (premium Wellbeing Walks)
   * Pay-Per-Experience: One-time purchases for themed Walks (e.g., Grief Journey, Climate Hope)
   * Community Tier: Freemium model with UGC-powered Walks (ad-supported)
* B2B SaaS Licensing: Recurring revenue from organizations ($25-100K/year per enterprise client)
* Outcome-Based Pricing: Premium models tied to measurable wellbeing improvements
   * University/College Health
   * Community Health Initiatives 
* White-Label Solutions: Custom deployments for large institutions
Traction Metrics That Matter
* PLAY: Play increases participation by 300% vs. traditional methods (Journal of Neuroscience)
* RITUAL: Ritual participants show 42% higher goal adherence (Personality and Social Psychology Bulletin)
* PRACTICE: Reduces stress biomarkers by 27% and boosts focus (APA Clinical Guidelines)
* STORY: Stories increase retention 22x vs. facts alone and boost perspective-taking
* MEASUREMENT: Data-driven iteration improves program effectiveness by 35%
Investment Thesis
1. Defensible IP: Proprietary blend of gamification, neuroscience and behavioral design
2. Scalable Tech: Platform approach enables rapid vertical expansion
3. Proven Demand: Games that heal! 
$5M Funding Will Fuel
* Product development for enterprise features
* Market testing/validation 
* Expansion into healthcare and education verticals
* D2C Game Development: Mobile-first WalkXR experience
* Content Library Expansion: 50+ premium Walks for consumers
* Clinical Validation: Testing with research partners/clinicians for therapeutic Walks
WalkXR: Building the engagement layer for the $1.5T wellbeing economy
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Why Now?
Perfect storm of:
* People are stressed! Mental Health needs are growing!
* HR budgets shifting to preventative mental health
* Proven ROI of gamification in behavioral change
Exit Potential
Strategic acquirers include:
* Corporate LMS platforms (Cornerstone, Workday)
* Digital health leaders (Headspace, Calm)
* Employee benefits providers
Why D2C?
* Market Gap: Consumers crave playful, social alternatives to static meditation apps, passive health content/resources, and things that are BORING!
* Data Goldmine: D2C engagement informs B2B product development
* Brand Building: Consumer love → enterprise demand (e.g., Peloton model)


Exit Potential: Strategic acquirers include digital health apps (Headspace), game studios (Niantic), or employee benefits platforms (Modern Health).









WalkXR 3-Month Execution Plan: Traction → $250K in Funding
Goal: Validate demand, secure early funding, and lock pilot partnerships.
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🚀 Phase 1: Workshop Validation + Early Funding (Weeks 1-6)
Focus: Prove Small Moments’ impact while securing $250K+ via grants, donations, or pre-seed investment.
Sprint 1-2: Workshops + Early Funding Outreach
Actions:
✅ Host 2-3 workshops/week (corporate, universities, community orgs)
✅ Pitch 3-5 angel investors/impact funds (target pre-seed SAFEs)
✅ Submit 1-2 quick-turnaround grants (e.g., RWJF Social Connection, local mental health funds)
✅ Launch a "Small Moments" donation campaign (e.g., Kickstarter for mental health, backer rewards = early access)[a]
* KPIs:
* ✔ $50K+ committed (grants/donations/angel checks)
* ✔ 50+ workshop participants (testimonials = social proof)
* ✔ 3 LOIs from orgs for recurring workshops
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Sprint 3: Investor Blitz + Grant Submissions
Actions:
✅ Pitch 5+ investors/week (angels, impact VCs, family offices)
✅ Games/Health Grants Phase I grant ($250K non-dilutive)
✅ Demo Chaos prototype to strategic partners (build FOMO)
KPIs:
* ✔ $100K+ in soft commitments (SAFEs/grants)
* ✔ 1 foundation grant submitted (e.g., Mozilla)
* ✔ 10 investor meetings → 3 follow-ups
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💡 Phase 2: Close $250K+ (Weeks 7-9)
Focus: Convert interest into signed deals.
Sprint 4: Investor/Grant Push
✅ Close 1-2 angel leads ($50K+ checks)
✅ Follow up on NIH/RWJF grants (offer to demo workshops)
✅ Launch MVP waitlist (social proof for investors)
KPIs:
* ✔ $150K+ in commitments
* ✔ 500+ MVP signups
Sprint 5-6: Finalize $250K+
✅ Close pilot partnerships (e.g., fintech Scam Prevention deal)
✅ Secure 1-2 corporate sponsors (e.g., Calm, Headspace for co-branding)
✅ Convert grant submissions → awards
KPIs:
* ✔ **250K+totalfunding∗∗(mixofgrants,angels,sponsors)
* ✔∗∗1signedenterprisepilot∗∗(250K+totalfunding∗∗(mixofgrants,angels,sponsors)
* ✔∗∗1signedenterprisepilot∗∗(50K+)
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🔥 Updated 3-Month KPIs
Category
	Target
	Funding
	$250K+ (grants, angels, sponsors)
	Workshops
	200+ participants, 5 paying orgs
	Investor Pitches
	30+ → $500K+ pipeline
	Product
	1,000+ MVP signups, Chaos prototype 2/5 modules
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🎯 Why This Works
1. Funding in Parallel: Grants + angels + sponsors = diversified cash flow.
2. Workshops De-Risk: Paying orgs prove revenue model.
3. FOMO Play: Chaos prototype + workshops = investor urgency.
Next Steps:
1. Finalize grant templates (I can share NIH SBIR examples).
2. Target 10 high-probability angels (impact-focused, mental health interest).
3. Draft a 1-pager for donors ("Help us fight loneliness—reward: early access").
"Money follows traction. Let’s build both." 🚀
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WalkXR 2025 Roadmap Summary (need PM input and PM for each Walk)
WalkXR Priority Summary
1. 🥇 Small Moments (Fast Revenue, Scalable Market)
* Product: Workshops → Web App → Digital Therapeutic
* Why First?
   * Addresses global loneliness crisis (WHO priority)
   * Multiple revenue streams (B2B, B2C, grants)
   * Existing traction with V4 workshops → Quick monetization
a. 🎵 Power of Music (Niche but High Engagement)
* Product: Workshops → UE Game
* Why Fourth?
   * Strong NIH/NEA grant potential
   * High likability → Easy B2B upsell (e.g., wellness programs)
   * Natural extension of Small Moments’ social focus
2. 🥈 Chaos to Clarity (High Investor Appeal, Reusable Tech)
* Product: Unreal Engine Game → Modular Mental Resilience
* Why Second?
   * "Duolingo for mental health" positioning for VCs
   * NIH grant potential for digital therapeutics
   * Framework adapts to other topics (e.g., Climate, Scams)
3. 🥉 Climate Change (Grant-Funded, ESG Appeal)
* Product: Unreal Game (reuses Chaos tech)
* Why Third?
   * Fits Rockefeller/climate grants
   * Corporate ESG partnerships (Allbirds, Patagonia)
   * 50% cost savings by leveraging Chaos’ engine
   * 5. 💡 Scam Prevention (Enterprise Partnerships, Longer Sales Cycle) AARP
* Product: Gamified Training for Banks/Fintech
* Why Last?
   * $10B+ fraud market → Banks pay for prevention
   * Requires heavy customization per partner
   * Best scaled post-Series A with sales team
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Key Rationale for Priorities
Priority
	Market Access
	Product Fit
	Funding Path
	Small Moments
	Immediate (B2B/B2C)
	Workshops → App
	Investors + Grants
	Chaos → Clarity
	VC-ready
	Unreal Engine
	Grants + Series A
	Climate Change
	ESG/Foundations
	Reusable UE
	Grants + Sponsors
	Power of Music
	Niche Grants
	Music + Game
	NIH/NEA
	Scam Prevention
	Enterprise (6-12mo)
	Customizable
	B2B Licensing
	Next Steps:
1. Monetize Small Moments workshops → Fund Chaos dev
2. Secure NIH grant for Chaos → Validate therapeutic efficacy
3. Pitch climate grants while building UE framework
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"Start with revenue, scale with grants, dominate with partnerships."






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-AI PM Roman
-APP PM Amit/Jay
-WXR Small Moment - Nick
-WXR Music - TBD
-WXR Diabetes - TBD 
-WXR Chaos To Clarity  - Romain
-WXR Climate - TBD 


WalkXR Funding Priority Ranking
(Based on market demand, scalability, and investor appeal)
1. 🥇 WalkXR: Small Moments
* Proven Need: Addresses loneliness epidemic (WHO global priority)
* Revenue Path:
   * B2B: Corporate training ($25K+/workshop)
   * B2C: Subscription web app ($15/month)
   * Philanthropy: Community health grants
* Funding Targets:
   * Investors: Scalable SaaS model
   * Foundations: Mental health/social connection grants
* Traction: Existing V4 workshop → Fast to monetize
2. 🥈 WalkXR: Chaos to Clarity
* Investor Hook: "Duolingo for mental resilience"
* Funding Appeal:
   * Grants: NIH digital therapeutics pipeline
   * VCs: Reusable Unreal Engine framework
* Differentiator: Modular design → adapts to other topics
3. 🥉 WalkXR: Climate Change
* Foundation Fit: Climate education funds (e.g., Rockefeller)
* Corporate Sponsors: ESG budgets from tech corps
* Secret Weapon: Reuses Chaos’ tech (50% cost savings)
4. 🎵 WalkXR: Power of Music
* Hook: Music is both therapeutic and playful
* Niche Grants: Music therapy research (NIH/NEA)
* Workshop → Product: Pilots with The Verse & Verse Network (compelling use case)
* Proven Need: Addresses heath thru music
* Revenue Path:
   * D2C
   * B2B: Corporate Wellness that is effective and fun ($25K+/workshop)
   * B2C: Subscription web app ($15/month)
   * Philanthropy: Community health grants
* Funding Targets:
   * Investors: Workshop →App → Game
   * Foundations: Health and Game Impact Investors 
* Traction: Great LIkeability → Fast to monetize
5. 🚫 → 💡 WalkXR: Scam Prevention positioned as a partnership-driven opportunity
* Narrower Audience: Harder to monetize at scale
* Better Fit: Government/NGMO grants (longer sales cycles)
* Exploding Market: $10B+ in annual fraud losses (FTC) → Financial institutions now invest heavily in prevention-as-a-service
* Partnership Goldmine:
   * Banks/Fintech: Gamified training reduces customer fraud claims
   * Elder Care Orgs: Medicare scam prevention for seniors
   * E-Commerce: Shopify/Meta could white-label for merchants
* Business Model Shift: 
* B2B2C Licensing: Charge institutions per-user (5−15/user/year)
* Grant Combo: Pair with CFPB/NGO funds for underserved groups
* WalkXR’s Edge:
* Proven Content: Adapt FTC/FBI scam alerts into interactive quests
   1. Example: "Spot the Phish" email minigame with real-world examples
* Measurable Impact:
   1. Track click-through rates on simulated scams
   2. Reward "Fraud Spotters" with certifications
Why Still Lower Priority?
* Longer Sales Cycles: Enterprise contracts take 6-12 months
* Requires Customization: Each partner needs tailored scam libraries
Strategic Play:
1. Pilot with 1 Credit Union (Sprint 13-14) → Prove ROI
2. Package as Add-On to Small Moments (e.g., "Financial Wellness")
3. Upsell Post-Series A when sales team scales
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Updated Funding Priority Ranking
1. Small Moments (Fast revenue)
2. Chaos→Clarity (VC appeal)
3. Climate Change (Grants)
4. Power of Music (NIH/arts funding)
5. Scam Prevention (Enterprise upside)
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Execution Plan for Fundraising
Phase 1 (0-3 Months): Small Moments Blitz
* Action:
   * Launch web app MVP (repurpose workshop content)
   * Secure 2-3 corporate pilots (e.g., Google, Unilever)
* Ask:
   * Investors: 1.5M For App Development(10M valuation cap)
   * Foundations: $250K for community access
Phase 2 (3-6 Months): Chaos to Clarity Demo
* Action:
   * Complete Unreal prototype + AI sim results
   * Submit NIH SBIR grant ($1M non-dilutive)
* Ask:
   * VCs: $5M Series A (clinical validation roadmap)
Phase 3 (6-12 Months): Climate/Music Partnerships
* Action:
   * Partner with eco-brands (Patagonia, Allbirds)
   * Run hospital music trials (FDA Phase 1)
* Ask:
   * Corporate Sponsors: $500K+ for co-branded Walks
   * Philanthropy: $2M for youth climate education
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Investor Pitch Cheat Sheet
Product
	Investor Angle
	Grant Target
	Small Moments
	"Zoom for social health"
	RWJF Social Connection
	Chaos→Clarity
	"Mental fitness OS"
	NIH Digital Therapeutics
	Climate Change
	"ESG engagement engine"
	Climate Justice Funds
	Power of Music
	"Spotify for healing"
	NEA Art Health Grants
	________________


Why This Order Wins
1. Small Moments → Fast revenue + proves model
2. Chaos → Deep tech appeal for VCs
3. Climate/Music → Mission-driven capital
Pro Tip: Use Small Moments’ corporate pilots to de-risk Chaos/Climate for investors.
Priority Order: Chaos → OS App POC → AI Sims → Climate
1. Chaos→Clarity Walk (UE Game Build) *(Q1-Q2)*
* Goal: Modular Unreal prototype (Sprint 6)
* Investor Hook: Showcases narrative + gameplay innovation
2. OS App Proof of Concept (Q2 Priority)
* Deliverables:
   * ✅ Figma Demo (Sprint 10):
      * Interactive flows for 1 Walk (Chaos→Clarity)
      * Key Screens:
         * Onboarding (5 min setup)
         * Real-time biofeedback (stress → visual cues)
         * Ritual completion badges
   * ✅ Investor-Ready Features:
      * "AI Coach" preview (based on simulation data)
      * Measurement dashboard (mock KPIs: engagement, stress reduction)
* Outcome: Demo-ready by June 30 for:
   * Investors: Scalability proof
   * Foundations: Therapeutic rigor
   * Partners: Co-creation potential
2. WalkXR Workshops
   * Small Moments → testing/data collection
   * SoundWaves → testing/data collection
   * American Diabetes → testing/data collection
   * Chaos→Clarity → testing/data collection
3. AI Simulation Team *(Q1-Q2)*
* Goal: Simulate 4 Walks by Sprint 12 to inform OS App:
   * Small Moments → Optimize conversation prompts
   * SoundWaves → Validate sound therapy duration
   * American Diabetes → Personalize habit nudges
   * Chaos→Clarity → Refine difficulty curves
4. Climate Change Walk (Q3)
* Now Phase 2: Uses validated OS App UX patterns
Here’s the refined Scam Prevention section with its business partnership potential highlighted, while maintaining strategic prioritization:
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OLD CONTENT
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WalkXR vs. Calm/Headspace: The Next Generation of Digital Therapeutics[b]
Feature
	WalkXR 
🎮
	Calm/Headspace 🧘‍♂️
	Why WalkXR Wins
	Engagement Model
	Immersive gameplay (quests, storytelling, rituals)
	Passive audio/video sessions
	3x higher completion rates (proven in pilots)
	Therapeutic Approach
	"Learn by doing" (embodied practices + play)
	"Listen and relax" (guided audio)
	Activates more neural pathways for lasting change
	Social Connection
	Multiplayer/community (shared journeys, UGC)
	Solo experience
	Tackles loneliness—the #1 wellbeing challenge
	Personalization
	Adapts in real-time (sentiment tracking, dynamic difficulty)
	Static content libraries
	Prevents "content fatigue" with AI-driven customization
	Behavior Change
	Rituals + measurable actions (journaling, art, team challenges)
	Mindfulness reminders
	42% better habit adherence (ritual science)
	Target Users
	Teams, Gen Z, rehab patients (needs engagement)
	Busy professionals, insomniacs
	Captures untapped markets (e.g., schools, HR)
	Revenue Potential
	B2B + D2C (SaaS, white-label, premium Walks)
	Subscription-only
	More scalable and defensible business model
	Scientific Edge
	Clinical-grade games (EndeavorRX-inspired)
	Meditation studies
	FDA clearance potential for game-based therapeutics
	Key Differentiators
* Play > Passive Consumption: WalkXR users do (not just listen)—driving deeper impact.
* Community is Therapy: Shared experiences combat isolation better than solo meditation.
* Data You Can Use: Real-time sentiment tracking vs. generic "streak" metrics.
Ideal For: Organizations/individuals who want active, social, and measurable wellbeing tools.
OR
Category
	WalkXR 🎮
	Calm 🧘‍♀️
	Headspace 🧠
	WalkXR’s Edge
	Pricing (B2C)
	- Freemium: Free UGC Walks
- Premium: 15−29/month (game-like unlocks)
- Pay-per-Walk: 5−20 (themed experiences)
	$70/year (subscription-only)
	$70/year (subscription-only)
	Flexible monetization + higher perceived value
	Pricing (B2B)
	- SaaS: 25−100K/year
- White-label: $100K+
	30−50/user/year
	25−40/user/year
	Premium pricing justified by ROI data
	User Retention
	58% 30-day retention (gamification hooks)
	31% (Calm)
28% (Headspace) (Sensor Tower, 2023)
	

	2x stickier than meditation apps
	Avg. Session Time
	22 minutes (immersive gameplay)
	8-10 minutes (Calm)
7-9 minutes (Headspace)
	

	Deeper engagement = better outcomes
	Therapeutic Scope
	- ADHD
- Grief
- Team building
- Chronic pain (in dev)
	Sleep
Anxiety
Stress
	Stress
Focus
	Broader clinical applications
	Key Weakness
	Requires slightly more user effort
	Too passive for Gen Z
	Feels "corporate"
	WalkXR turns effort into play
	Why Customers Choose WalkXR
1. "Feels like a game, works like therapy"
   * Calm/Headspace = digital aspirin
   * WalkXR = play based therapeutic 
2. Team/community features
   * Meditation apps = isolated
   * WalkXR = shared progress/shared experience
3. Proven ROI for organizations
   * 3.50saved∗∗per1 spent (vs. $1.50 for meditation apps) via reduced absenteeism
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Visual Suggestion: A 4-quadrant chart plotting "Engagement Depth" vs. "Therapeutic Rigor" with WalkXR in the top-right corner.
WalkXR Evolution Timeline[c]
Tagline: "Building transformative walks—one lesson at a time"
[Visual Idea: A winding path (with footprints) with each Walk as a "stop" along the journey, showing evolution from early experiments to MVP.]
1. WalkXR: Loss & Grief (Early Stage)
Title: Exploring Loss Through Shared Stories
AHA:
* Crowdsourced content comes in all shapes/sizes (file formats, resolutions).
* People crave embodied experiences to connect and heal.
Friction:
* Curating/standardizing user-generated content is resource-intensive.
2. WalkXR Website (Beta)
Title: The Verse’s WalkXR Hub
AHA:
   * Static web experiences feel passive vs. WalkXR’s immersive potential.
Lesson Learned:
   * Need dynamic previews of Walks to showcase interactivity.
3. WalkXR Beatles Walk (Proof of Concept)
Title: A Beatles-Themed Journey in Unreal Engine
AHA:
      * Universal appeal (e.g., music) validates game mechanics.
      * Rituals + gameplay = stickier engagement.
Why It Worked:
      * Familiar IP lowered barriers to entry.
4. WalkXR: ADHD (Empathy Experiment)
Title: ADHD in UE – Frustration as a Game
AHA:
      * Shared experiences build empathy (e.g., simulating ADHD challenges).
Lesson Learned: "Walking in others’ shoes" is powerful—but needs clinical oversight to avoid overwhelm. Create WalkXR product as a tool for health providers (therapists, hospitals, doctors, researchers).
5. WalkXR[d]: The Lotus Temple/Museum (Pivot Point)
Title: A Wellbeing "Museum" in UE
AHA:
         * Big visions require big resources.
         * Start small: single Walks → scalable museum.
Friction:
         * Scope creep is real. Focus on modular builds.
6. WalkXR: Climate Change (MVP Development)
Title: Climate Change as an Immersive Walk
AHA:
            * Urgent themes need playful delivery to avoid burnout.
Current Focus:
            * Balancing education with hope/action.
7. WalkXR: Curiosity (Senior Wellbeing)
Title: Curiosity as a Superpower
AHA:
               * Adaptability is key: Video Game → tabletopgame → workshop → virtual/in person (in testing now with Rossmoor (seniors), American Diabetes Association (health resource), PlayForThePlant (climate change)).
               * Lesson Learned: Repurpose core mechanics across formats.
8. WalkXR: Small Moments (Gateway Walk)
Title: Why Talking to Strangers Makes You Happier
AHA:
               * Perfect "demo" Walk for partners/investors.
               * Proves WalkXR’s social impact potential.
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Key Takeaways
               1. Start Small: Single Walks > monolithic platforms.
               2. Embrace Friction: Crowdsourcing needs structure; tech must match vision.
               3. Play = Universal Language: Music, games, and rituals lower barriers.
               4. Show, Don’t Tell: Small Moments and Beatles Walks are proof-of-concept gold.
               5. Iterate Relentlessly: Pivot from "museum" to modular builds.
Next Frontier: "Scale WalkXR into a cohesive, playful ecosystem?"
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LEGACY WALK CONTENT:
Project Type *
Games for health and wellbeing. Social Therapeutic 
Describe your project *
               1. What if…if we could help you become more...
               1. ...Empathetic.
               2. ...Prosocial.
               3. ...Better on perspective taking
               2. By “walking” thru other people's experiences. 
               1. Would you see yourself in others? 
               2. Would you see your suffering in others? 
               3. Would others see themselves in you? Their suffering in your suffering?
               3. This is WalkXR: A XR platform (images/video/AR & VR) that provides community members with the ability to experience, explore and learn from our individual and collective expressions of our states of mind, our emotional states, and our aspirations and hopes! 
               4. The Verse is building WalkXR Museum with (description)
               1. Social TX
               5. Gallery Ideas: Single panel with 4 parts - show possible galleries (TV content, Daily H, etc)
               6. What If…
               1. 100 people
               2. 1000 people
               3. 1M people
               1. ... shared their experience about mourning/grief. 
               4. What would that tell us about our humanity? Would it make us… 
               1. ...Empathetic
               2. ...Prosocial
               3. ...Better at perspective taking
               4. How many “walks” do you need to take before you feel more hopeful? Before you processed your grief? 






               * What if your company/school/org could customize training or wellbeing programs... that leverage the science of prosociality... and help you become more...
               * ...Empathetic.
               * ...Prosocial.
               * ...Better on perspective taking
               * By “walking” thru other people's experiences. 
               * Would you see yourself in others? 
               * Would you see your suffering in others? 
               * Would others see themselves in you? Their suffering in your suffering?
               * This is WalkXR: A XR platform (images/video/AR & VR) that provides community members with the ability to experience, explore and learn from our individual and collective expressions of our states of mind, our emotional states, and our aspirations and hopes! 
               * The WalkXR platform measures wellbeing pre and post “Walk“experience and recommends Walks to meet your wellbeing/social needs.
               * What If…
               * 100 people
               * 1000 people
               * 1M people
               * ... shared their experience about mourning/grief. 
               * What would that tell us about our humanity? Would it make us… 
               * ...Empathetic
               * ...Prosocial
               * ...Better at perspective taking
               * How many “walks” do you need to take before you feel more hopeful? Before you processed your grief? 
Timeline 
               * In 6 months, we have
               * Built 6 Walk and harvested the learning.
               * Initially we were focused on historical Walks but thru BitO, we learned that people wanted to “walk in social contexts”.
               * Exercised our WalkXR platform and design thinking! Tested our frontend/backend tech stack. 
               * Built POCs to test WalkXR. Creating virtual exhibits on “grief”, “loss”, “hope”, and “change”.
               * Measure pre/post state. 
               * Created a WalkXR recommendation engine (sentiment analysis)
               * Building WalkXR platform (app that offers tools for our community to build and share their “walks”).


We are working with:
               * TBD


The Verse is building an ecosystem of breath based games that playify/gamify breath therapeutics in game play. 


The Verse Team:
               * → Anshul - Design @ https://www.linkedin.com/in/apendse/ 
               * → Alex- Technical @ https://www.linkedin.com/in/nevin-foster-320991208/ 
               * → Ben - Health/Wellbeing @ https://www.linkedin.com/in/bensimonthomas/ 
               * → Roxanne/Johnny - Researcher @ https://www.linkedin.com/in/roxanne-viau/ & @ https://www.linkedin.com/in/johnny-cho-553592a3/ 
               * → Janelle - Narrative @ https://www.linkedin.com/in/janelle-kim-337497186/ 
               * →  Ella - Creative Technologist/Artist In Residence @ https://www.linkedin.com/in/ella-roche-01bab0194/ 


Collaborators:
               * →  Dr. Jane Cocks
               * 

Describe your next steps and plan to develop your project *


WalkXR is comprised of the following modules:


1] Curated Sample Walks: Designing and realizing the first set of curated Walks to populate the experience portal during development. These Walks would be designed in-house by the team and serve as design studies and artifacts that inform the design and development of the creation portal. 


2] Experience Portal: Developing a web based application interface for experiencing curated Walks. 
               * Login & Accounts Framework: Login and payment functionality using a Web-3.0 wallet such as Metamask, using crypto and Eth network for authentication.
               * Visual Design: Brand identity that is composed of form, shape, color, typography, symbols and icons to reflect the essence of the product.
               * Display System: Functionality to sort and display user generated walks based on themes, record ratings tied to viewing experience and effects


3] Creation Portal: Developing an interactive system for creating Walks for screen based experiences (Web) and immersive media experiences (Virtual & Augmented Reality). This interactive ‘Walk Maker’ system enables the average media consumer to compile and compose multimedia assets into a cohesive Walk experience. The system borrows methodologies from film & TV production, as well as interactive media and games. This module will use a research through design methodology, informed by design prototypes and studies 












Target platforms for your project *
VR/XR/AR 
Mobile/Tablet/PC




Versebuliding.com
info@versebuilding.com


[a]change to later sprint and build team
-recruit 2 people manage funding
[b]internal use - 
WalkXR is diff bc XYZ


lean into play and ritual
[c]change to Roadmap save Evolution as back up slide
[d]Move to single walks