Submitted
2023 Solv[ED] Youth Innovation Challenge

Interactive choose-your-adventure game on climate change

Team Leader
Saba Khalid
Solution Overview & Team Lead Details
Solution name.
Interactive choose-your-adventure game on climate change
Provide a one-line summary of your solution.

Players decide on different daily-choices presented in the life of the avatar & how these choices impact the planet & people around them

What specific problem are you trying to solve?

The pace at which we are using our existing resources, polluting the land & oceans, and contributing to Co2 emissions, climate change catastrophes are inevitable. One thing that’s predictable for 2050 is that there will be a high demand for jobs in renewable energy, energy efficiency, sustainable infrastructure, climate science, environmental policy and education. According to LinkedIn’s VP Product Management Allen Blue: “Half of all jobs will be redefined by climate change”. With $370 billion subsidies provided by the Biden government in solar, wind and electric vehicles, nearly 537,000 new jobs will be created every year for a decade in this sector in the US alone. However, governments and companies fear that there will not be enough trained human resources to fill these new jobs.

On the other hand, it is becoming evident that the choices of the generations of the past have led to young people today experiencing the most devastating impacts of climate change all over the world. While a large majority of young people are concerned about how it will shape their lives and futures, they don’t feel fully prepared to participate in the green economy. According to a study published in 2021 by University of Bath and the Stanford Center for Innovation in Global Health that surveyed 16-25 year olds, more than half of young people experience climate anxiety on a daily basis & 61% were critical that governments were not protecting the planet or their future.

If we assign responsibility of preparing students for the environmental stressors and jobs of the future to the schooling system, the teachers are not well-prepared about climate science or realities of the future & neither does the course outline cover the topics emphatically. Even in developed countries like the US, only 36 states teach students about the reality of human-caused climate change in their course outline while other states exclude the topics completely. The teachers who do cover the topics spend only 1.5 class hours per school year on it in a course called “earth science” which is only taken by 7 percent of high schoolers

The question remains: are we building the capacity of kids for the jobs of the future, the actions they need to inculcate in their lifestyles today and helping them stay optimistic about the future? 

Research has proven that the principles of gamification like progression paths, strategy, novelty & competition, can promote pro-environmental behaviours in teenagers.  

Elevator pitch
What is your solution?
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In our mobile-game, “Home” players decide on different daily-choices presented in the life of the avatar & making sustainable choices throughout the adventures of the avatar & solving puzzles/challenges expands players climate awareness and saves the planet in the virtual & real world before it’s too late. 

How does the game functionality work?

The game presents timed 30-minute challenges everyday where a new avatar’s identity is revealed and the player gets to make choices into different aspects of their life such as work, school, commuting, hanging out with friends & family, gardening, shopping, exercising, traveling, sports or watching television. If the player helps the avatar choose planet-positively in their everyday life, they can help the avatar contribute to transformational change, course-correct the future and have a butterfly effect on the planet. 

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When the gameplayer engages in the “Home” game app for the timed duration, they get “points”. These points can be “cashed” for donations to charities, to start/join an offline group for climate activism, route existing resources (laptop, phones, solar power, clothes) available at their own home or neighborhood directly to the cause, or find engaging opportunities to volunteer on the cause in question. 

Why is the game timed?

The reason is twofold. One reason is that having timers adds aspects of challenge, urgency, which makes the game exciting and engaging. Once they complete the challenge within 30 minutes, it gives a sense of progression and accomplishment. On the other hand, we don’t want the game to have endless addictive gameplay that pulls the player away from other important tasks like schoolwork or actually making a difference in the offline world. The game is meant to promote a healthy usage of mobile technology. 

Who does your solution serve? In what ways will the solution impact their lives?


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The name for the game “Home” takes inspiration from the idea that all of the planet, the people, the animals and sea life, are our home. It's also about bringing the planet back to its natural beauty and humans back to their higher consciousness. We plan to make a game that’s educational, action-oriented, and has real social impact.

Home is built for young adults and teenagers 12-18-year-olds in countries and regions of Europe and North America who have easy access to mobile phones. We chose this audience not only because young people enjoy playing games but also because climate change is likely to significantly impact their future. Young people may experience extreme weather events (heat waves, droughts, and floods), challenges like food and water insecurity, changes to biodiversity, resource shortages like gas and energy. Having young people aware of the present, leads to them developing innovations in clean energy, using existing resources efficiently, choosing actions that lower greenhouse emissions and playing a role in policy development. 

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Young people from Europe and the US are more concerned about climate change. That’s because they have more access to information and resources to understand science and impacts of climate change. With financial safety and social security, they have more capacity, time & resources to take action. With access to education and unbiased news, they are more likely to be exposed to discussions to understand the problem. 

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Not living everyday in survival mode (contexts like Pakistan, Sudan & Afghanistan) and not having to deal with as much intergenerational trauma, provides them with more risk-taking ability, and a sense of urgency & innovation to address these topics. According to Maslow’s hierarchy of needs, they are in a place where they can  think about the collective benefits for society and also be able to not push blame on others (government, past generations & non profits) but instead take responsibility for themselves. They also view being climate aware as an economic opportunity because it allows them to prepare and find jobs of the future.

How are you and your team well-positioned to deliver this solution?

Suha Suleman - Team Lead (Sales & Marketing Specialist) 

I am a 21-year old TMU student in Canada in my final year of a bachelor's degree who immigrated as a teenager from Pakistan. As a biomedical science student who is on the Dean’s list consistently, many of my courses, mentors & professors have pushed me to research & understand the impact of climate change on healthcare.

I’ve always been passionate about social impact and worked primarily with social enterprise Aurat Raaj, and developed the country’s first reusable menstrual pads designed by rural women for rural women, which had a larger goal to push for sustainability.

My work with Sunnybrook Hospital in Canada gave me further understanding how climate change disasters affect different races, countries and economic backgrounds disproportionately. With a full-time offer with Microsoft Canada starting in July, I’m learning how Microsoft products and services can be leveraged for the game. For instance, advising on using Azure and/or using Power BI to create interactive data visualizations that can be included in the game.

Having raised 10K for the reusable pads project in Pakistan, I want to design monetization strategies and distribution plans for the game. My knowledge of the tech industry and existing contacts have already helped me identify potential distribution partners, sponsors and customers for the game. As a healthcare specialist, having led many customer calls with several hospitals has prepared me to market & lead pitching calls. I’m also applying currently for Microsoft startup educational programs, incubators or initiatives which can support the development of the game.  

Saba Khalid - Narrative Writer

When the pandemic happened in 2020, I kept waiting for some climate heroes to take back control from ineffective & corrupt politicians and bring us back to a cleaner, greener world.That’s probably because I had grown up watching Captain Planet.

With a background in journalism & corporate communications, I set up a women’s education and empowerment platform in Pakistan with many different projects to tackle taboos, especially health, digital literacy, human rights, community development and sea protection. A jewellery line designed with women from fishing villages with retrieved fishnet was selected by WWF for its Plastic Innovation Challenge. I wrote a cartoon series about honor and menstrual health that was showcased at the Bafta and won the Empowering the future award. I’m a Solver from 2019 who has piloted and scaled an award-winning chatbot across Pakistan and Ghana on various aspects of reproductive health. Utilized by some of the largest non-profits like UNFPA, SRSO, NRSP and TRDP, and schools in Sindh, I learnt how to write for conversational agents about topics like gender violence, child marriages, choice & consent. I learnt how to work on native content with our sponsors while keeping it engaging and interactive through its dialogue and narrative. Through my work using different forms of media, I know how to convey complex information about climate change in a way that is easy for players to understand and interact with. Since 2019, I’ve been publishing creative writing with a pseudonym and have the skillset to create compelling characters that audiences can connect with.

Joerg Hilger - Game/Software Development 

At 15, while living in Germany, I remember vividly watching a climate activist being interviewed on TV who was talking about what the world could look like if we stayed on the same path of nature destruction. I remember having panic attacks because I just couldn’t understand that everyone wasn’t waking up everyday to the potential reality that was approaching us at breakneck speed.

I’ve been vegan for 25 years now, tried to build a net zero home, and tried to reduce my own consumption as much as possible. While I’ve worked in the Bay Area as a software engineer with Agilent Tech, Siemens, HP, Keysight Technologies, only now do I have the flexibility, time and capacity to use my years of UX programming, C# / WPF and the .NET Framework, OOA/OOD, C, C++, XML, HTML5, Javascript,Typescript, Google Dart and Flutter SDK to develop something that is crucial to my vision of the world. I’ve led multiple large teams. 

Aasif Iqbal - Fundraising specialist

For 10 years I’ve worked in the Pakistani and then the Omani Corporate banking sector picking up sound credit due-diligence, risk advisory, financial projections, business-feasibility analysis and structuring expertise while managing a 1 billion dollar portfolio. I have seen firsthand how difficult it is to raise capital for underrepresented entrepreneurs who focus on social good. As a Pakistani, the floods were a wakeup call for me. Pakistan contributes 0.8 percent to the global carbon footprint, but is one of most climate-stressed countries on the planet. Every other year, the monsoons leave the country financially hemorrhaged. Remittances and donations from expats like myself to flood affected families only tackle the devastation left behind but fail to build an ecosystem that can prepare, respond or mitigate the next disaster. This is why I feel that I am ready to shift my energies and offer my expertise to promising ideas.

While our team comes from different ages, racial backgrounds and countries, we are comfortable with working remotely on topics that we are all passionate about. While we are all equal stakeholders with equal responsibility in the idea, it is and has to be led by a youth leader like Suha who can inspire young people around the world.

What steps have you taken to understand the needs of the population you want to serve?

Currently we’ve done secondary research for our concept. Playing games that are text-based narrative adventures. Some of the most inspirational games we found that capture similar complex social issues are: 

  1. Bury Me My Love” about the Syrian refugee and migration experience

  2. "Papers, Please" which is a dystopian-era game about moral dilemmas and difficult choices faced by border security guards

  3. "That Dragon, Cancer" which recounts the story of a family dealing with the terminal cancer diagnosis of their young child. 

We also have been studying environmental games of the 90s which include:

  1. SimEarth (1990) in which players take on the role of a planetary god and try to create a sustainable planet managing the balance of the planet's ecosystems and resources & dealing with issues such as pollution, deforestation, and overpopulation.

  2. Eco Quest: The Search for Cetus (1991) is a point-and-click adventure game in which players take on the role of a young boy who must find a way to save a town from pollution caused by an industrial plant.

  3. The Global Dilemma: Guns or Butter (1992) is a strategy game that simulates the global economy and the challenges of balancing economic growth with environmental protection. The game encourages players to think about the trade-offs between economic development and environmental sustainability.

  4. Magic Carpet (1994): a first-person shooter game, players flew around on magic carpets while casting spells and destroying enemies. The game had a feature that players have to balance the use of magic and the environment, if magic was overused the environment will suffer.

  5. Captain Planet and the Planeteers (1994): An action-adventure game based on the animated TV series of the same name, players take on the role of the Planeteers, a group of young people with the power to control the elements of nature. The game teaches players about environmental issues such as pollution, deforestation, and endangered species.

Which aspects of the Challenge does your solution most closely address?
  • Taking action to combat climate change and its impacts (Sustainability)
What is your solution’s stage of development?
  • Concept: An idea being explored for its feasibility to build a product, service, or business model based on that idea.
In what city, town, or region is your solution team located?
Toronto, ON, Canada
Who is the Team Lead for your solution?
Suha Suleman Lalani
More About Your Solution
Your Team
Business Model
Solution Team:
Saba Khalid
Saba Khalid
Suha Suleman Lalani
Suha Suleman Lalani