Gameification: Requirements

The Openvino Project transforms Costaflores into an open-source winery, providing extreme transparency for the wine production, viticulture, and business processes. Openvino also converts consumers into business partners by the extreme traceability aspects of  "You Drink It, You Own It".

In other words, at Costaflores Organic Vineyard, with the Openvino project, we are publishing a plethora of data to the world, and we are turning our customers into shareholders by providing security tokens to wine drinkers.

While innovative, these initiatives present two particular challenges:

  1. How do we engage people to look at (and validate) the data we are publishing? 

  2. How can we make our new partners/shareholders feel like they are part of the enterprise, that they really own a piece of a winery and vineyard in western Argentina?

One solution is to gameify the relationship:

When MTB wine buyers drink a bottle of our wine, they will be presented with the option to scan the back label, authenticate their credentials with an app, and provide information about their drinking experience. In exchange for their information, for every bottle they do this, we give them a share of the company, by sending them a security token. This we call, “You Drink It, You Own It”.  

But the next step is to ask the drinker, who is now a partner at Costaflores, “Would you like to play a game?”.

For an answer in the affirmative, we present them with the option to play a game in one or more of five categories:

  • Viticulturist (How to grow grapes)

  • Oenologist (How to make wine)

  • Sommelier (How to taste wine)

  • Wine Merchant (How to run a wine business) 

  • IoT / Blockchain technician (How to operate the Openvino infrastructure)

This Openvino game is a didactic game. Players are given “lessons” about the categorie(s) they are playing. These lessons are built upon a traditional e-learning platform like moodle. Periodically, the players are given pop quizzes relevant to the information they have learned. If they answer the questions correctly, they earn points, and if they fail the questions, they lose points. Often times, in order to answer the questions correctly, players will necessarily need to analyze real data produced by the Openvino project. So, for example, the game might ask a player from the viticulturist category, “Should we irrigate the Cabernet Sauvignon today?”. The player would look at the moisture sensor data from the Cabernet Sauvignon parcel of the vineyard, and determine if the moisture values are above or below our recommended thresholds. So, the players are viewing and validating the data produced by our IoT sensors. In effect, we have turned our game players into turk machines to validate our sensor data.

At the end of the season, after harvest, a percentage of the current year’s wine-backed cryptocurrency are distributed to the players of the game, proportionally distributed according to the number of points the players have accrued. So, in essence, the players are earning money (MTB* wine tokens) when they play the game, and they are learning about the wine world, and the business for which they have become partners by receiving share tokens.

For Costaflores, this game is interesting because, we are engaging our customers that have now become our business partners, and we are validating the data we are publishing on our open-source winery model.

But we want to take this one step further…

Decentraland

"Decentraland is a virtual reality platform powered by the Ethereum blockchain. Users can create, experience, and monetize content and applications. Land in Decentraland is permanently owned by the community, giving them full control over their creations. Users claim ownership of virtual land on a blockchain-based ledger of parcels. Landowners control what content is published to their portion of land, which is identified by a set of cartesian coordinates (x,y). Contents can range from static 3D scenes to interactive systems such as games."

Welcome to decentralized farming!

What if we could map the Costaflores Organic vineyard and the winery to plots in Decentraland?

Imagine then, visitors to Decentraland could visit the vineyard and visit the winery. Not only could they see representations or images of the vines and the winery components, but they also could visualize the real-world data being published from the Openvino platform projected from the actual vineyard. This is Farmville, but with a real farm. 

Anyone visiting Decentraland would be welcome to visit the virtualized Costaflores vineyard and winery, but the most interesting avatars to be found working the land would belong to the Costaflores owners, and those who might also be players in the Openvino game. These players could interact with each other and with visitors, checking sensor data and comparing notes.

Remember that the players of the Openvino game are actual Costaflores shareholders. They own Costaflores security tokens that correspond to actual shares in Organic Costaflores S.A. As such, this company ownership could translate into percentages of ownership of the Decentraland parcels corresponding to the vineyard. Now, this means that not only can Costaflores shareholders play the Openvino game (and earn wine tokens), but they could leverage their holdings, their percentage of Decentraland parcels, as collateral on the Ripio Credit Network

The Openvino project bridges the physical world and the virtual world. Decentraland could be the platform where this crossover becomes visible and interactive. Real-world vineyard data becomes visible in Decentraland.  Company ownership becomes a viable asset for credit and commerce. And don't forget, we even have the Vinophonicssound-track to listen to while strolling through our virtual vineyard.  

Requirements Definition

Below we are defining requirements for the Openvino game that Costaflores share token holders can play.

This game is meant to be didactic and entertaining, and a valuable tool for validating data produced from the other project areas.

 

Req 
ID

P

Definition

Owner

Notes

Req 
ID

P

Definition

Owner

Notes

5.2.1

1

The game should cover 5 categories:

  • Viticultre

  • Oenology

  • Sommelier

  • Wine Business

  • Blockchain tools

 

 

5.2.2

1

The game should be playable on the smartphones integrated into the YDIYOI app.

 

 

5.2.3

1

Game play should be limited to YDIYOI authenticated shareholders: people who are of legal drinking age and have consumed at least one bottle of MTB.

 

In order to increase the player base I would suggest opening the game up to those who are willing to pay the price of a single bottle of wine (in addition to being the legal drinking age). When the consumer purchases the game they are immediately reimbursed with a MTB coin. The reason for this is MTB wine is not currently offered in every country. This way once the business moves its market into of the country there will already be consumers.

5.2.4

1

While the skill level of the game should become increasingly more difficult, the complexity of the game itself, and the difficulty to learn HOW to play the game should be minimal, requiring no more than 5 minutes for the average to player understand.

 

 

5.2.5

1

Players should accumulate points, that are converted into MTB* vintage coins at the end of the season.

 

The point system should be the in game currency to purchase additional content and cosmetics as the items are released in a digital store front. Players can purchase MTB Tokens in the store too. Based on the amount of points accumulated by the end of the year they would be converted into MTB tokens. Any remaining points are carried over to the new year if the player cannot fully convert the points to a whole token.

5.2.6

1

The total number of vintage coins to be rewarded to players should be a fixed, published amount (i.e. 10%), distributed proportionally to players, based on the amount of points earned.

 

 

5.2.7

1

The game should incentivize players to participate at least once per week, and 12 months per year.

 

The players should be incentivized to play daily by offering a daily rewards system. The first time the player logs in each day they will receive a daily quest to complete. Players can have up to 3 daily quests in their queue. If the player logs in to receive the quest they do not have to complete it that day. The quest will stay until completed in their queue. Players may not always want to complete their current quest. Once per day they can re-roll one of their available quests to get a different one (click an X on the quest). Example, answer 3 trivia questions correctly.

Player should also receive a small reward for their first win each day. These rewards should be slightly better than the daily quest rewards.

To keep players interested we should hand out rewards such as new avatars, card backs, play mats, and other cosmetics at the end of each month. Essentially resetting the players rewards through a ladder style system. If you look at games like Hearthstone and Eternal Card Game the more a player participates in the game the more rewards they receive over time. The top tier players will be greatly rewarded at the end of the month with everyone's placement in the leader boards being reset at the beginning of the month.

At the end of the year is when we can dish out the real rewards giving players MTB tokens.

We should offer exclusive rewards to players who share the product with their friends and family through a referral system.

There will need to be an achievement style system implemented. For example, when a player wins their 1st, 50th, 100th, 500th, and so on games against human opponents they get a onetime reward. Another example, if the player answers 10 trivia questions correctly in a row they are rewarded.

 

5.2.8

1

The primary incentive for playing the game is to learn about one or more of the five categories. The secondary incentive for playing the game is to earn MTB* tokens.

 

 

5.2.9

1

Wherever possible, the answers to the game's questions should be driven by data generated from the Openvino platform, i.e.: sensor data from "Growing the Grapes", accounting data from "Managing the Business", etc.

 

If we create an interactive trivia game within the game itself I believe we will be more successful than creating just a trivia game. On many of the cards there will be plenty of unused space. In this unused space we can import flavor text. Flavor text has nothing to do with the game being played. Instead it usually tells a story about the lore behind the game. Here we can place useful information about the business. The flavor text can change on the cards from game to game. The "board" players will be using in game needs to be interactive. With an interactive board we can also incorporate the trivia system. At the end of the game players will be asked a trivia question based on what they saw in game. If the player gets the question right they will essentially receive double the amount of rewards. If the player lost the match they will still be given the opportunity to gather some small rewards by answering a trivia question correctly.