@Canadiak The niche is demographic focus on K-12 youth and the approach of the interdisciplinary nature of the game and platform to provide education and behavioral and mental health support. TRIPP and KAI XR are two successful examples of using XR which offer one side of the solution I'm proposing. I highlight TRIPP because it has a history of acquiring competitors, and this offering would open up a new demographic for them. KAI XR shows the power of the STEAM approach to education and XR. https://www.kaixr.com/ and https://www.tripp.com/