we're essentially creating a framework that sits at the intersection of gaming and personal development, with multiple potential revenue streams. Let me help break this down and structure it.

The business model you're describing is similar to what's called a "open core" model, where the core product is open source but you monetize through additional services and premium features. Ghost is indeed a good example, and WordPress follows a similar model.

Your revenue streams would look like:

  1. Game sales (packaged versions for different audiences)
  2. Hosting services (for those who want managed instances)
  3. Premium features/content
  4. Support and customization services

The nonprofit element makes this interesting because it allows you to:

  • Accept tax-deductible donations for development
  • Apply for grants to fund research and development
  • Create educational partnerships
  • Build credibility in the mental health space

Regarding the HealthyGamerGG connection - this is insightful. Dr. K's work combines Eastern philosophy with modern psychology and gaming culture, which aligns perfectly with Lilaya. His community could provide both early adopters and valuable feedback.

For measuring impact, you could develop a multi-layered approach: 1. Direct user feedback through in-game metrics (tracking emotional states, habit formation) 2. Pre/post intervention assessments using established psychological scales 3. User testimonials and case studies 4. Community engagement metrics (number of mods created, active instances) 5. Academic research partnerships to validate effectiveness

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