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Content
BLUESPERO CAPSTONE PROJECT 1
BluEspero Capstone Project
Misty Wise Sullivan
A Capstone Project
Presented to
The Faculty of the Suzanne Dworak-Peck School of Social Work
University of Southern California
In Partial Fulfillment of the Requirements for the Degree Doctor
of Social Work (DSW)
SOWK 722: Implementing Your Capstone
Dr. Juan Araque
October 31, 2020
December 202 0
BLUESPERO CAPSTONE PROJECT 2
Table of Contents
Executive Summary
Project and the Grand Challenge 5
Problem Issues 5
Methodology 6
Aims for Implementation and Future Action 7
Potential Implications 8
Conceptual Framework 8
Problem Statement 10
Grand Challenge 10
Research, Practice, Innovation, and Environmental Context 11
Social Significance 12
Theory and Conceptual Framework 13
Logic Model 14
Problems of Practice and Innovation 16
Innovation Contribution to GC 16
Stakeholder Perspective 18
Broader Perspective 19
Opportunities for Innovation 20
Innovation Connection to the Logic Model 20
Best Solution 21
Project Structure, Methodology and Action 22
Prototype 22
Market Analysis 23
Obstacles, Alternatives and Leadership 23
Financial Plans 24
Assessment 27
Stakeholder Involvement 28
BLUESPERO CAPSTONE PROJECT 3
Communications and Product Strategy 29
Capstone Components as a Collection 29
Capstone Narrative 30
Ethics 31
Conclusions, Actions & Implications 31
Project Plans 31
Implications and Future Action 32
Project Conclusions 34
Limitations and Risk 36
Sharable Prototype 36
Advancing Next Steps 37
References 39
Appendices
Appendix A: Virtual Reality 49
Appendix B: Logic Model 50
Appendix C: Design Template 51
Appendix D: Business Plan 57
Appendix E: Market Analysis 77
Appendix F: EPIS Model 79
Appendix G: Budget 80
Appendix H: Gantt Chart 81
Appendix I: CapstoneOral Defense Script 82
Appendix J: Capstone Oral Defense Slide Presentation 89
BLUESPERO CAPSTONE PROJECT 4
Prologue
He pulled me in with his kindness and pushed me out with his violence.
I was only 15 and naïve, he fed me with a poison that altered my mind and made me leave my
family behind.
I was stuck on crack and the demon was stuck on my back.
I've heard of the stories of girls like me running away but I never thought that I would see this
day.
I went from living at a nice house on the beach to living from motel to motel and being thrown
out on the streets.
Bloody, broken, and bruised I never felt so used.
Used for another man's pleasure and greed but he made me think he was supplying me with what
I need.
But deep down inside the little girl had to hide.
--Alyssa Beck, a 15-year-old sexually trafficked teen from Florida (Miller, 2019).
BLUESPERO CAPSTONE PROJECT 5
Executive Summary
Project and the Grand Challenge
Millions of children around the world are exploited through sex trafficking. Child sex
trafficking is selling children for sex or sexual exploitation. Because of their vulnerability,
children are an easy target for manipulation, particularly at risk are youth who are in foster care,
homeless, or part of the juvenile justice system (Degarmo, 2016; Miller, Duke, & Northam,
2016; Moitozo, 2019; Twis, 2020). To ensure healthy development for all youth, it is imperative
to provide a variety of child-centered service for youth to be protected against the dangers of
exploitation (Grand Challenges for Social Work, 2016; Fong, Lubben, & Barth, 2018).
To help prevent child sex trafficking, BluEspero was conceived. While trafficking is a
global issue, BluEspero’s campaign starts in the Las Vegas area and focuses on at-risk youth
ages 10-14 to address the dangers and tactics of trafficking through gamified education.
“BluEspero” is also the code word or “safe slang” for youth to use if found in a situation where
they need rescue help. Protocol is being developed to train first responders on what to do when
this code is used. BluEspero focuses on child-centered prevention.
Innovation Solution and Conceptual Framework
The conceptual framework builds on empowerment theory. This innovation focuses on
empowering the victim, which for this project are at-risk children ages 10-14. Knowledge is
power. By educating at-risk youth, they are endowed with information needed to recognize
trafficking manipulation tactics and access rescue help from a variety of community resources.
BluEspero is dependent on community collaborative with social service agencies such as the
Division of Child and Family Services, to empower and educate potential victims. By providing
BLUESPERO CAPSTONE PROJECT 6
youth with the information they need to seek rescue, a pro-active, self-initiated, empowering
paradigm takes shape (Zimmerman, 2000) and gives youth the resilience and knowledge needed
to stay out of trafficking or to get help.
Problem Issues
Child sexual exploitation involves children at any age and gender, and is a violation of
human rights (Bowley, 2012). Federal law states that sex acts with minors are never consensual
(Greenbaum et al., 2018; McCoy, 2019; National Institute of Justice, 2017; Trafficking Victims
Protection Act [TVPA], 2000). Youth under the age of eighteen caught in trafficking or
prostitution should not be prosecuted, thus eliminating legal ramifications for victims, and
shifting the focus to providing services. Despite federal laws instituted to protect children, there
are far too many trapped in trafficking.
In 1989, the United Nations ratified a treaty on the rights of a child. One of the twelve
rights identified is to ensure to the survival and development of the child. (United Nations,
2000). Child sex trafficking is a direct violation of this right. Interestingly, there were only a
few countries who did not ratify, among them, the United States of America. It is believed that
not recognizing children’s rights is the root of child exploitation. Regrettably, the United States
is the top consumer of commercial sex and is driving the demand (Chiaramonte, P. & Keiper, A.,
2019).
Methodology
To help prevent child exploitation, BluEspero employs a Virtual Reality (VR) game that
educates at-risk youth on the dangers of trafficking, manipulation tactics, and ways to get help
should they need it. When children enter the foster care system, they are given a case plan that
BLUESPERO CAPSTONE PROJECT 7
includes therapy visits. In conjunction with these visits, the therapist will get consent from a
parent or guardian and provide the gaming instructions and hardware. The therapist is there to
provide additional support should a child have questions or emotional needs. Embedded in the
gaming technology is a measurement tool. The tool is a gamified survey that will be given prior
to the game starting to determine base-line data on trafficking knowledge. Immediately after the
game is played, the post-test is given and then again at three and six-month intervals to measure
knowledge retention.
Aims for Implementation and Future Action
BluEspero is being implemented in Las Vegas, NV. The first steps to implementation are
to secure funding and then develop the VR game with the embedded curriculum and
measurement tools. Clinician recruitment will begin immediately. While the gamified education
is employed, working with first responders on standard protocol and marketing the safe slang, or
code word, is another top priority. By implementing these services, children will be educated on
trafficking dangers and recourse, which will either keep them away from its trap or help them get
out of it.
In the future, BluEspero will be working to simplify sex trafficking messaging so that it is
child-centered and culturally competent by making 911 the only emergency number to call or
text for trafficking needs (911.gov, 2019) and developing a Children’s Advisory Board. These
are only a few of the future endeavors BluEspero is aiming to achieve to create gold standard,
best practices in child trafficking prevention efforts.
BLUESPERO CAPSTONE PROJECT 8
Potential Implications
By education and speaking with children, rather than at them or above them, in a
language they understand, youth become a part of the solution. Empowerment education is a
beginning. Creating “safe slang” or code word with rescue protocols is another piece.
Developing other child-focused programs are required to continue prevention efforts. As
children are empowered to know what they may be getting into or know how to get help, the
implications are not only life-changing, they can be life-saving.
Conceptual Framework
Problem Statement
Commercial sexual exploitation of children (CSEC) is defined as any sexual act by a
minor that is in exchange for something such as money, food, clothing, electronics, gifts, drugs,
or housing (Greenbaum, 2020; Greenbaum, 2014). Exploitation includes sex acts, producing
sexual material, or providing a sexual performance for business (Greenbaum et al., 2018).
Sexual exploitation involves children at any age and gender (Bowley, 2012). Federal law states
that sex acts with minors are always non-consensual, which means exploitation is always illegal
(Greenbaum et al., 2018; McCoy, 2019; National Institute of Justice, 2017; Trafficking Victims
Protection Act [TVPA], 2000) and a clear violation of human rights (Bowley, 2012). Cooper
discusses policies that affect human trafficking, particularly Safe Harbor laws, which do not
criminalize minors for participating in commercialized sex (2015). Youth under the age of
eighteen found participating in trafficking or prostitution cannot be prosecuted, thus eliminating
legal consequences for victims, and shifting the focus from punishment to support and repair by
providing services for these victims.
BLUESPERO CAPSTONE PROJECT 9
Nearly five million people around the world are sexually exploited each year, with one in
four being children (International Labour Organization, 2017). Five. Million. In addition to the
staggering numbers of victims, child sexual exploitation generates $99 billion, making it the
largest and fastest growing illicit industry in the world (Human Trafficking by the Numbers.
Human Rights First, 2017; Human Trafficking State of California Department of Justice Office
of the Attorney General, 2020). With the United States driving the demand for commercialized
childhood exploitation, more must be done to eradicate this victimization and abuse
(Chiaramonte & Keiper, 2019).
Many personal and social factors contribute to a child’s risk of sexual exploitation.
According to early resilience researchers, a risk factor can be an event, an experience, or an
environmental experience that increases the likelihood and magnification of a problem (Mallon
& Hess, 2005). These factors in a child’s life include personal, educational, familial, peer, and
community influences that increase the probability that a child will experience a developmental
problem (Mallon & Hess, 2005). Each identified risk factor contributes to a child’s overall “at-
risk” status and the presence of multiple risk factors exacerbates the risk.
Factors associated with an increased risk of sexual exploitation include history of abuse,
neglect, homelessness, involvement with the child welfare system, poor school performance, low
self-esteem, drug use, sexual orientation, race, criminal behavior, and/or family involvement in
trafficking (dosReis, 2001; Hurd, 2011; Miller, Duke, & Northam, 2016; Moitozo, 2019; Twis,
2020;). Komro and associates (2011) created a diverse framework called, “Creating Nurturing
Environments” to aid impoverished children to equalize educational and health opportunities.
Their research illustrates that “at risk” definitions need to include poverty and equity as risk
factors. Rosenblatt and partners also show that mental health and juvenile delinquency affiliate
BLUESPERO CAPSTONE PROJECT 10
with at-risk determinants (2000). When these factors co-occur, they create a compounding
effect, termed “polyvictimization” by Hartinger-Saunders et al., (2017). For example,
impoverished children are five times more likely to be abused (CDC, 2020). Combining both
risk factors of poverty and abuse, increases a child’s risk of being exploited, which perpetuates a
negative cycle of outcomes.
In addition to these risk factors, upwards of 88% of trafficked youth are part of the child
welfare system and one out of three run-aways are coerced into prostitution within 48 hours of
leaving home (Children’s Rights, 2020; Todd, 2018). Transiency, desperation, and lack of
familial connection make these youth especially vulnerable. Because of these vulnerabilities,
providing prevention programs for at-risk youth is crucial.
Grand Challenge
Commercial sexual exploitation of children must be eradicated in order to ensure healthy
development for all youth (Grand Challenges for Social Work, 2016; Fong, Lubben, & Barth,
2018). BluEspero is an innovative, child-centered, prevention-focused initiative. BluEspero
contributes to this Grand Challenge as it empowers youth with tools to help themselves. Using a
resilience model, this looks like empowering youth with protective factors to counteract the
negative effects of present risk factors (Jenson & Fraser, 2005). Empowering and educating
youth to avoid risks and better improve their station is vital to a healthy and fulfilling life.
As a part of BluEspero’s services, Virtual or Augmented Reality is used to harness
technology for social good through an educational game (Grand Challenges for Social Work,
2016). Virtual Reality, is an immersive, 3-D environment that transports end-users to engage in
and promote learning (Boeldt, McMahon, McFaul, & Greenleaf, 2019). Through VR, youth are
BLUESPERO CAPSTONE PROJECT 11
educated on trafficking tactics and dangers. The game also teaches a code word or “safe slang”
to help youth who may need immediate rescue if found in a trafficking situation. BluEspero
encompasses two Social Work Grand Challenges: ensuring healthy development for all youth
and harnessing technology for social good (Grand Challenges for Social Work, 2016; Fong,
Lubben, & Barth, 2018).
Research, Practice, Innovation and Environmental Context
Currently the practice to addressing sex trafficking is to intervene through rescue efforts.
Teams of law enforcement and first responders track information and through a specific mission,
rescuing children and arresting traffickers (Lacanlale, 2019). Another way current practice
addresses trafficking is through after care programs. Once a child has been removed from sex
trafficking, there are a variety of after care resources for educational, medical, and therapeutic
needs. While these efforts are necessary and must to continue, they are not enough. Intervention
is too late. After care is too late. Prevention must start now.
Rebekah Lemke (2019) said the best response to trafficking is to prevent it from
happening in the first place. Ultimately, the goal to keeping children from being exploited is to
address and overcome the conditions that make them vulnerable and marginalized (Duger, 2015).
One of the ways we do this is through empowerment education. BluEspero focuses on
prevention by connecting with youth before they are in a trafficked situation using cutting-edge
VR technology to educate in a gamified way about the dangers of trafficking and how to get help
if needed.
Interactive technology is familiar language for young people. They are spending more
and more time online, in digital and virtual environments. On average, American teens from 13-
BLUESPERO CAPSTONE PROJECT 12
17 years spend six and a half hours on screened media and tweens spend four and a half hours
daily (Joshi, Stubbe, Li, & Hilty, 2018). In order to reach youth, we need to speak their language
and meet them where they are--through technology and digital interfacing.
Use of technology in clinical work is on the cutting-edge of modern, innovative, best
practice. VR has already demonstrated promising results in treating mental health disorders
(Freeman, Lister, Waite, Yu, Slater, Dunn, & Clark, 2019). VR is helpful, albeit underutilized,
in treating Post Traumatic Stress Disorder (PTSD), anxiety, and panic disorders (Boeldt,
McMahon, McFaul, & Greenleaf, 2019). As VR technology becomes the future of therapeutic
intervention, it is a natural prequel in providing preventative education (See Appendix A).
Socially Significant
Sex trafficking is prevalent around the world in sobering numbers. The significance of
trafficking is beyond substantial as it is in every continent of the world; it is everywhere (Lemke,
2019). With numbers in the millions and profits in the billions, negative social impact cannot be
fully measured. The effects of sex trafficking not only impact the victims, but also those
involved in investigation, intervention, prosecution, and treatment as it exposes responders to
painful and horrific details. The consequences of trafficking are detrimental to children,
families, and society. Sex trafficking has lifelong and pervasive ramifications for child victims
(Lavoie et al., 2019). The impact of sexual exploitation includes a litany of problems: physical
and mental health issues, trauma, developmental implications, violence, substance use, physical,
sexual, and psychological abuse, self-harm, and suicidal ideation (Miller et al., 2016; McCoy,
2019). Other physical problems include gastro-intestinal issues, gynecologic and
BLUESPERO CAPSTONE PROJECT 13
cardiopulmonary symptoms, pain and even obesity. (Irish, L., Kobayashi, I., & Delahanty, D. L.,
2009).
In addition to these physical and emotional concerns and a myriad of sexually transmitted
diseases, developmental issues occur such as: regressive behaviors, sleep disturbances, eating
problems, behavioral, social, and academic concerns. A young victim can be withdrawn,
distrustful and even suicidal. (Hardy et al., 2013; National Center for Victims of Crime, 2010).
Participating in sex at an early age is detrimental to a child’s physical health and over-all
development and well-being (CDC, 2020). Exposing a child to these risks is inherently wrong.
Trafficking is a dangerous business. Many trafficked youth are at increased risk for
future abuse, substance misuse, chronic health problems, lower educational achievement,
criminalization, and limited career choices (CDC, 2020). The plethora of needs in caring for this
vulnerable population, even after they have been removed from trafficking, makes child sexual
exploitation a pervasive, societal concern. The impact on society is described as a “public health
crisis” (Sahl & Knoepke, 2018) and a “pandemic” (Miller, Duke, & Northam, 2016). It is
imperative that this pandemic is not only eliminated, but that children are also immunized
against it.
Theoretical and Conceptual Frameworks
Sex trafficking impacts society at large by perpetuating toxic beliefs about power,
entitlement, masculinity, and violence against children. (Benedict-Nelson, Leitner, 2017). To
combat these false beliefs, a theoretical framework acts as a lens for viewing wicked problems
and are considered a “blueprint” in which it can be confronted (Grant & Osanloo, 2014).
Empowerment theory is used as a framework to explain how we will address child sex
BLUESPERO CAPSTONE PROJECT 14
trafficking. Empowerment theory describes “empowerment” as perceived control over decisions
in one’s life and further explains the process made by at-risk individuals to gain control and
power over their choices (Zimmerman, 2000). William Harley (1995) postulates that
empowerment releases the power of human beings into an “improvement initiative,” meaning
when preventative work is successful, it empowers individuals to initiate toward their own
improvement. Empowerment theory focuses on managing perspectives, utilizing resources, and
accountability (Zimmerman, 2000). When youth apply these principles, they can overcome
trafficking risks and self-initiate rescue if needed.
BluEspero embodies the concepts of empowerment theory, more specifically,
psychological empowerment theory, which emphasizes acquiring a sense of self-control in
relation to one's circumstances (Zimmerman, 2000). One of the ways Sahl and Knoepke (2018)
suggest youth are empowered is by using a shared decision-making model when discussing their
case plans and coming to consensus with them on their options. Similarly, BluEspero provides
child-centered prevention programs. Child-centered means youth are involved in decisions,
direction, and implementation of services. There is power in knowing situational avoidance and
rescue recourse. BluEspero harnesses technology to teach this. Even if youth are not able to
assimilate all the knowledge provided, even small portions can still strengthen and empower.
Empowerment theory is applicable in sexual exploitation and helpful in all aspects of life.
Logic Model
Logic Models were created to describe the complex processes of evidence-based
practices and can aid in planning and execution of innovation (Smith, J., Li, D., & Rafferty, M.
(2020). Logic Models are used to identify tasks and keep the project moving towards
BLUESPERO CAPSTONE PROJECT 15
measurable outcomes. Within the Logic Model are inputs, outputs, and three outcome stages:
short-term, intermediate, and long-term (See Appendix B).
BluEspero’s inputs or activities include hiring full time staff such as an Executive
Assistant and Software Engineer, obtaining a business license, meeting with potential investors,
researching VR headsets, creating consent forms, and reaching out the clinicians to collaborate
on employing the gamified education. These activities are only the beginning.
After the inputs or activities are completed, they lead to outputs, or the results of the
input. Outputs include having funding secured, hiring all staff and in operation, making
alternative plans for back up funding, having the VR game developed with education and
measurement tools embedded, and training 30 therapists on the VR device.
Outcomes are short, intermediate, and long-term goals. Short term is within the first year
of operations. For BluEspero this includes having therapists recruited and trained, a VR game
developed, 100 youth completing the game, a journal entry submitted, a conference presentation
completed, and expansion into another city. Intermediate outcomes are within 1-2 years and
include 25 VR headsets delivered to therapists and in use by 25 Las Vegas area therapists, 4 U.S.
cities deploying the VR game, 250 youth completed the game, 2 conference presentations
completed and 2 journal articles published. Long-term outcomes look three to five years out.
BluEspero hopes to educate 1000 at-risk youth in Las Vegas, disseminate to 15 U.S. cities,
present at 6 conferences, publish 8 journal articles, and expand prevention programs. Following
the trajectory of a Logic Model ensures progression and future success.
BLUESPERO CAPSTONE PROJECT 16
Problems of Practice and Innovation
Innovation and the Grand Challenge
The intractable problems created by sex trafficking are complex and layered. In writing
about trafficked women, Kristof and WuDunn gave this perspective: rescuing is important, but
what is better is preventing (2009). With prevention in mind, an innovation called BluEspero
(pronounced “blue sparrow”) was conceived. The name is a play on words. First, it sounds like
it could be a blue sparrow bird, which is the logo. The simplicity of a blue sparrow is key to
marketing and branding. It is easily identifiable and when displayed can help children find a
beacon of hope should they need rescue.
The word “blue” shows connection to Homeland Security’s Blue Campaign, a federal
mandate that addresses human trafficking (Homeland Security, 2019). Another connection is to
the lifesaving protocol “code blue” for cardiac arrest. In a hospital, if a patient’s heart stops
beating, “code blue” is the term used to get all available providers to help resuscitate the victim
(Stoppler, 2020). Symbolically, BluEspero can offer life-saving help to potential and current
trafficked victims. In trafficking, safe slang could be used during a 911 call or after entering a
designated safe place with first responders. Protocol is being developed to provide immediate
and effective assistance.
“Blue” is combined with the Latin-root word for hope: “espero”. The two words create
BluEspero whose mission is to preserve childhood by preventing sex trafficking. The vision is to
help create a world where every child enjoys a healthy and safe childhood, free from
exploitation. BluEspero offers hope to children who may be at-risk of exploitation through
BLUESPERO CAPSTONE PROJECT 17
empowerment, education, and prevention. BluEspero offers rescue resources to kids currently
being trafficked by identifying these resources in a way that children can understand.
BluEspero recognizes the vast needs that are associated with human trafficking. There
are three points of convergence in sex trafficking: prevention, intervention, and aftercare. While
there is work to do in all stages of trafficking, BluEspero’s focus is child-centered prevention
programs. Raising awareness, while helpful, is not enough. Comprehensive prevention strategies
are needed to disrupt the norms around trafficking (Long, et al., 2018).
BluEspero is headquartered in Las Vegas where the sex culture makes it a prime location
for child trafficking prevention. For the purposes of this capstone, BluEspero aims to do this in
the following ways:
1. Gamified and empowerment education through Virtual Reality (VR)
2. Establish and market a child-friendly code word, called “safe slang”
The VR game is a fun and entertaining way for kids to learn about trafficking tactics and
manipulations as well as teaches the code word that will help them if they find themselves in
trafficking trouble. Embedded within the VR game are measurement tools that help determine if
the trafficking information is being taught and retained.
These activities are only a beginning to a variety of programs and services needed to
prevent child exploitation as well as provide rescue resources should they be needed. BluEspero
ensures healthy development by keeping youth away from trafficking and harnesses technology
for social good through gamified education (Grand Challenges for Social Work, 2016; Fong,
Lubben, & Barth, 2018).
BLUESPERO CAPSTONE PROJECT 18
Stakeholder Perspective
To ensure the success and sustainability of an innovation, stakeholder involvement is
critical. Sustainable innovation requires extensive collaboration between a variety of
stakeholders (Goodman, J., Korsunova, A., & Halme, M., 2017). There are key stakeholders that
ensure the success of BluEspero. Integral to the program are therapists that work with kids in
foster care, residential treatment facilities, kids in the juvenile justice system or homeless youth.
Upwards of 88% of exploited youth were in the child welfare system (Children’s Rights, 2020).
Being part of the foster care system or being homeless increases a child’s vulnerability due to
transiency, abuse, neglect, desperation, and lack of familial connection (Todd, 2018).
When children enter the foster care system, they are given a case plan that includes
regularly scheduled therapy visits. It is during these visits that youth are introduced to the virtual
reality game. After consent is provided, they would complete the game during a therapy session.
The game is then played again at 3-month and 6-month intervals to complete the post tests which
measures if there is retention in trafficking knowledge. The therapist administers the game with
the embedded pre and post tests. The therapist also adds emotional support for youth, answers
questions, and processes the information if needed. The benefit to the therapist is the satisfaction
of taking part in a worthwhile initiative and they receive a monthly stipend for their support in
administering the game.
Parents or care givers are important stakeholders as they will be responsible to take the
children to their appointments and provide consent. They too are a critical part of teaching
resilience, empowering youth to be independent, and providing education. Being available to
discuss trafficking and other sensitive topics with youth, is not only needed, but invaluable.
BLUESPERO CAPSTONE PROJECT 19
Youth are the largest stakeholders. They will be voluntary participants as well as
partners in the initiative. Through their feedback, this VR game will be enhanced with updates
and new features. In the future, BluEspero plans to have a youth advisory board to provide end-
user feedback on other educational games as well as feedback on marketing and new services.
Broader Perspective
The broader history of trafficking goes back to the African-slave trade, which caused
centuries of discrimination and oppression (Angeles, L. 2013). Trafficking is slavery. Kristof
and WuDunn record a victim’s perspective who noted how the uneducated girls staff the brothels
and society looks the other way, like how Americans turned away from the horrors of slavery
(2009). Today millions of children and adults are trapped in slavery in every single country in
the world (Anti-slavery, 2020). Human trafficking is modern day slavery.
Today, exploitative underpinnings are all over the tabloids. Celebrity names such as Bill
Crosby, Harvey Weinstein, Brett Cavanaugh, and Jeffrey Epstein lead to increased awareness of
harassment and fueled the #MeToo movement. The #MeToo was a viral campaign aimed at
rallying women to speak out against sexual harassment that happened to them. The movement
reached 85 countries and increased harassment awareness and reporting (Stone & Vogelstein,
2019). Because of these headliner stories, the political and public environment is ripe for
protecting children again exploitation. This is an opportune time to build prevention programs
for vulnerable kids. Without prevention programs addressed sex trafficking, youth stay at-risk
and vulnerable. With prevention, children are empowered to make other choices or find help and
support when needed.
BLUESPERO CAPSTONE PROJECT 20
Opportunities
There are many opportunities for prevention out reach. The use of technology is one of
the greatest future-facing tools to work with children because VR technology is already being
used in therapeutic settings (Freeman, Lister, Waite, Yu, Slater, Dunn, & Clark, 2019).
BluEspero is expanding that technological use into gamified education. The technology behind
Virtual Reality makes it mobile and easily scalable, which also makes it sustainable. The
creativity in VR makes it versatile to use in many forums (Boeldt, McMahon, McFaul, &
Greenleaf, 2019). Gaming technology is enticing to youth today so it is an opportunity to
capitalize in this niche (Joshi, Stubbe, Li, & Hilty, 2018). Gamified education can be
accomplished through a wide variety of games. Avatars, or fantasy images of youth can be user
created so youth are virtually in the game. For communities that have limited or no internet
access, board games can be developed or mystery games. Anything that engages a child in a fun
way while also teaching them is an opportunity. Beyond technology, there are other
opportunities to expand prevention efforts. A design template shows opportunities and aids in
defining innovation (See Appendix C).
Innovation, the Logic Model, and Theory of Change
To capitalize on every opportunity, the Logic Model short-term, intermediate, and long-
term outcomes pinpoint quantifiable outputs and shows the fluidity of the innovation. As the
long-term outcomes come to fruition, the success of the innovation becomes apparent.
Empowerment through BluEspero’s programs gives youth trafficking savviness and resource
information. Knowledge is power. BluEspero’s theory of change is to decrease the number of
kids being sexually exploited and increase the number of self-initiated rescue calls.
BLUESPERO CAPSTONE PROJECT 21
Best Solution
As with all intractable problems, the issues are layered and complicated. Because of the
complexity, there is not just one solution. For example, the intractable problem of human
trafficking requires intervention, after care, and preventative efforts. Most trafficking victim
services provide help after the trauma has already been done through intervention and after care
services. While these efforts are greatly needed, there are still gaps in prevention. BluEspero’s
mission is to address those gaps and consider every opportunity to prevent trafficking.
BluEspero is the only child-centered, preventative solution that uses VR to teach
empowerment and resiliency. Looking at this issue through a child-focused lens is crucial to
successful prevention. BluEspero aims to provide the gold standard in sex trafficking prevention
programs. Collaboration among multiple organizations within the community is vital to
resolving child exploitation. Networking with other industry partners gives strength and
sustainability. Working with younger populations helps us get ahead of the traffickers. Using
technology to provide creative, empowerment education is a way to reach youth with their
interests. Virtual or augmented reality embeds both the user and the physical environment into
the game. This juxtaposition gives a real-world environment that can show where the
community’s safe places are, all while the user is playing a game. This gamification balances
needed education and levity for a topic that is rather heavy and dark. Without scaring children,
they become educated, savvy, resilient, and empowered. There is no other preventative program
like BluEspero.
BLUESPERO CAPSTONE PROJECT 22
Project Structure, Methodology & Action
Prototype Description
A business plan outlines the actions taken to start a new venture and
communicates to the stakeholders what needs remain to be implementation ready. A business
plan is important as it explains a stakeholder’s investment. For entrepreneurs seeking answers in
developing a viable new venture, business planning is key. (Hopp & Greene, 2018). BluEspero
developed a business plan as a prototype for its innovation (See Appendix D). The first step of a
business plan is recognizing what kind of entity to do business as. Once this is determined, other
steps include: an executive summary, company description, market analysis, organizational
briefing, services provided, marketing plan, and funding sources. BluEspero is incorporating as
an S Corporation in the city of Las Vegas. An S Corp is created through an IRS tax election.
There are a couple of benefits to an S Corporation. First, it avoids double taxation (Lumen,
2020). Secondly, if a shareholder leaves the company, the S Corp can continue doing business as
usual (U.S. Small Business Administration, 2020).
The purpose of this prototype is to have an organized step-by-step plan for
implementation. This business plan will establish the structure and financing needed to carry out
the programs and services BluEspero offers. Business plans offer detail and guidance needed to
start and sustain a new organization. The prototype methodology is to utilize business plan
templates available on-line and then have a business consultant provide feedback and revisions
to solidify its purpose. The Small Business Administration (2020) has a variety of examples and
explanations to assist an entrepreneur in the process of business planning. This plan documents
BluEspero’s start-up costs and first year of operation budget. This plan shows an
BLUESPERO CAPSTONE PROJECT 23
implementation ready business entity aimed at child sex traffic prevention. BluEspero’s business
plan will be shared with potential investors and other stakeholders when pertinent.
Market Analysis
Business planning and analyzing the market are critical in determining the feasibility of
the new undertaking (Winston, Stevens, Sherwood, & Dunn, 1993). Linking agencies and
resources creates a collaborative consortium. Collaboration provides wrap-around services to
victims without leaving gaps. To visualize these organizations and the services provided, a
market analysis illustrates what is being done and gives a visual map to show where program
needs still exist. (See Appendix E). Combining effort creates a stronger system to fight the
Goliath of child sex trafficking.
In Las Vegas, there are a lot of non-profit agencies whose mission is to serve exploited or
abused women. Many of these are shelters, such as Safe Nest and Shade Tree. However, these
shelters are for adult women. Nevada Partnership for Homeless Youth (NPHY) is a shelter
specifically for youth ages 12-20. Aside from temporary shelter, they offer resources for
trafficked youth such as food, clothing, hygiene needs and therapy. Seeds of Hope is an agency
umbrellaed under The Salvation Army. Their mission is specifically to assist trafficked victims
with meals, lodging, and transportation. However, these agencies provide intervention, which
means they help after the trauma has occurred. While we need these organizations, there is
nothing like BluEspero whose objectives are child-focused preventative services.
Obstacles, Alternatives, Leadership, Barriers and Facilitators
To aid implementation science, particularly for assessing Evidence Based Practices
(EBP), the EPIS model was developed (Moullin, Dickson, Stadnick, Rabin, & Aarons, 2019;
BLUESPERO CAPSTONE PROJECT 24
Nilsen, 2015). Aarons, et al. (2011), explains that the EPIS model contains four phases:
Exploration, Preparation, Implementation, and Sustainment. Within each of these areas are inner
and outer contexts, which include barriers to implementation and facilitators that drive
implementation (See Appendix F).
Facilitators
In the policy brief by Long et al. (2018), they point out that intervention occurs after
exploitative harm occurs and that more is needed on the prevention side. The need for
prevention is a facilitator. An outer context facilitator is the current sociopolitical climate.
Because child sex trafficking is so widespread, the opportunities for growth and dissemination is
a facilitator. A facilitator is the data collection that is embedded in the technology that collects
evaluative data while the game is being played. Within the inner culture of BluEspero, creativity
is embodied and key to its success. Creativity in gamification draws kids in where stereo-typical
educational environments are unable.
Barriers
Access to new funding could be considered an implementation barrier (Powell, Waltz,
Chinman, Damschroder, Smith, Matthieu, Proctor, & Kirchner, 2015). For BluEspero, funding
options include an angel investor, fee for services such as consulting, and company matching for
goods purchased (i.e. VR headsets). An outer contextual barrier to eradicating sex trafficking is
the accepted sex culture; the work-around is empowerment and resilience. The niche skillset
needed to develop the game is specific and costly, which is why it is listed as a barrier.
However, with the right full-stack developers in place, this barrier can easily be remedied.
While there is a lot of community support in federal and state sociopolitical arenas, a specific
BLUESPERO CAPSTONE PROJECT 25
organizational champion remains to be identified (Aarons, Hurlburt, & Horwitz, 2010). As
BluEspero’s visibility and reputation grow, this champion will come. User error, administrative
error, or tech troubles could be a barrier. Proper training for users and administrators will be
provided as well as back up VR headsets should there be an issue. An outer contextual barrier to
implementation would be the lack of Evidence Based Practices (EBP) within trafficking
prevention. BluEspero is working toward finding or creating the gold standard in EBP for child
exploitation prevention. While preventative and other worthy programs are needed globally,
technology and/or internet may be a barrier for developing countries. Other non-technical,
creative concepts will need to be developed or we need to find a way to bring technology to the
world. The EPIS model identifies the variables that will keep this project running for the long
term.
Financial Plan
A financial plan is the foundational building block to implementation. Ideally, BluEspero
would be a subsidiary to a for-profit tech company that creates virtual reality (VR) gaming
devices or headsets. Some tech company examples include Sony, Nintendo, Google, Microsoft,
or Magic Leap. These companies can assist with software programming, updates, new features,
patches, technical support, and donating obsolete VR headsets.
To show the financial obligation of this endeavor, an 18-month budget with six-month
start-up costs and a full year of operation budget is included (See Appendix G). This is a line-
item budget, which is the standard accounting format. Line-item budgets group income and
expenses together. This summary can make it easier to see if an expense falls within budget or
will go over. It also aids in comparing other department budgets or previous fiscal years
BLUESPERO CAPSTONE PROJECT 26
(Lindblad, 2019). BluEspero’s start-up budget spans a six-month period starting on January 1,
20201 acquiring the resources needed to get off the ground: stellar staff, electronics both for
office use, as well as the VR sets for our end-users. Some of the expenses include salaries for
the Director, Executive Assistant, and full stack Software Developer.
As a way to save money for the start-up and first year of operations and comply with
COVID-19 restrictions, (CDC, 2020) office space will not be funded at this time, though it may
be a future consideration, depending on revenue and need. Staff will be required to telework, but
must live in the Las Vegas area. Accounting will be outsourced. Fees to register as an S
Corporation are included in the start-up costs. The first full year of operation begins June 1,
2021 as this marks the end of the six-month start-up period. The first fiscal year will end May
31, 2022. Total revenue for the start-up and first year of the program is $1,00,000.
BluEspero provides competitive salaries and full benefits to its personnel and is looking
for excellent candidates to be recruited by the Director and project innovator. There will be three
full-time staff: Director, Executive Assistant, and Software Developer. The accounting will be
outsourced to a reputable Certified Public Accountant with proficiency in corporate taxes. To be
considered for the full-time positions, a minimum of a bachelor’s degree and seven years of in-
field experience is required. Benefits such as retirement accounts, health and life insurance, and
paid time off are included and will be approximately 30% of the base salary. Other operational
expenses include office supplies, equipment such as cell phones with monthly data plans, laptop
computers, printers, travel, marketing, and/or consulting fees if necessary. The main fixed costs
are salaries, benefits, and cell phone plans. Occasional variable costs include web development,
cell phones, and computers, while consistent variable costs include office supplies and travel.
BLUESPERO CAPSTONE PROJECT 27
Sources of revenue come from finding an angel investor or finding a for-profit tech
company that also feels passionately about preventing child sex trafficking. There are many
investors passionate about children’s issues and preventing exploitation. BluEspero is looking
for those wanting to join forces and prevent trafficking. By aligning BluEspero with a tech
company, this creates built-in computer developers that can volunteer programming time to
game development. In addition, obsolete hardware can be donated, which becomes an in-house
recycling program. BluEspero will continue to look for an opportunity like this.
Assessment
Program evaluation gives quantifiable evidence that a program’s services are effective.
In order to evaluate, a population needs to be identified. The sample population for BluEspero’s
evaluation is a purposive or non-probability sample with kids ages 10-14 in Las Vegas who are
homeless, in foster care, or in residential treatment facilities. Specifically, they would be
working with a therapist as part of their case plan to received instructions and information at
their therapy visits. Because of their age, informed consent from a parent or legal guardian will
be required. All participation is voluntary and can be discontinued at any time without
consequence.
The evaluation uses quantitative research and is a pre-experimental design. There will be pre
and post-tests embedded in the gaming technology that will be scored and keep the information
anonymous. The posttest will be repeated immediately after the first session and at three and
six-month intervals to determine retention of trafficking information.
The measurement tool is built into the technology as is looking at demographic information
such as gender, age, duration of game-play, and prior trafficking knowledge. There are many
BLUESPERO CAPSTONE PROJECT 28
measurement instruments on sex trafficking, but none were found to be age appropriate or child-
centered so the author of this innovation will be creating the measurement tool. Due to its debut,
this tool is not yet psychometrically tested, which means it is not valid or reliable. This also
means it is not generalizable.
Data analysis collects demographic information as well as test scores to determine if the
survey scores have increased. As the scores increase, so does trafficking knowledge. There is a
tracking log embedded in the game. A hard copy of the tracking log will also be kept by the
therapist in the session notes or on the schedule.
A disadvantage of pre-experimental design is that by nature, it is a weak method. The
strength of this evaluation is that it is a beginning to research needed in the area of prevention
and is a start to creating a gold standard in child traffic prevention. Once the instrument is tested,
validity and reliability can be determined. Then it can be magnified and diffused. This
evaluation also offers multiple post-tests which makes it more robust.
Stakeholder Involvement Plan
Once implementation has begun, the stakeholders become even more important. Getting
feedback from therapists, parents, and youth is critical to improving services. The youth are
crucial to helping BluEspero achieve a child-centered focus. It is the hope of this innovation to
utilize a Child Advisory Board (CAB), made up of youth and led by the Director. This young
Board will foster and sustain the child emphasis that sets this program apart from others in the
field.
Once implemented, other stakeholder come into view such as first responders like law
enforcement, ER doctors and nurses, teachers, Transit Authority drivers, and government
BLUESPERO CAPSTONE PROJECT 29
officials. The stakeholder circle widens as prevention is a communal effort. These stakeholders
are particularly important because of their access to vulnerable children.
Communication Products and Strategies
Communicating this innovation is done through a variety of methods. Through the
developing website (www.BluEspero.org) information about the programs offered and a
“donate” button is available. BluEspero has a social media presence through LinkedIn,
Facebook, and Twitter. To continue developing communication and other strategies, a Gantt
Charts was created to delineate time frames with specific outputs to aid in full execution (See
Appendix H).
Networking with community agencies will aid in communication, building rapport and
advancing a positive reputation. There are a lot of helping agencies concerned about trafficking
in the Las Vegas area. Collaborating on services in important and filling in service gaps will
need to be addressed so vulnerable children have every opportunity to be healthy and succeed.
Capstone Components
Research has been clear about the negative impact of child abuse (Child Welfare
Information Gateway, 2019). Whether it is physical, emotional, verbal, or sexual abuse, the
consequences on young children can be irreparable. It is especially difficult to fully heal from
abuse during a child’s formative years.
Sexual exploitation involves millions of children in every corner of the world. A
campaign poster that reads, “Can you See Me?” with a picture of an abused young teen girl
illustrates the imperceptible nature of at-risk youth (A21, 2019). These youth are desperate and
disconnected which makes them easy prey for traffickers and challenging rescues.
BLUESPERO CAPSTONE PROJECT 30
In addition, Las Vegas has the highest number of unaccompanied, homeless youth in the
country (Totten, 2018). This high rate of homeless youth and its intense sex culture, makes Las
Vegas a city with too many young, exploited victims, which also makes Las Vegas the perfect
place to create an innovation to address these issues.
Capstone Narrative
It has been stated clearly in the research that not only is child sex trafficking a growing
global problem, prevention efforts are lacking (Lemke, 2019; McCoy, 2017). Many worthy
organizations assist to help with sex trafficking victims. These agencies provide resources once
the problem has occurred. They provide intervention from trafficking and they provide after care
services. Some agencies provide helpful awareness campaigns to the general public, but none
are currently child-focused or preventing trafficking before exploitation occurs. BluEspero
addresses the breaches in prevention and provides child-focused programs.
BluEspero is unique in that it is the only gamified educational tool to address the heavy
topic of child sex trafficking in a fun and entertaining way. Using technology is innovative in
teaching social issues in a way that speaks to children—through gaming technology.
Technology is the way children interact, learn, communicate, and connect. In addition to the
interactive game, evaluative tools are embedded in the technology. These tools will provide rich
data to measure program effectiveness. Through the technology, a code word is taught for
children to use if ever caught in a trafficking situation. The code word is “blue spero” and will
help get immediate assistance from first responders such as police, firefighters, ER doctors, and
nurses, teachers, and transit authority drivers. BluEspero is child-centered and preventative.
BluEspero is innovative and future-facing. BluEspero has the potential to make a global impact.
BLUESPERO CAPSTONE PROJECT 31
Ethical Concerns
Program implementation must consider ethical issues. Ethical principles connect to core
values and beliefs (Araque & Weiss, 2019). Of the core values, integrity is among those that will
guide honest, ethical decision making. The National Association for Social Workers (NASW)
defines ethical practices and standards for the social work profession (2020).
Informed consent is an ethical standard that BluEspero is addressing. Informed consent
for clients who will be using technology as well as for minors, especially at-risk youth who
considered a vulnerable population. A parent or guardian will need to sign a consent form for
youth. Participation in the VR game with the pre and post-test survey is voluntary. The
information is anonymous as the survey instrument is embedded in the technology and marked
with a 5-digit number that the participant can match with for each post-test.
In addition to these considerations, there may be discomfort in talking about an
emotionally triggering topic, particularly if the participant has had a history of sexual trauma.
Some of the options for participants is to allow them to withdraw from the study at any time
without consequence and if needed, to work with the therapist to process any specific concerns
they may have had during the game. Ethical considerations will continually be reviewed at
quarterly staff meetings.
Conclusion, Actions, & Implications
Project Plans
Looking at innovative ways to help child sex trafficking can be a daunting task as the
numbers are astronomical and the needs are great. However, there are many opportunities to
help prevent this problem. BluEspero has several projected goals for the future. These goals are
BLUESPERO CAPSTONE PROJECT 32
to 1) develop protocol with first responders for when safe slang is used, 2) create a Children’s
Advisory Board to ensure a child-centered focus is central to our work, 3) simplify the marketing
and messaging of sex trafficking resources so that the message is child-focused and culturally
competent and 4) enhance and simplify the 911 call reporting system so it is the only number to
call for trafficking reporting tips and rescue needs. To meet the needs of an issue as pervasive as
child sex trafficking, there are a variety of child-centered prevention programs to implement.
Protocol
After the VR game is deployed, a top priority will be working with first responders in
developing protocol for when the safe slang is used. BluEspero will be working in conjunction
with the Las Vegas Metro, other local area Police Departments as well as the Southern Nevada
Human Trafficking Task Force to develop this protocol and gather ideas for future ideas.
Messaging
Simplifying the marketing message so that it reaches the target audience it is intended for is
another important goal. Simplifying and making the branding age-appropriate will aid both
youth and adult audiences to become familiar with sex trafficking rescue resources. Cultural and
simple marketing materials with a child-focus is missing. Marketing information is found in
airports, shopping malls, and government offices (See Appendix I). These locations were
targeted for the purpose of disseminating important information on trafficking and to generate
public awareness. BluEspero was conceived with these needs in mind. As the name suggests
from the Latin meaning of “espero”, a language that is the root for many other foreign languages,
the aim is to send a message of hope, even if the victim is non-English speaking. Branding the
BLUESPERO CAPSTONE PROJECT 33
blue sparrow bird so that it is a recognizable symbol of hope is equally significant. Simple and
symbolic means of communicating hope to children is the aim of BluEspero’s marketing plan.
911
As part of the effort to simplify messaging, informational materials will be simplified
with a clear definition of what sex trafficking is, what it looks like, and that 911 is the only
number to call for help or to provide authorities with tip information. There are many toll-free-
800 phone numbers to call for trafficking help or tips. These numbers vary by area and are long
and difficult to memorize. Making 911 the only emergency number for rescue efforts and crime
reporting increases the number of reports, the number of prosecuted traffickers, child rescues,
and an overall increase in public awareness—including kids.
Secondly, 911 dispatch will be expanded and given trauma training that includes specific sex
trafficking considerations and protocol. Operators will be able to sensitively address trauma,
keep the victim on the phone, walk them through the rescue process, and educate on victim
resources and after care services. Cultural training will be included. The implications to
providing this training and enhancing the operating systems will aid in more calls, more
information, and more rescues.
In addition to accommodating 911 calls, emergency texts will be activated. Currently,
there is a texting option under the Department of Homeland Security’s Blue Campaign. The
Blue Campaign is aimed at educating the public, law enforcement and other partners on human
trafficking and how to respond to these needs. The Blue Campaign created a text option for
victims. A victim would need to text “HELP” of “INFO” to Be Free, which translates
numerically as 233733 (Homeland Security, 2019; Polaris, 2020). This is a good start, but futile
BLUESPERO CAPSTONE PROJECT 34
for young victims. Since the capability to send an emergency text exists, it needs to be available
through the 911 public safety answering point (PSAP) to be effective and considered child-
focused.
Aside from calling and texting 911, victims and crime reporting public with a cell phone
could use the Google “drop pin” tool for exact location information. This provides immediate
and accurate information for first responders to find victim’s location. A drop pin can be sent via
text message in just a click to retrieve exact location (Digital Trends, 2019). Calling, texting,
and drop pin mapping to one emergency number is immediate and efficient. It not only helps
victims, but assists emergency responders with accurate and exact information to do their job.
Project Conclusions
To provide these programs, BluEspero will need to secure addition funding and staff.
Base funding costs are approximately $1million annually. To increase programs and to scale to
other cities, more money is required to staff positions, provide services, and secure a permanent
office location. Funding costs will vary on the programs initiated and will be reviewed on a
case-by-case basis.
Social programs and services ebb and flow with the needs of the clients and community.
However, with the growing problem of sex trafficking, sustainability for BluEspero is not only
necessary, it is possible. Working with at-risk youth on exploitation prevention has far-reaching
opportunities. Each city or region will have unique needs to assess and address. Rural
communities will have different needs from urban cities. BluEspero is looking to scale into other
high trafficking cities by partnering with the local Division of Child and Family Services (DCFS)
office. This partnership provides access to the at-risk population and the clinicians who
BLUESPERO CAPSTONE PROJECT 35
administer the VR game. In addition to working with DCFS, homeless shelters and residential
treatment centers will also be contacted.
Implications and Further Action
BluEspero will attend, exhibit, or present at child welfare and human trafficking
conferences. Conference presenting gives rich networking experience and a medium for sharing
accomplishments in trafficking prevention. Additionally, Comic Con and CES are world-wide
conventions held annually in Las Vegas, which gives way to share how technology can be used
for good. In conjunction to conference presenting, BluEspero will be publishing the VR
education program assessment results in academic journals, including but not limited to the
Journal of Human Trafficking.
BluEspero will continue to create new gamified education to teach empowerment and
resilience against trafficking. BluEspero will also increase trainings and use of VR technology
for clinical therapists and other service providers working with at-risk youth. One of the
purposes for using VR is due to its continued use in the future. VR is currently cutting-edge in
treating anxiety disorders, trauma, and PTSD. VR makes training easier and more accessible
(Boeldt, McMahon, McFaul, & Greenleaf, 2019). VR customizes the virtual experience to the
end-user. VR is mobile and can be brought to the end-user, provided there is internet service and
there will be an alternative, non-web-based option if internet is not available. VR provides a
repeatable, controlled, and safe environment. Boeldt and associates (2019) found that VR is
becoming more affordable, while the quality of the content increases. VR makes it easier to
measure effectiveness with the assessment tool built into the technology. These features make
scaling this project convenient and accessible.
BLUESPERO CAPSTONE PROJECT 36
Limitations and Risks
A limitation to using VR could be a therapist’s inadequate technological knowledge.
BluEspero will provide technology training and a user’s-guide. The user’s guide will be easy to
understand with clear pictures to illustrate trouble shooting. The user’s guide is available in hard
copy or on-line with “how to” videos as well. BluEspero will also be presenting at various
conferences to demonstrate how technology is being used for social good.
As with many new ventures, sustainability is connected to funding. BluEspero is confident
that funding sources will increase as expansion and effectiveness are proven. If the current model
of being an S Corp does not yield results, BluEspero is prepared to license as a B Corp or a non-
profit 501-c-3 IRS status to apply for grants or received in-kind donations (SBA.gov, 2020).
Ethical considerations need to be given attention. These risks are mitigated through
voluntary participation and informed consent. Informed consent is for anyone who uses the
technology as well as for all minors participating. Participation is voluntary and can be
discontinued at any point without repercussion.
Any legal concerns, such as proprietary information or intellectual property will be
addressed through legal advice with a licensed professional. The cost for legal services is built
into the first year of operations budget (See Appendix G).
Sharable Prototype
BluEspero’s prototype is a business plan that describes the nature of the services provided
(See Appendix B). A budget is included in the plan to help potential investors understand the
mission and vision of this innovation, the corporate structure, and the financing needs. For
BLUESPERO CAPSTONE PROJECT 37
entrepreneurs, a business plan is a foundational cornerstone. (Hopp & Greene, 2018). BluEspero’s
prototype is available for potential stakeholders.
Next Steps
Next steps include securing funding. Meetings have already begun and more are in
process. BluEspero presented to a small tech company in Henderson, NV to partner on
programming the VR game. Details are pending, but the high interest among the developers was
promising. An introductory meeting is scheduled with The S.H.E.R.O. Foundation in Las Vegas,
NV on November 10, 2020. Their mission is to provide resources to support women under the
age of 25 who have been abused or exploited. They do this work by being a broker and
collaborating with other agencies with similar missions (SHERO Foundation, 2020) Other
agencies serving exploited youth will be in attendance, which provides networking opportunities.
Several city council members have been contacted as well. A meeting with the city’s Public
Affairs councilman is scheduled for Thursday, November 5, 2020.
Immediate action is to acquire funding. Phone calls, web searches, and appointment setting
will continue. When meeting with potential investors, the BluEspero business plan and Power
Point slide presentation is available to leave with interested stakeholders. The www.BluEspero.org
website domain is acquired and will continue to be developed. A marketing package will be
created for branding and messaging and will include the logo, color scheme, letterhead, and
business cards.
Once funding has been secured, staff members can be hired and programming on the VR
game can fully begin. Simultaneously, networking and collaborating with other local agencies,
clinicians, and first responders is priority. Attending trainings, conferences, and staff meetings are
BLUESPERO CAPSTONE PROJECT 38
a part of building rapport with others in the field. Developing relationships with therapists who
work with at-risk youth and getting their feedback on the game development, will create buy-in.
This will be done by making office visits (as appropriate) and participating in trainings, or by
providing breakfast or a lunch-and-learn with continuing education credit possibilities. When
available, a demonstration of the game will be given. There is no shortage of work to be done.
BluEspero is up for the challenge.
Conclusion
Child sex trafficking is an intractable problem, a world-wide epidemic. This is a tragic
reality and the enormity of the problem demands prevention. As prevention programs are
developed, they can be disseminated and have global impact on the lives of children. The
consequences of child sex trafficking led to a capstone innovation called BluEspero aimed at
preventing exploitative victimization of vulnerable youth. BluEspero focuses on proactive,
child-centered, empowering prevention programs. As we empower children to be educated and
resilient, we ensure that the world of tomorrow will inherit the healthiest children of today.
BLUESPERO CAPSTONE PROJECT 39
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BLUESPERO CAPSTONE PROJECT 49
Appendix A
Virtual Reality
BLUESPERO CAPSTONE PROJECT 50
Appendix B
Logic Model
Inputs
• FT Staff—President, Ex. Assistant,
Software Engineer
• Las Vegas Business license
• 2 Angel investors contacted:
Unique and Sorenson, 1 more
scheduled with The Zen Speaker
• V/R headsets researched
• List of DCFS, Res. Treatment, and
other clinicians
• Consent forms
Outputs
• 3 FT Staff in operation
• 30 Therapists trained
• $1M angel investor funding
completed for start-up costs
and FYOO
• 2 Alternative sources for
funding prepared
• 1 VR game w/ measurement
tools
• 30 VR headsets purchased
Short-term Outcome(s)
• Recognized S-Corp; staffed
• First Full Year of Operations
• Recruited therapists
• Developed VR game with
measurement tools
• 100 youth complete game
• 1 journal entry submitted
• 1 conference presentation
• 3 US city expansion
Intermediate Outcome(s)
• 25 out of 30 VR headsets
delivered
• 25 therapists in Las Vegas area
working with at-risk youth
• 4 US cities employing VR game
• 250 at-risk youth completed the
game, pre and post tests
• 2 journal articles submitted to
various child welfare journals
• 2 conference presentations
Long-term Outcome(s)
• 1000 at-risk youth educated in
Las Vegas
• 15 US cities have disseminated
game
• 8 Journal articles published
• 6 Conference presentations
executed
• Expanded services from
gamified education to other
prevention programs
Assumptions
• Child Sex trafficking is a growing global pandemic.
• Sex trafficking is child sexual abuse and negatively impacts all facets of child
development.
• Technology is the language and experience of the rising generation.
• At–risk youth in foster care have a case plan that includes regularly scheduled
therapy visits.
• Knowledge is power.
External Factors
• Public Policy city, county, state, national can impact this
innovation
• Changes in leadership or stakeholder positions
• Economic impacts (i.e., recession, etc.)
• Technological obsolescence
• Funding changes
BLUESPERO CAPSTONE PROJECT 51
Appendix C
BLUESPERO CAPSTONE DESIGN TEMPLATE
CAPSTONE DESIGN DESIGN JUSTIFICATION
Element Description/Explanation
Why did you make this
choice?
"Elevator Pitch" -
Describe your
Capstone Project in
basic terms
Your pitch should address
who, what, when, where,
why, and how. Elements
with asterisks below are
likely to appear in your
elevator pitch, but not all
the elements below should
be included. Be sure to
include the most
important elements to
understanding your idea.
BluEspero (pronounced Blue-sparrow) helps at-risk youth
recognize and avoid sex trafficking manipulation tactics,
grooming, and luring through a fun, educational, gamified,
virtual reality education. BluEspero also teaches a code
word or “bat signal” if youth need trafficking help.
Sex trafficking affects millions
of children. There are gaps in
prevention. Educating
children with technology is fun
and speaks their language.
Knowledge is empowering and
can help kids help themselves
by not getting trafficked
and/or by helping them with a
code word or bat signal should
they need help. We can
harness technology for social
good.
Desired impact* (big
goal & specifics)
What is the impact you
want your Capstone
Project to have? In other
words, which behavior by
whom are you intending to
change for what
objective(s) and what
evidence would
demonstrate your success?
• For the purposes of educating youth, we are
looking at information retention that will shape
their behavior and mindset to not be lured by a
trafficker.
• The scores on the post-test would increase after a
youth has participated in the game showing that
they are retaining the trafficking information
provided through the VR game.
• The number of younger children being lured into
trafficking would decrease
• Self-reported rescue help if trafficked, would
increase.
A post-test is embedded in the
game that makes measuring
the retention of information
Because knowledge is
empowering, the assumption
is that children will become
savvy to trafficking lures and
stay away or ask for help. Self-
reported rescue help if
trafficked, would increase due
to the bat signal or code word.
ACTORS
User*
Who will use your
Capstone Project?
• The End-Users will be at-risk youth, ages 10-14,
specifically those in foster care, homeless, or in a
residential treatment facility in Las Vegas.
• Therapists who work with children in foster care or
runaways or homeless youth, case-workers, and/or
residential treatment center clinician will be
“administering” and processing the VR game with
the youth.
Las Vegas is the pilot area
because the author of the
project lives there. Starting
with ages 10-14 is the
beginning stages of entering
trafficking. Working with
youth who are vulnerable to
trafficking will empower them
to know what to stay away
BLUESPERO CAPSTONE PROJECT 52
from and why. Kids in foster
care have a case plan that
requires regular therapy visits.
A therapist can log those who
participate and be there to
emotionally process triggers if
needed.
Beneficiary(ies)*
Who is the Capstone
Projects mainly intended
to help?
• At-risk youth ages 10-14 are beneficiaries as the
services are for them
• Ultimately the innovation helps all of society be
informed and gives tools to recognize trafficking
dangers
Because BluEspero is focused
on prevention, youth benefit
from learning about danger
signs and how to get
trafficking help. Society is
impacted by the children
today who will be the adults
and leaders of tomorrow. It is
socially responsible to protect
children.
Possible Gatekeepers
Who controls access to
delivery channels or vital
resources? Whose
approvals might you
want/need?
• DCFS
• Foster care clinicians/therapists
• Parents will need to provide consent to participate
in the gamified education
• Youth will need to be willing to participate
Collaboration with other
agencies working with at-risk
populations is imperative. In
this innovation, cooperation
with DCFS and clinicians is
helpful. However, if
partnering does not happen,
we will find another way to
provide this information to
youth who need it.
Disrupted
Entities/Actors
Who or what
organizations will be
displaced (i.e. lose money,
power, or their job) as a
result of your Capstone
Project?
• Traffickers
• Other educational programs or services
The goal is to make it so
trafficking children is less
enticing, albeit next to
impossible, to a trafficker.
Other programs that aim to
help youth may not be as
effective or even obsolete,
which could be a disruption.
Competitors
Who else is offering similar
product/services?
• Currently, there are no other competitors offering
gamified educational experiences.
• There are other agencies aimed at rescue missions
and after care for trafficked youth, but nothing like
this.
• Thorn is a CA base foundation that helps law
enforcement with technology, but their mission is
not targeted to youth prevention, but rather
detection (rescue related).
While there are many worthy
programs and services,
research has not found other
sex-traffic-specific
preventative, V/R gamified
education for at-risk youth.
BLUESPERO CAPSTONE PROJECT 53
CAPSTONE PROJECT CHARACTERISTICS
Describe below each element of your offering. Make sure the Approaches, Format, and Content sections provide sufficient detail to
understand your Capstone Project.
Not all elements may be included in your design, in which case you may want to explain why not.
Approaches*
What research-based
practices, methodologies,
techniques, models,
frameworks, or other
approaches will be
employed?
• Empowerment and gamification are the main
approaches to this project
• Evidence based education is being researched and
will be embedded within the game
The premise is to empower
through knowledge and
provide information in a fun
way for children to
understand and assimilate.
Format*
What form will the
Capstone Project take? How
will it be structured or
offered?
• The format is an in-person, clinical setting with a
therapist
• BluEspero will be providing V/R headsets to
therapists in Las Vegas that work with at-risk youth
ages 10-14
• When they go to therapy appointments, a portion
of the therapy time will be given to play the game
• There are 6 levels to the game
• There is a pre and posttest/survey to determine
retention of the information
As part of a foster care case
plan, therapy visits are one of
the few stable appointments
a child in care has. It provides
a safe and stable environment
for the child to learn and to
process what they learned
with a trained clinician.
Content
Will specific information be
shared?
• BluEspero will be introduced as the “bat
signal”/code word/safe slang if a youth needs
trafficking help
• There will also be information about grooming and
manipulation tactics and why these are dangerous.
• Options will be provided on how to stay away or
get help if/when needed
A code word can help set a
standard for how a child gets
trafficking help if needed and
learning about trafficking
tactics can help children
determine if a person is safe
or unsafe to talk to or be
around.
Cadence*
How often will the Capstone
Project be administered?
• There are 6 levels to the game.
• This can be played at therapy visits as part of a
case plan for a youth.
• Therapy visits can be weekly, bi-monthly, or
monthly depending on the child and the case plan.
Therapy is one of the
consistencies in foster care
and provides a stable pattern
for receiving trafficking
education.
Incentives*
What tangible and/or
intangible rewards will
people get for
participating?
• Intangible rewards: knowledge, confidence, and
peace of mind
• Tangible rewards: facility recognized as a partner
with BluEspero in combatting child sex trafficking.
For the youth, they will get a certificate of
completion and/or ranking with an avatar name in
the game (avatars do not provide identifying
information to protect confidentiality), if possible,
youth can get other rewards provided by therapist
and/or caseworker
There are a variety of
incentives. Most of the
tangible incentives will be
collaborated with the case
workers, parents, and/or
therapists.
BLUESPERO CAPSTONE PROJECT 54
Technology*
What technologies might it
employ? How will they be
used?
V/R or more specifically augmented reality. Magic Leap is
an example of A/R goggles that are worn while playing the
game.
Augmented reality
incorporates the real, physical
world with the fantasy of the
game. A/R and V/R are
already cutting edge in
treating PTSD and other
trauma in a therapeutic
setting. It is the wave of the
future and thus, makes this
innovation sustainable.
Processes*
What processes might it
employ? How will they be
used?
Therapy sessions for at-risk youth will have a gamified,
educational component until the 6 levels of the game have
been completed. The therapy session can be entirely used
for the game or only a portion of the session is for the game
while the other portion is for the therapeutic process.
The process is flexible and
tailored to each child and
their therapeutic process.
Mindsets /Culture
What mindsets/culture will
you integrate or activate?
BluEspero wants to empower and encourage through fun
education. The mindset is to be master of our lives and our
destiny.
This idea stems from
empowerment theory and can
aid youth in all aspects of
their lives, not just in sex
trafficking.
Delivery
system/method
Where/how will the
Capstone Project be
delivered to its recipients?
• Las Vegas, NV is the pilot program location
• At-risk youth ages 10-14 seeing a therapist as part
of a case plan will be administered the game
during therapy sessions
• 6 levels of the game until completion
• Pre-post survey/tests
The author of the project lives
in Las Vegas and child sex
trafficking is a major concern
so it is ripe for this pilot. The
project is preventative so
children are the target
population. At-risk youth
have a case plan that involves
consistent therapy, which
makes that an avenue to
administer the game.
Delivery channels (For
Scale)
What delivery systems or
channels will you use to
scale your idea?
• Plans to share this technology at ComiCon
• Child welfare conferences
• County and State DCFS offices will help scale
• Publishing journal articles
Using tech platforms is a
prime location for
demonstrating how
technology can be used for
social good. There are many
conferences around the world
for child welfare and
trafficking issues that would
be prime locations for sharing
this work.
Measurement/metrics
• A pre and post survey will be provided youth to
determine retention
Providing a pre test will assess
where the child’s knowledge
BLUESPERO CAPSTONE PROJECT 55
How will we know the
Capstone Project is
working? How will success
be assessed/measure?
(specific metrics). Will any
particular assessments will
be used? Over what time
frame?
• 2 more post tests will be provided at 3- and 6-
month intervals to assess long-term retention
• Survey/test will be authored by innovator
base started and the post test
will determine if the game is
educating. 3- and 6-month
post tests will determine long
term retention. The innovator
will be creating a survey as
child-centered instruments
for this kind of measurement
have not been discovered.
Cost drivers
What elements will be most
likely to drive the cost of
developing or delivering
your Capstone Project?
• At this time, the AR headsets are $700 each, but in
the future the cost of technology could increase.
• The cost of development or the availability of full-
stack developers could increase the costs.
• It may be possible that therapists may need to be
incentivized for administering the game
• Youth may also be incentivized for participation
Costs could rise or fall; the
largest cost will be on-going
programming for this game
and others in the future.
Resources
What resources do you
need to develop this idea?
Not just money but what
other ingredients are
needed to make this work?
• A full-stack game developer
• EBP curriculum
• A program champion within DCFS
The key to implementation is
finding a full-stack developer
that can build the game from
start to finish, embed the
curriculum and add the
measurement metrics. Finding
strong, evidence-based
curriculum tailored for kids
and a program champion are
also critical.
Other
Anything else that should
be known about your
concept?
BluEspero has many projects to provide, but for the
purposes of this capstone, we are only looking at the
gamified education and the code word, bat signal, safe
slang.
To explain and carry out all
the goals of BluEspero is
beyond the scope and timing
of the DSW Capstone.
DESIGN SWOT
Strengths
What are the strengths of
this concept?
• Technology is a strength as it is a way youth
interact with the world. Currently it is also the way
many youth are being educated
• Technology is also the way of the future.
• Media trending attention on child sex trafficking
Technology is a strength as
youth navigate it easily and
are attracted to games. The
media attention sex trafficking
is getting is a strength.
Weaknesses
What are the weaknesses
of this concept?
• Technology
• Intimidation, lack knowledge/understanding of the
tech
• Accessibility
Technology can be a challenge
in rural or impoverished
communities, lack of wi-fi, and
the intimidation factor for
administrators.
BLUESPERO CAPSTONE PROJECT 56
Opportunities
What external/systemic
elements might this
Capstone Project
capitalize on?
• Current media attention
• V/R and A/R are enticing to children
• Making more games and educational materials =
scalability and sustainability
There is a lot of media
attention on child sex
trafficking, which is an
opportunity to capitalize on.
Technology and AR is already
being used in therapeutic
settings so this is expanding
that use.
Threats
What external/systemic
elements might impede
success?
• Economic conditions of the world could threaten
funding sources.
• Lack of buy-in or support from clinicians or others
could be a threat.
• Traffickers becoming savvier
Funding can be a concern for
any project, but this is too
important to let that be a
threat. Support is also
paramount and without it, can
be a threat to success.
Traffickers become savvy and
find ways to work around the
systems put in place.
BLUESPERO CAPSTONE PROJECT 57
Appendix D
Business Plan for
BluEspero
Misty Wise Sullivan, Director
P.O. Box 7882
Henderson, NV 89052
702.209.9991
bluesperoinfo@gmail.com
www.bluespero.org
Revision #3; October 31, 2020
BLUESPERO CAPSTONE PROJECT 58
Confidentiality Agreement
The undersigned reader acknowledges that the information provided in this business plan is
confidential; therefore, the reader agrees not to disclose it without the express written
permission of BluEspero. It is acknowledged by the reader that information furnished in this
business plan is in all respects confidential in nature, other than information which is in the public
domain through other means and that any disclosure or use of same by reader, and may cause
serious harm or damage to aforementioned parties.
This business plan is not to be copied or reproduced by any means without the sole written
consent of BluEspero Inc. Upon request, this document is to be immediately returned.
__________________________________
Signature
__________________________________
Date
__________________________________
Name (typed or printed)
BLUESPERO CAPSTONE PROJECT 59
Table of Contents
Confidentiality Agreement ...................................................................................................................... 1
EXECUTIVE SUMMARY ............................................................................................................................ 3
MISSION& VISION STATEMENT .............................................................................................................. 4
4COMPANY DESCRIPTION ....................................................................................................................... 5
MARKET ANALYSIS .................................................................................................................................. 6
COMPANY OVERVIEW ............................................................................................................................. 7
BUSINESS OBJECTIVES ............................................................................................................................. 8
BUSINESS GOALS ..................................................................................................................................... 9
MANAGEMENT PLAN .............................................................................................................................. 9
TARGET MARKET ................................................................................................................................... 10
REFERENCES…………………………………………………………………………………………………………………………………….11
BUDGET…………………………………………………………………………………………………………………………………………..12
VIRTUAL REALITY……………………………………………………………………………………………………………………………..13
LICENSING & DOMAIN INFO………………………………………………………………………………………………….……14-18
BLUESPERO CAPSTONE PROJECT 60
EXECUTIVE SUMMARY
Millions of children around the world are exploited through sex trafficking. Child sex
trafficking is selling children for sex or sexual exploitation. Because of their vulnerability,
children are an easy target for manipulation, particularly at risk are youth who are in foster
care, homeless, or part of the juvenile justice system (Miller, Duke, & Northam, 2016; Moitozo,
2019; Twis, 2020). To ensure healthy development for all youth, it is imperative to provide a
variety of child-centered services for youth to be protected against the dangers of exploitation
(Grand Challenges for Social Work, 2016; Fong, Lubben, & Barth, 2018).
To help prevent child sex trafficking, BluEspero was conceived. While trafficking is a
global issue, BluEspero’s campaign starts in the Las Vegas area and focuses on at-risk youth
ages 10-14 to address the dangers and tactics of trafficking through gamified education.
“BluEspero” is also the code word or “safe slang” for youth to use if found in a situation where
they need rescue help. Protocol is being developed to train first responders on what to do
when this code is used. BluEspero focuses on child-centered prevention.
We are seeking an angel investor to fund start-up and first year of operations costs. The business
will be founded by Mrs. Misty Wise Sullivan.
BLUESPERO CAPSTONE PROJECT 61
MISSION & VISION STATEMENT
Mission
To preserve childhood by preventing sex trafficking.
Our mission is to prevent child sex trafficking through empowerment education. Headquartered
in Las Vegas, Nevada, BluEspero advocates for the prevention of child sex trafficking through a
child-focused lens. We use technology for social good to ensure healthy development for all
youth.
Vision
To help create a world where children are free from exploitation.
BluEspero envisions a local and global community that fully comprehends the value of human life
and abhors any practice that denies a child his or her right to live a life free from exploitation.
Our vision is to be the gold standard industry leader and trusted resource for child sex trafficking
prevention programs, but we cannot do it alone. We are eager to collaborate with other child
friendly organizations to address sex trafficking prevention and support the efforts provided in
the field so far.
BLUESPERO CAPSTONE PROJECT 62
COMPANY DESCRIPTION
Company Structure:
BluEspero is a socially driven for-profit S Corporation. By-laws and Articles of Incorporation are
pending and upon completion, BluEspero will be granted full licensure. BluEspero is
headquartered in Las Vegas, NV and is looking to scale into other large cities.
Staff:
BluEspero will have three full-time employees: Director, Administrative Assistant, and Full-stack
Developer. Employees will be offered competitive salaries as well as paid time off, life and health
insurance benefits, and a retirement plan. All accounting and financial records will be outsourced
by a third-party Certified Public Accounting firm. As BluEspero grows, a full- time accountant
(CFO) will be hired in the future, as well as other positions for marketing, program development,
and so forth.
Director:
Misty Wise Sullivan, currently a doctoral student at the University of Southern California.
Projected graduation date: December 2020.
Program Service:
BLUESPERO CAPSTONE PROJECT 63
We provide any program for sex traffic preventative for at-risk youth. Our current project is to
create a “safe slang” code word for immediate rescue help and develop a Virtual Reality game
that teaches empowerment education on sex trafficking tricks and rescue resources.
Customers:
At-risk youth, specifically those in foster care, residential treatment facilities, homeless, or part
of the juvenile justice system who are assigned to a therapist as part of their case plan would
voluntarily participate in gamified education. Partnering with therapists is how BluEspero will
find the clientele. Therapists will acquire informed consent and administer the game during the
therapy visits.
In the future, BluEspero hopes to provide a variety of VR games on social issues for youth. Future
programs included developing protocol for “safe slang” or a code word for first responders,
simplifying rescue messaging so it is age-appropriate and multi-cultural, making 911 the only
emergency phone number to call or text for sex trafficking reporting and rescue needs.
MARKET ANALYSIS
ORGANIZATION SERVICES
• Shelter and drop-in
• Food, Clothing, Hygiene, Transportation
• Therapy
• 800 #
• Ages: 12-20
• Case management
• Support
• Referral services
• Outreach
SEEDS of Hope
• Meals
• Clothes
BLUESPERO CAPSTONE PROJECT 64
• Lodging
• Transportation
• Court services
• Case management
• Counseling services
• Domestic Violence
• Shelter, pets too
• Medical clinic
• Life Skills
• Domestic Violence
• Shelter
• Counseling
• Court Support
• Youth and family advocacy program for
children in child welfare system
• Support and safety
• Gangs, detention, truancy
• Behavioral services for disabilities and
juvenile justice
• Terrible Herbst (gas station/convenient
store)
• Fire Stations
• Libraries
• Regional Transit Commission (RTC bus)
Family and Child Treatment (FACT)
of Southern NV
• Trauma-focused therapy
• EMDR, Psychodynamic, Person-centered,
Experiential, Play, Music, Art, Sand Tray
• Support abused children and their
families
• Advocacy
• Forensics
• Medical clinic
• Community outreach
BLUESPERO CAPSTONE PROJECT 65
COMPANY OVERVIEW
• Business Name: BluEspero
• Business Owner(s): Misty Wise Sullivan
• Business Phone: 702.209.9991
• Business Type: S-Corp
• Business Location: Las Vegas, Nevada
• Website: www.BluEspero.org
BUSINESS DESCRIPTION
BluEspero is a S Corporation that addresses child sex trafficking prevention. BluEspero creates
Virtual Reality gamified education that addresses heavy social issues in a way that is entertaining,
informative, and empowering. Assessment tools are embedded in the VR game to determine
effectiveness and traffic knowledge retention.
BluEspero is also committed to addressing the global impacts of child sex trafficking, since, as a
collaborative; BluEspero recognizes how the local networks of child sex trafficking are connected
by and impact global responses to human trafficking.
PRODUCTS & SERVICES
BluEspero provide programs, training, education, and services that prevent child sex trafficking.
The first phase of the project is to start with a Virtual Reality game that teaches youth the
dangers, tactics, and manipulations of sex trafficking as well as rescue resources should they be
needed.
BLUESPERO CAPSTONE PROJECT 66
BUSINESS OBJECTIVES
➢ Develop a Virtual Reality game that addresses sex trafficking dangers, tactics, manipulations,
and rescue resources
➢ Market “safe slang”: BluEspero for youth to use as a code word or bat signal for rescue help
➢ Create protocol for first responders and 911 dispatch when “safe slang” is used
➢ Collaborate with other human trafficking agencies to support their mission and fill gaps in
prevention programs
➢ Publish in child welfare journals
➢ Present at conferences
➢ Scale into other major trafficking cities
BUSINESS GOALS
First Year Business Goals
• 3 FT Staff in operation
• 30 Therapists trained
• $1M angel investor funding completed for start-up costs and FYOO
• 1 VR game w/ measurement tools
• 30 VR headsets purchased
• Consent forms completed
• Partnership created with clinicians working with at-risk youth
• 100 Youth completed the VR game
• 1 Journal article published
• 1 Conference presentation
• 3 US city expanded
BLUESPERO CAPSTONE PROJECT 67
MANAGEMENT PLAN
To successfully create our market within this industry, there’s a need for a proper
management/personnel team that will execute the company’s business plans and ideas to
penetrate the market.
The roles and responsibilities of the founder will encompass the following:
• Oversee the business and financial performance of the business operation
• Develop and implement the expansion strategy for expansion and operational improvement
plans
• Develop and implement long term growth strategies for key business partners and
stakeholders
• Collaborate with community organizations on sex trafficking needs
• Manage monthly metrics and projected forecasts for stakeholders
TARGET MARKET
The target market of the company will comprise of children at-risk youth ages 10-14. Mostly
youth that are in foster care, residential treatment facilities, part of the juvenile justice system,
and/or homeless.
BLUESPERO CAPSTONE PROJECT 68
References
Fong, R., Lubben, J.E., & Barth, R.P. (2018). Grand challenges for social work and society. New
York, NY: Oxford University Press.
Grand Challenges for Social Work, (2016). Ensure healthy development for all youth.
http://grandchallengesforsocialwork.org/grand-challenges-initiative/12-
challenges/ensure-healthy-development-for-all-youth/
Miller, C., Duke, G., & Northam, S. (2016). Child sex-trafficking recognition, intervention, and
referral: An educational framework for the development of health-care-provider
education programs. Journal of Human Trafficking, 2(3), 177–200.
https://doi.org/10.1080/23322705.2015.1133990
Moitozo, M. (2019). Las Vegas: Homeless youth most vulnerable to sex trafficking. Aljazerra.
https://www.aljazeera.com/features/2019/3/22/las-vegas-homeless-youth-most-
vulnerable-to-sex-trafficking
Twis, M. (2020). Risk factor patterns in domestic minor sex trafficking relationships. Journal of
Human Trafficking, 6(3), 309–326. https://doi.org/10.1080/23322705.2019.1627775
BLUESPERO CAPSTONE PROJECT 69
BUDGET for BluEspero
6-Month Start-Up & FYOO
Category Amount Comments
REVENUE
Angel Investor
1,000,000
Staff salaries, program expenses
VR Headsets, Marketing, curriculum dev.
Total REVENUE
1,000,000
1,000,000
EXPENSES
Personnel Expense
Wages/Salaries
Director
150,000
18 mths
FT salary
Executive Assistant
90,000
18 mths
FT salary
Full Stack VR Game
Developer
165,000
18 mths
FT salary
Interns
0
*Interns start after FYOO
Sub-Total
405,000
Benefits (@ 30%)
121,500
Benefits include health and life Ins,
Retirement, PTO
Total Personnel
Expenses
526,500
Other Operating Expenses
Contractors (Independent)
75,000
18 mths
CPA out sourced
Occupancy/Rent
8,000
18 mths
Telecommute, rental space for mtgs.
Furniture & Equipment
5,000
18 mths
Misc.
Tech/Computers
6,000
18 mths
Laptops and printers x 3
Telephone/Utilities
8,400
18 mths
3 cell phone plan reimbursement
$100/mth x 3 employees
Communication &
Materials
3,000
Cell phones, 1-time cost
Training/Prof Dev
320,000
18 mths
20 therapist stipends 1000 mth x 16
mths
Travel
8,100
______________________________
Professional Services
6,000
______________________________
Office Supplies
18,000
18 mths
1000/mth
Advertising/Marketing
16,000
18 mths
______________________________
Total Other Operating
Expenses
473,500
TOTAL EXPENSES
1,000,000
BLUESPERO CAPSTONE PROJECT 70
VIRTUAL/AUGMENTED REALITY
BLUESPERO CAPSTONE PROJECT 71
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BLUESPERO CAPSTONE PROJECT 77
Appendix E
Market Analysis
ORGANIZATION SERVICES
• Shelter and drop-in
• Food, Clothing, Hygiene, Transportation
• Therapy
• 800 #
• Ages: 12-20
• Case management
• Support
• Referral services
• Outreach
SEEDS of Hope
• Meals
• Clothes
• Lodging
• Transportation
• Court services
• Case management
• Counseling services
• Domestic Violence
• Shelter, pets too
• Medical clinic
• Life Skills
• Domestic Violence
• Shelter
• Counseling
• Court Support
• Youth and family advocacy program for
children in child welfare system
• Support and safety
• Gangs, detention, truancy
• Behavioral services for disabilities and
juvenile justice
• Terrible Herbst (gas station/convenient store)
• Fire Stations
• Libraries
• Regional Transit Commission (RTC bus)
Family and Child Treatment (FACT)
of Southern NV
• Trauma-focused therapy
• EMDR, Psychodynamic, Person-centered,
Experiential, Play, Music, Art, Sand Tray
BLUESPERO CAPSTONE PROJECT 78
• Support abused children and their families
• Advocacy
• Forensics
• Medical clinic
• Community outreach
Other Agencies:
• Child & Adult Sexual Assault
• Rape Crisis Center
• Clark County Department of Family Services
• Clark County District Attorney's Office
• Las Vegas Metropolitan Police Department
• Henderson Police Department
• North Las Vegas Police Department
• Boulder City Police Department
• Mesquite Police Department
• Paiute Police Department
• United States Air Force Office of Special Investigations
• Nevada Health Right
• Red Rock Psychological Services
• Southern Nevada Human Trafficking Task Force
BLUESPERO CAPSTONE PROJECT 79
Appendix F
EPIS Framework
EPIS Inner Context Outer Context
Exploration Facilitator
• Need/High Demand
Facilitator
• Federal Socio-political climate
Barrier
• Access to New Funding
Barrier
• Sex Culture
Preparation Facilitator
• Growth and Expansion
Facilitator
• Location
Barrier
• Programming with Data
Collection
Barrier
• Lack of Program Champion
Implementation Facilitator
• Data Collection Tool
Facilitator
• Community Based Partnerships
Barrier
• Facilitator Recruitment and
Training
Barrier
• Lack of EBP
Sustainment Facilitator
• Global Need
Facilitator
• Creative Technology
• Barrier
• Sustainable Funding
Barrier
• Expansion to Developing
Countries
BLUESPERO CAPSTONE PROJECT 80
Appendix G
Budget
BluEspero 6-month Start-up and FYOO Budget
Category Amount Comments
REVENUE
Angel Investor
1,000,000
Staff salaries, program expenses
VR Headsets, Marketing, curriculum dev.
Total REVENUE
1,000,000
1,000,000
EXPENSES
Personnel Expense
Wages/Salaries
Director
150,000
18 mths
FT salary
Executive Assistant
90,000
18 mths
FT salary
Full Stack VR Game Developer
165,000
18 mths
FT salary
Interns
0
*Interns start after FYOO
Sub-Total
405,000
Benefits (@ 30%)
121,500
Benefits include health and life Ins, Retirement,
PTO
Total Personnel Expenses
526,500
Other Operating Expenses
Contractors (Independent)
75,000
18 mths
CPA out sourced
Occupancy/Rent
8,000
18 mths
Telecommute, rental space for mtgs.
Furniture & Equipment
5,000
18 mths
Misc.
Tech/Computers
6,000
18 mths
Laptops and printers x 3
Telephone/Utilities
8,400
18 mths
3 cell phone plan reimbursement $100/mth x 3
employees
Communication & Materials
3,000
Cell phones, 1-time cost
Training/Prof Dev
320,000
18 mths
20 therapist stipends 1000 mth x 16 mths
Travel
8,100
______________________________
Professional Services
6,000
______________________________
Office Supplies
18,000
18 mths
1000/mth
Advertising/Marketing
16,000
18 mths
______________________________
Total Other Operating Expenses
471,400
TOTAL EXPENSES
1,000,000
BLUESPERO CAPSTONE PROJECT 81
Appendix H
Gantt Chart
Jan. Feb. Mar. Apr. May Jun. Jul. Aug. Sept. Oct. Nov. Dec.
Angel Investor &
Funding
Bus. License &
Marketing Package
Hire Staff
VR Story Board &
Game Dev.
Consent Forms & Users
Guide
Train Therapists &
Deploy Game
Conference
Presentations
Journal Article
Published
Scale to 3 Cities
BLUESPERO CAPSTONE PROJECT 82
APPENDIX I
Capstone Oral Defense Script
Slide #1 INTRO.
Even though 14-year-old Mya doesn’t have money--she never has money--she and a friend are at
the mall. Her friend decides to look in another store and they split up. Now alone, Mya notices
a cute guy watching her. She feels shy and self-conscious, but continues to stare at the flashy
dress she wishes she could afford.
The cute guy approaches her; he tells her she would look beautiful in that dress. No one has ever
told her she is beautiful before. She looks down and blushes. He continues to tell her nice
things. He tells her he will give her the dress if she will let him take pictures of her in the dress
as re-payment. She can hardly believe her luck at the uneven trade.
Mya thought he liked her. What started as a way to get a dress she wanted, quickly digressed to
providing sexual favors for him and his friends and then men she did not know. Not sure where
to go or what to do, Mya feels stuck. How did she get here? All this for just a dress…
Pause.
What if Mya was your child?
What if this was your child?
Pause.
What would you do?
How do you teach your 14-year-old what to do and what not to do in this situation? How do you
get her out?
BLUESPERO CAPSTONE PROJECT 83
Slide #2 The problem
• 5 Million people being trafficked
• Sex trafficking is a $99 Billion business
• Fastest growing
• 88%
• Negative impact on child dev.
Slide #3 Negative impact —this slide is purposely loaded with information to illustrate the
HUGE impact.
o STI’s
o Injury, assault, phys abuse, homicide
o Future victimization
o Substance abuse—addiction, comorbidity
o Mental illness
o Trauma
o Suicidality
o Decreased educational opp
o Limited employ exp
o Delayed brain dev
o Impaired overall dev
Slide #3 Grand Challenges
There are 13 GC for SW, 2 of which are addressed in this innovation. We ensure healthy dev for
all youth by harnessing technology for social good.
BLUESPERO CAPSTONE PROJECT 84
Slide #4 Blue Espero
The name of the innovation is bluEspero, Blue connects to the UN Blue Heart campaign,
a global effort against trafficking and Homeland Security’s Blue Campaign, a federal mandate to
address human trafficking.
Espero is the Latin root word for “hope”, as Latin is a base for many languages, we seek
to be a beacon of hope to all youth no matter the language. (Pronounced “Blue Sparrow”, which
is a play on words for branding purposes.)
Slide #5 The Solution
Las Vegas
At-risk youth ages 10-14 (elementary/middle schools)
Gamified, preventative education through VR
Immersive 3-d environment, transport end-user (EU) into game
Fun, levity without fear
Strategic and empowering
Sex trafficking risks
Manipulation tactics
Rescue resources
Teaches safe slang or a bat signal, similar to a fire campaign that teaches “Stop. Drop.
Roll.” A future project will be developing the protocol for first responders and 911
dispatch operators to have clarity on actions and priorities for youth using this safe slang.
BLUESPERO CAPSTONE PROJECT 85
Multi-lingual
Slide #6 PICTURE of Augmented Reality
This is a picture of Augmented Reality and the goggles or cool sunglasses worn to play
the game. Augmented Reality embeds the physical environment into the game. In this photo,
you can see a yellow triangle in the window marking a “safe place”. These signs are in
designated areas all around LV and would also be embedded in the game to help youth visualize
where in their communities they can get help.
Slide #8 PROTOTYPE: Business Plan
My prototype is a business plan. Much of the information in the business plan will be
discussed in this presentation today. The business plan covers: Exec. Summary, Company Descr
(S-corporation), Mission & Vision, Market analysis, Business objectives and goals, and
Customers.
A business plan is a deliverable for potential investors and partners. It is a great tool to leave
with someone I just spoke to or those who may not have much time for discussion but will look
this over outside of our meeting. A business plan can keep selling the idea, long after our
conversation has ended.
Slide #9 Budget
We are looking for an angel investor to provide 1 million dollars for 6 months startup costs and
first year of operations, for a total of 18 months. This revenue covers personal expenses such as
salary and benefits of full-time staff, the Director, Executive Assistant, and full-stack developer.
BLUESPERO CAPSTONE PROJECT 86
Operational expenses cover computers, VR headsets, cell phones and monthly use, and stipends
for the therapists that employ the VR game.
Slide #10 Resources
Technology is the language of children today.
1. Location: Las Vegas
2. Data collection: embedded in the tech, rich data to establish gold standards
3. Creative, mobile, versatile, many versions of a game to teach various levels of
content for various age groups.
4. Global issue: need is great, a lot of media attention
5. Collaboration: many agencies working together, but this fills a gap in
prevention
Slide #11 Sustainability
Versatile Tech—language of youth, data collection and evaluation
Potential for gold standard
Collaboration—cities, schools, DCFS, families, youth
Future facing—use of VR in therapy and trauma, anxiety disorders
Fills a gap in services—a lot of focus on intervention and aftercare
Slide #12 Challenges & Alternatives
Funding--I continue working on my own at a slower pace while looking for angel
investor, fee for service, B-corp, 501-c-3, PTVA 2000 $ for education
BLUESPERO CAPSTONE PROJECT 87
Internet access—provide a non-web-based gaming option
Therapists—Looking to partner with DCFS collaborating therapists, it was suggested by
a recent council member meeting to work with CCSD to partner with school counselors
in high-risk target areas.
Slide #13 Implementation ready
The missing checklists are due to funding. They can still occur, but will take longer than usual
because I am a one-man-band and need to teach myself how to build a website.
In addition to these checklist items, I have met with the Public Affairs City Council man and had
a great response from him. He linked me with several other important stakeholders. I went to a
meeting Tuesday for a collaborative in Las Vegas specifically to address trafficked youth. St.
Jude’s hospital is nearby and has dedicated acres of their ranch specifically to treating trafficked
youth. I have the contact information of the Director there. Met with a soft-ware dev company
for funding and then to see if they could provide programming to the VR game.
Slide #14 Competitive Analysis
Slide #15 Social Impact
Empowered, resilient youth, less trafficking victims, more self-initiated rescue,
Slide #16 Metrics: Sample
Slide #17 Metrics: Design
Slide #18 Metrics: Analysis
Slide #19 Benchmarks
BLUESPERO CAPSTONE PROJECT 88
Slide #20 Logic Model
Slide #21 References
Slide #22 Closing:
This slide presentation is in black and white because this is a black and white, clear-cut, moral
issue: sexually abusing children is wrong AND MUST STOP.
Going back to the beginning…
What if Mya had a way out? What if she remembered a code word and next time, she was able
to get to a phone or run into a library, she said “BluEspero” and someone was there to get her
help, to extract her from being trafficked, to find appropriate after care resources?
Pause.
Or better yet, what if when Mya was shopping at the mall and men were complimenting her and
offering her gifts, she recalled the manipulation tactics of traffickers and decided not to go with
them? What if Mya and thousands of young girls knew this? What kind of impact this could
make! It may not only save them from a tortuous life of abuse and chaos, it could literally save
their life. THIS is the kind of empowerment BluEspero offers. Will you join us?
BLUESPERO CAPSTONE PROJECT 89
APPENDIX J
Capstone Oral Defense Slide Presentation
BLUESPERO CAPSTONE PROJECT 90
BLUESPERO CAPSTONE PROJECT 91
BLUESPERO CAPSTONE PROJECT 92
BLUESPERO CAPSTONE PROJECT 93
BLUESPERO CAPSTONE PROJECT 94
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Abstract (if available)
Abstract
Millions of children around the world are exploited through sex trafficking. Child sex trafficking is selling children for sex or sexual exploitation. Because of their vulnerability, children are an easy target for manipulation, particularly at risk are youth who are in foster care, homeless, or part of the juvenile justice system (Degarmo, 2016; Miller, Duke, & Northam, 2016; Moitozo, 2019; Twis, 2020). To ensure healthy development for all youth, it is imperative to provide a variety of child-centered service for youth to be protected against the dangers of exploitation (Grand Challenges for Social Work, 2016; Fong, Lubben, & Barth, 2018).
To help prevent child sex trafficking, BluEspero was conceived. While trafficking is a global issue, BluEspero’s campaign starts in the Las Vegas area and focuses on at-risk youth ages 10-14 to address the dangers and tactics of trafficking through gamified education. “BluEspero” is also the code word or “safe slang” for youth to use if found in a situation where they need rescue help. Protocol is being developed to train first responders on what to do when this code is used. BluEspero focuses on child-centered prevention.
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Asset Metadata
Creator
Sullivan, Misty Wise
(author)
Core Title
BluEspero capstone project
School
Suzanne Dworak-Peck School of Social Work
Degree
Doctor of Social Work
Degree Program
Social Work
Degree Conferral Date
2020-12
Publication Date
03/08/2023
Defense Date
10/31/2020
Tag
OAI-PMH Harvest
Advisor
Araque, Juan Carlos (
committee chair
), Fitzgerald, Terence (
committee member
), James, Jane (
committee member
)
Creator Email
mistysul@usc.edu,mistywsullivan@gmail.com
Permanent Link (DOI)
https://doi.org/10.25549/usctheses-oUC112763476
Unique identifier
UC112763476
Legacy Identifier
etd-SullivanMistyWise-2021.pdf
Document Type
Capstone project
Rights
Sullivan, Misty Wise
Access Conditions
The author retains rights to his/her dissertation, thesis or other graduate work according to U.S. copyright law. Electronic access is being provided by the USC Libraries in agreement with the author, as the original true and official version of the work, but does not grant the reader permission to use the work if the desired use is covered by copyright. It is the author, as rights holder, who must provide use permission if such use is covered by copyright. The original signature page accompanying the original submission of the work to the USC Libraries is retained by the USC Libraries and a copy of it may be obtained by authorized requesters contacting the repository e-mail address given.
Repository Name
University of Southern California Digital Library
Repository Location
University of Southern California Digital Library, USC Libraries, 3550 Trousdale Parkway, University Park Campus, Los Angeles, CA 90089-0185
Repository Email
cisadmin@lib.usc.edu