Date post: | 14-Jul-2015 |
Category: |
Technology |
Upload: | chhaya-sivakumar |
View: | 266 times |
Download: | 0 times |
Leveraging smartphone users around the world to create sustainability
in third world countries through smartphone gaming.
G-Start Up 2012
Proposal
April 11, 2012
CHHAYA SIVAKUMAR – JONGSOO MOON – ALBERT
Design Your World
Table of ContentsTABLE OF CONTENTS
Executive Summary 3
Background 4
Concept 7
Case Study: Angry Birds 10
Approach 11
Project Organization and Team 13
Proprietary and Confidential
2
EXECUTIVE SUMMARY
Proprietary and Confidential
REACHING WORLDWIDE NETWORK
IMPROVING WASTE MANAGEMENT
CREATING REAL COMMUNITY VALUE
Significant opportunity PARTICIPATE in development in 3rd World Countries through
smartphone gaming.SMARTPHONE MARKET
3
BACKGROUND – WHY WE CHOOSE THE SMART PHONE GAMING PLATFORM
PLATFORM
Proprietary and Confidential
SMARTPHONE MARKET
Smartphone OS Market Share(2011)
0 500 1000
2015
2011
2010
Smartphone Deliveries Worldwide (in millions)
Source: IDC Worldwide Quarterly Mobile Phone Tracker, June
Mobile Application Downloads(2009)
Source: Gartner
• GAMING accounts for 62 % of Smartphone Use
and Download
• 1 of 4 mobile devices is a Smartphone; Approx
1.08 Billion World wide.
• Smartphone sales and delivery will continue to
grow dramatically
• Android and Apple users make up 62 % of the
total Smartphone Market.
4
BACKGROUND – CLEANING UP IS A HOT ISSUE!
Proprietary and Confidential
INDIA – THAILAND – PHILIPPINES
Mumbai, India
Bangkok, ThailandManila, Philippines
• 20 % of slum dwellers make up the total population of Bangkok.
• Only 37 % of Solid waste is disposed properly.
• Only 97 out of 480 disposal facility are properly equipped.
Lack of public cooperation and budget is leading cause to insufficient waste management
• Slum dwellers make 54% of the population of Mumbai – 7 million
• Slum dwellers is expected to triple in 25 years
• 36 slum pockets of 1,954 have organized collection systems in place
• Appx. 6 Million of the 12 million population in Manila are slum dwellers
• Manila produces 7,000 metric tons/waste of which 85 % is collected –
Slums most affected by uncollected waste
• 36 slum pockets of 1,954 have organized collection systems in place
5
CONCEPT – Opportunity
Proprietary and Confidential
SMARTPHONE OPPORTUNITY
Through smartphones we connect the social world to have direct contribution in 3rd world.
• RECHANNELING POWER– DYW
connects player’s time and resources
towards a noble cause
• GETTING IT DONE– DYW offers top
scorers hands – on experience for players
to clean up in real time
• MAKES LEARNING FUN- DYW makes
real environmental issues and dilemmas
into fun gaming challenges
6
CONCEPT – Product Vehicle
Proprietary and Confidential
DYW
Map Location
• Bangkok City, Thailand
• Mumbai, India
• Manila, Philippines
Waste Type
• Recyclable
• Toxic
• Reusable
60 KG; 10 secImpact:
Real time Impact
• Indicates how much waste (portion)
you collected out of total daily waste
of the country.
Ex: 60kg → 0.00015% (Thailand)
Impact:
Play Demo - Click
PAPER PLASTIC FOOD
CONCEPTUAL GAME PRODUCT
D.Y.W– Virtual city simulation directly links to cleaning up in 3rd world
7
CONCEPT- Market Analysis Opportunity
Proprietary and Confidential
MARKETING/COMMUNICATION FINANCING
Over 800 million Active users
Itunes / Droid
100 million subscribed Users
Apprx. 75 million users
Game Advertising
Mass commercial potential
Users
App purchase; Advance levels
Company Advertising
Direct advertising on App
Partnership / Sponsorship
Association w/ DYW cause
Philanthropic organizations
Promoting DYB cause
8
SLUMS seeks diverse customer opportunities matched with equally unique multiple finance
streams
9
Socially responsible advertisement
The huge smartphone gaming app market
Raising awareness of environment
Top scoring gamers win free tickets to cities to participate in actual clean ups
DYB SPONSORS REAL CHANGE
10
PRODUCT & SERVICES
Greenies World
Through smartphones we connect the social world to the real world in making a direct difference.
Map Location
• Thailand
• Other developing countries
Real time Impact
• Indicates how much waste (portion) you collected
out of total daily waste of the country.
Ex: 60kg → 0.00015% (Thailand)
• displays the donation amount each individual game
player has contributed (to date) through purchased
items
Locker: News:
Social Reader Webpage by Facebook
• Automatically update personal Facebook page with
linking friends when click and read the news link
<5>Proprietary and Confidential
11
PRODUCT & SERVICES
Greenies World
Through smartphones we connect the social world to the real world in making a direct difference.
Player Info: Shop:
Key:
• Current Status
• Player Info
• Eco Gauge
• # of Coin possessed
• Interacting with their socially networked friends
• Able to access others’ worlds and share
resources, tools and knowledge.
Shopping Items :
• Selection of facilities and buildings to build for the
greenies (using in-game currency)
• Greenies Gems (Emerald, Ruby, Diamond using real
money)
• Outdoor Billboards (for corporate sponsorships)
- In-game currency obtained by only through recycling
activities within the virtual world
- Each gem offers a key feature to help facilitate the
users’ performance within the game
<6>Proprietary and Confidential
12
PRODUCT & SERVICES
Greenies World
Through smartphones we connect the social world to the real world in making a direct difference.
Fun Factor:
General Info/Guidelines:• Social networking-based game that operates on smart gadgets on iOS, Android and web-based platforms
• RPG targeted for all ages
• Requires players to build, manage and maintain the lives of the greenies, from day to day
• Fixed amount of coins will be allocated to all new players
• Able to start building couple of facilities with given seed in-game currency
• Needs to strategically think about how to recycle with waste generated from respective facilities as well as
further strategy and planning for future builds (Game is all about pleasing the greenies and improving their
living environments by building all the necessary facilities and amenities)
• Designed to welcome the player, the greenies’ master, with a huge applause from his or her greenies upon
every log-in
• If the game player does not properly build facilities or clean up the city efficiently, which will be indicated by
eco-gauge with alert functions, unsatisfied greenies will eventually end up rioting, polluting and leaving the
gamer’s virtual world
• Allows to share recycled materials to his or her friends who also play this game. The inter-connectivity allows
friends help each other in various ways helping cooperation and team spirit.
• Push Alarm feature for notice and to encourage frequent game play.
<7>Proprietary and Confidential
Case Study: Angry Birds
Proprietary and Confidential
ANGRY BIRDS
PLATFORMS:
• iOS, Maemo, HP webOS, Android, Symbian^3, PSP/PlayStation 3, Mac OS X, Windows, WebGL, Windows Phone 7, Google Plus
LAUNCH DATE: DECEMBER 2009
GAME GENRE: PUZZLE
INITIAL COST: > 100,000 Dollars
AWARDS:2010 Best Casual Game
USERS: 40 Million Active Users
IN THE NEWS
• In 2 years - Rovio (Angry Birds developers) is now valued at 1 Billion USD.
• Rovio valuation is equivalent to airline provider Jetblue
• Angry Birds have been downloaded over 400 Million times.
• Only 97 out of 480 disposal facility are properly equipped.
• Rovio has expanded into merchandise, film and TV show series, parks.
• Next year Rovio is expected to announce its IPO.
• 6 Episodes have been released not including special season additions
SLUMS will use Angry Birds to benchmark and analyze.
13
14
Case Study: Current Sustainability Apps
Proprietary and Confidential
Sustainability Apps
• Currently apps are not directly linked to involve consumers in sustainability
• Over 20 million smartphone subscribers in S. Korea (population: 49 million)
• Low-cost technology available from India: $35 USD mobile tablets
• Apps reach a diverse, pan-ethnic and pan-generational segment
• Social networking brings social accountability
• Social and environmental awareness
• Achieving results through education and example
Several sustainability apps exist are Not Linked to change
14
15
MARKET ANALYSIS & OPPORTUNITY
Proprietary and Confidential
SMARTPHONE MARKET
Between 2-6 months, expected churn is 15%-50% and retention rate is 50-80%.
24% of customers continue to use the application after 3 months.
Social Games Summit 2011 indicated that any developer should expect to lose 96% of their user base within 12 months.
Through smartphones we connect the social world to the real world in making a direct difference.
<11>
We employed four distinct “feasibility metrics” to measure and assess the technical development, market
access, market size, and market impact to identify opportunities – “low hanging fruit”. Fueled by both primary and
secondary research, these metrics enabled us to determine potential and probability of success linked and
measure with financial metrics.
Approach - Feasibility Analysis
1Metric
2Metric
3Metric
Technical Development
Leading technical mobile smartphone software application expert will provide in-depth
qualitative insight, application design and development, and trouble shooting.
Market Access
Based on insights and data from subject matter experts and secondary sources, we will
examine and assess the potential and feasibility of the Smartphone market to have a social
impact in 3rd World countries.
Market Sizing
We will employed three different methodologies to determine market size estimates.
Proprietary and Confidential
4Metric
Market Impact
Through combining market access, sizing, and consumer behavior analysis we are able to
determine the success potential of utilizing smartphone user’ to mass social impact in 3rd world
country.
16
Approach – Project planning
REHERSALS
PROTOTYPE TESTING
CONTINUOUS COACHING & MENTORING
Ma
r 1-3
FEB 1
7
JAN
16
No
v 10
PROJECT REFINEMENT
MARKET LANDSCAPING
BUSINESS PLAN DEVELOPMENT
AP
P &
BU
SIN
ES
S
PL
AN
ON
LIN
E
RE
GIS
TR
AT
ION
Project Deadlines
DEC
20
WR
ITT
EN
BU
SIN
ES
S
PL
AN
FIN
AL
RO
UN
DS
FIR
ST
RO
UN
D
Phase 2
Waste
Management
Analysis
Phase 1
Country Slum
Analysis
** This process is currently under refinement and adjustment as accordingly to the project requirements
I. Research & Analysis II. Design & Development
Phase 7
Implementation
(To Be
Determined)
III. Implementation
Phase 3
Smartphone
Market
Analysis
Phase 4
Business Model
Development
Phase 5
Design &
Prototype
Development
Phase 6
Implementation
Strategy
PROJECT OVERVIEW
Initial project planning approach with 3 major stages and 7 phases.
D.Y.BFaculty Advisor
Technical Advisor
17
18
EXECUTIVE SUMMARY
PRODUCT / SERVICE
• D.Y.W: mobile life-simulation game application that combines social networking, gaming, and education in one bundle.
• Incorporate gaming with corporate social responsibility.• Educate consumers about global environmental conditions and how
they could make a difference.• Trademark for brand and company name.
Through smartphones we connect the social world to the real world in making a direct difference.
MARKET
• In 2010, 300,000+ applications were downloaded 10.9 billion times. Global download rates predict to reach 76.9 billion in 2014 and will worth $35 billion.
• Smartphone and tablet revenues project to grow from $7.3 billion in 2011 to $36.7 billion by 2015.
• 20 million smartphone users in South Korea with a total population of 49million.
Proprietary and Confidential
19
EXECUTIVE SUMMARY
STARTUP COST
• Estimated $200,000 total cost.• $50,000 development cost and remainder is through compensation,
marketing, and platform hosting/server payments.
Through smartphones we connect the social world to the real world in making a direct difference.
PRICE & PROFITABIILITY
• Application is free to download.• Profits will be generated through in-game item purchases and
advertising.• Breakeven point: 8 months of operation.
Proprietary and Confidential
20
PRICE & PROFITABILITY
Through smartphones we connect the social world to the real world in making a direct difference.
Financial Matrix
<19>
The moving parts:
in 5 years NPV
Total income $ 16,592 $ 9,375
CHARITY 25% $ 4,148 $ 2,344
VC stake 25% $ 4,148 $ 2,344
D.Y.B 50% $ 8,296 $ 4,688
IRR 34%
Retention rate 75% DAU/MAU 0.15
Churn rate 25% Conversion 15.00%
Duration 4 months Platform %age 30.00%
Startup Cost -500
Month 1 Month 12
New users 50 50
Returning users 144
Lost users 48
MAUs 50 194
DAUs 8 29
DAU/MAU 0.15 0.15
Conversion rate 15.00% 15.00%
# of purchasers per day 1 4
# of purchasers per
month34 120
All fig in ‘000s
Proprietary and Confidential
21
Revenue Projection
PRICE & PROFITABILITY
Through smartphones we connect the social world to the real world in making a direct difference.
Accumulated Revenue by YE Year 1
Accumulated Revenue by YE Year 3
Accumulated Revenue by YE Year 5
$ 1,555
$ 7,626
$ 16,592
Net Revenue in Month 1 & 12:
$50 $ 209Month 1 Month 12
Big Spenders $71 $252
Moderate Spenders $95 $336
Low Spenders $59 $210
Advertising Revenue $14 $56
Gross Revenue $239 $854
Month 1 Month 12
Server Rent $66 $226
Promotion Cost $50 $169
Maintenance $17 $56
Administrative $40 $136
Other $17 $56
Our Revenue Generator
Expected Outflows
All fig in ‘000s
of those who pay
Big Spenders Moderate Spenders Low Spenders
10% 40% 50%
$ 30.00 $ 10.00 $ 5.00
<20>Proprietary and Confidential
22
Our TEAM- its black &white
Chhaya - Indian27 FEMALEInsane about mobile online smartphone applicationsTech psychologist with 4+ years of building and selling dreams to VCs in the Middle East
Jong Soo Moon - Korean 27 MALEYoungest Korean to enter “Most Downloaded App” in Healthcare – (November 2011, Korea) VC backed CEO of Korea’s most successful Student run Start-Up
Albert - USA22 MALEHTML5 specialist Programs on ANY & EVERY mobile platforms Obsessive FOREX trader
We hope to hire 4 -5 full time designers & developers to speed the process
YONSEI ENTREPRENEURSHIP CENTER – for Office SpaceKOREA INSTITUTE OF START UP & ENTREPRENEURIAL DEVT – for exposure