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green kids media business presentation
1. GKM Family
Shreyas Rami Jozhe Fonseca Prof. Lynn Rogoff
Director of World Wide Animation / Graphic Design MFA, Communication Arts
Business Development MFA Communication Arts Founder, AMERIKIDS USA
MBA, BS Information ABC Weekend Specials.
Technology Yu Hou ORACLE winner. McGraw Hill
Graphic Design, Voice invests $1.5 Million in CD-ROM
Arjun Rai Scripting and Production game, Pony Express Rider(PER)
Director of Social Media BFA Communication Arts licensees AMERIKIDS™
BS Entrepreneurship, trademark. PER launches new
Entrepreneur Palak Chheda $75M McGraw Hill division,
Head of Programming and McGraw Hill Home Interactive.
Xiaolin Li Web Design
Graphic Design and Content MS Computer Science, BE Prof. Robert Smith
Development Computer Engineering MFA, Fine Arts and Design
BFA Communication Arts
Dr. Joanne Scillitoe
MBA / Ph. D. Management
Dir. Entrepreneurship Center
3. Technology
The game will be made available across all platforms
Game will be developed in Flash, Flex, Android and iOS
Our Expertise in Flex will enable us to quickly deliver the games
across wide range of devices
Looking into the future, “Augmented Reality”
4. “Freemium” Business Model
First to market and unique online edutainment interactive virtual
game based on finding endangered species and saving the
environment worldwide
Initially 6 continents and 36 endangered animals with varying
difficulty levels
Target market: Youth (7-12 yrs) and Families
Revenue will be earned by
Purchase of virtual goods
Purchase upgrades for advanced & faster play
Advertisements (eg. Kiip style)
5. First Year Customer Acquisition
Cost for adding new users
$20/day on Facebook & Google Ads = $7,300/year
$0.25 Cost per click (CPC) = 29,200 clicks per year
20% of 29,200 clicks expected to become users = 5,840
Banner Exchange
Targeted to animal, environment, kid focused and educational
organizations
6. GKM Revenue Sources
% Growth 27% 36% 50% Viral
2012 2013 2014 2015 2016
# of Users 5,840 10,512 18,921 34,058 10Million
in-App Purchases $7,008 $12,612 $22,704 $40,860 $12Million
Ads Revenue $12,000 $15,240 $20,726 $31,089 $62,719
Total Revenue $19,008 $27,852 $43,430 $71,949 $12,062,179
Middle
East &
Asia- Africa Ads 20%
Pacific 1% In-App
23% America Purchase Upgrades
s 20%
s 60%
41%
Europe
35%
Worldwide Gamers
7. Market Growth
30
$50.00 2011 2014/2015
$160.0
$45.00
25 411% $46.00
38.4%
$40.00
InUsers in Millions
$140.0
20
$35.00
$120.0
$30.00 7.7%
$ Billions
15
In $ Millions
$100.0
$25.00 0-11 years
10 2011
$80.0
$20.00 12-17 years
$141.2 2014
$15.00
5 $60.0
477% $101.0 $102.0
$10.00 $93.7
0 $40.0
$5.00 $8.50
2008
$20.0 $0.97
2009 $5.60
2010 2011 2012 2013 2014
$0.00
Year
$0.0 Global In-App Purchases($
50% Growth in the number of users aged Mobile App Revenue($
Global under 12
Billion)
USA Online Gamers(Money Spent) Billion) Mobile Gamers
USA
8. Social Media & User Engagement
Weekly top member recognition
Weekly updates from the game characters
Monthly contests for gaining free points towards virtual goods
purchase
Facebook Connect & Game Center
Awards, badges, free virtual goods
Resources/articles published for reading
9. Competitors/Barriers to Entry
Go Diego Go Safari (Nickelodean-Viacom)
Disney Earth (The Walt Disney Company)
Zoo Tycoon 2 (Blue Fang Games)
Low Barriers to Entry
Very engaging new content and innovations
We are an inter-disciplinaryteam with expertise in key areas Business, Technology and Graphics Design
Create global Trans-Media Enterprise to make saving endangered animals fun and profitableTo offer a fun new prospective on Green Science through Game Play and Digital ContentTo capitalize on the current reality that games attract a high attention span and the interest of youth
There are thousands of endangered animals on Land masses and oceans
20% of 5,840 users expected to pay for virtual goods (at $5/month) or 584 users for TOTAL Rev: $35,040/year
5840 first years usersWe expect at least 50% of 20Million online gamers in US to play the gameCloser to a niche market allows us to charge higher CPM (these figures are conservative)Market size: 5,840 to > 10 Million playersIn-App purchases/ Upgrades10% buy in-app purchases =584 to > 1 Million paying usersAverage user spends $1/month = $7,008 to > $12 Million in revenue/yearAdsAdvertising for companies looking to reach target market$1000/month at $5 CPM(cost per 1000 impressions) = $12,000 in revenue/year/advertiser
In 2011 there will be an estimate of 20 million children under 11years going online at least once a month. In 2014 the number will rise to 25 million kids.
which creates immersive, computer-generated environments, and the real world, augmented reality is closer to the real world. Augmented reality adds graphics, sounds, haptic feedback and smell to the natural world as it exists. Both video games and cell phones are driving the development of augmented reality.Augmented reality is changing the way we view the world -- or at least the way its users see the world. Picture yourself walking or driving down the street. With augmented-reality displays, which will eventually look much like a normal pair of glasses, informative graphics will appear in your field of view and audio will coincide with whatever you see. These enhancements will be refreshed continually to reflect the movements of your head. Similar devices and applications already exist, particularly on smartphones like the iPhoneAugmented Reality: On the spectrum between virtual reality