bazaar entertainment company introduction
TRANSCRIPT
BAZAAR ENTERTAINMENT
Contents Distribution Platform through Human Networking
Edu-tainment to the next billion.
TEAMFounder and CEO : Kent Ohwada. 15 years experience at Sony Computer Entertainment. Establish member of PlayStation Asia as sales and marketing executive. Founder and project director of PlayStation Game Incubation Program.
Co-Founder and CTO : Shin Izawa Has more than 20 years career in system development for Oracle, Rakuten, Pia. e.t.c. Co-Founded company named “NOBOT” had acquired by KDDI with 10 million USD
Co-Founder and executive of software developer relations : Duke Chang Has more than 20 years career in gaming industry. Establish member of PlayStation Asia as game developer relations.
Co-Founder and external board : Hiromichi Takahashi Famous game producer in Japan. Sold over 2 million copies sales on PlayStation. CEO of game developer in Japan named TayuTau Inc.
Co-Founder and external board : Shinichi Okamoto First CTO of Sony Computer Entertainment.
OPPORTUNITY \ INDONESIA
• 50% of population is under 30 years old as “Generations of Games”
• 190% growing school attend ratio age 19~24 years old in this 10 year.
• 50% of population become “Rich” and “Middle” class in 2020. Increase spent for Entertainment.
• 52% of mobile phone subscriber will use smartphone in 2017.
• Paid ratio for contents : 1.6USD~4.2 USD/month by Bazaar’s test marketing.
PROBLEMS \ INDONESIA
KFS of contents business • How easy to touch contents (Distribution)
• How easy to pay for contents (Payment, Pricing)
• How easy to know contents (Promotion)
> Slow Mobile Internet, Bandwidth will full in 2017
> 3% credit card holder, 20% bank account, Expensive Alternative payment
> 80% user give up download games after click banner AD. World of Word of Mouth.
Cant’t enjoy rich contents
Cant’t enjoy good contents
Cant’t find good contents+ Killer Contents
STRATEGY
“MLM like distribution” : Digital Contents Distribution by Professional Consumer
• Develop and organize personal distributor network distributing digital contents, promoting contents, and correcting money.
• System
• “Pandemic” contents distribution : Smartphone to Smartphone contents distribution. • Payment system from 1,000Rp. : Same model well known local payment system as Pulsa. • Reward and revenue sharing program for “ProSumer” : Optimize for Word of Mouth
Note : We are NOT MLM. We will NOT provide multi level revenue sharing. Just allow resell between users.
STRATEGY
Why we choose MLM-like model?
• Easy to accept by customers
• Huge needs for Game & Education, love gathering : Acceptable by customer • No physical stock, free to play model : Acceptable by distributor
• Business performance
• Optimized Business Model for word of mouth promotion • Total cost of operation : Cheaper than existing business model
“MLM Model” Digital Contents Distribution by Human Networking.
Note : We are NOT MLM. We will NOT provide multi level revenue sharing. Just allow resell between users.
“PANDEMIC” DISTRIBUTION
DeviceDistributor
Server App
WiFi Direct &
Bit Torrent
Contents
BAZAAR TOKYO(LTE) JAKARTA(3G)
358
4811
Android App(46MB) Download test Weekday 14:00 (Seconds)
“Pandemic” P2P Distribution System
30X FASTER MOBILE
INTERNET
No need to wait for downloading. No need to pay for data charges.
ORIGINAL PULSA SYSTEM
① I want to buy a Point.
② What is your Phone Number?
⑤Pay by Cash
Customer Distributor
To Bazaar Center
080-1111-1111 1000pts
③Send command to transfer
From Bazaar Center
You got a 1000pts
④Send Result via SMS
User can purchase prepaid voucher from 1000Rp. through Bazaar Platform
BlockChain
SECURE LOW COST
BUSINESS MODELHybrid monetize model through Entertainment & Education
Fee model Profit Source Price range MarketingObjective
Synergy
Game
Free Game AD FREE Eye CatchWill charge AD fee to game company
In game purchase Pay par play 1000Rp.~High Profitable
(Demands)Provide free education
coupon
Education
Free Contents AD FREE Market EntryWill charge AD fee
to contents provider
Paid Contents Subscription 50,000Rp./Lesson/Sustainable ProfitParents support
Provide free Bazaar point
per subscription
REVENUE SHARING PROGRAM [DISTRIBUTOR]
• To be a distributor
• User can be a distributor charged Bazaar point more than 500,000Rp.
• Revenue sharing program
• Maximum 20% sales margin from Bazaar point.
• Reward to distributor
• New users recruiting bonus, free promotion goods, incentive dinner & travel.
• Advanced purchase discount, game event organize bonus
Easy to entry, Everybody has a chance
Target Distributor Monthly income 500,000Rp.
Sales Margin 20%
Monthly Sales amount 2,500,000Rp.
ARPU 50,000Rp./month/paid user
Target Paid User 50 paid user
REVENUE SHARING PROGRAM [DISTRIBUTOR]
COD
Bazaar Distributor End User
Point Transfer Point Transfer
COD
$ $$
$
35% 35% 30%Margine
License
Royalty
$
Publisher
Point Transfer
Expanding sales network, Bazaar support re-sell between users.
TEST MARKETING RESULT (GAMES)
n=5371 Google Play BAZAAR Bazaar Uniqueness
Attention Ratio 0.03% 90% Word of mouth Promotion
Install Ratio 20% 79% Fast Mobile P2P
Active User Ratio 10% 64% Game Competition Everywhere
ARPPU / Month < 1 USD 1.5~4.2USD Low price Simple purchase
Test Marketing by Bazaar (Nov.14~June.15)
Optimized Platform for “Game” and “Emerging Market” makes a higher KPIs
EXECUTION
• System development
• Mr.Izawa (Bazaar CTO)
• DSI (Local server management)
• Herman (System cording, interface design)
• Contents aggregation
• Mr.Duke (Bazaar Director) : Japan and US. Already got over 40 games at launch
• Ms.Novihana (Bandung) : Local game developer support.
• Local Marketing
• Ohwada & Sky Wang : Game Marketing Specialist in Asia
• Bandung Team : 4 part-time staff
• Qeon (MidPlaza) : Major game company in Indonesia
• Dr. Kamaga : Japanese teacher in Bandung. Has a strong relationship with university and high school in west Jawa.
• Co-marketing company : local expendables company Cosmetics, Drinks, snacks, telecom company, credit card, BizNet Home
Excellent team, Synergy between Indonesia and Japan
Mr.Izawa
Mr.Duke
Dr.Kamaga
EXECUTIONFocus on school marketing at initial phase. Same way with Facebook.
Target Age 15~24
Phase 1(Aug/2016)
Phase 2(Feb/2017)
Phase 3(Sep/2017)
Target City Bandung Jakarta Other Cities (Expand city by city)
Initial Target(4 month)
Target School 9 University 13 University
Target School Students 149,749 316,217
See Business Plan
Target users 70,000 143,000
Distributors 500 1000
Target Paid User 48,000 99,000
ARPPU 20,000Rp. 20,000Rp.
Potential Market
Mobile FB User Age15-24 1,900,000 7,500,000 20,000,000
Number of University 41 49 4,332
Number of Univ. Students 236,662 703,466 4,000,000
30% 20% 23%
20%
EXECUTIONTarget List: Make a heavy effort to catch 16% of user in major university at launch.
Bandung PIC Students
Universitas Pendidikan Indonesia DONE 33,128
Universitas Islam Bandung 10,357
Universitas Pasundan DONE 21,027
Universitas Telkom DONE 20,188
Institut Teknologi Bandung DONE 18,567
Universitas Islam Negeri Sunan Gunung Jati 14,179
Universitas Komputer Indonesia DONE 11,186
Universitas Katolik Parahyangan DONE 10,932
Universitas Kristen Maranatha DONE 10,225
TTL students top 9 univ. 149,749
TTL students in Bandung 236,662
Jakarta Students
Universitas Indonesia 38,722
Universitas Terbuka 57,294
Universitas Negeri Jakarta 31,936
Universitas Pembangunan Nasional Veteran Jakarta 27,486
Universitas Ibnu Chaldun 23,456
Universitas Islam Jakarta 22,384
Universitas Jakarta 20,672
Universitas Katolik Indonesia Atma Jaya 17,884
Universitas Krisnadwipayana 15,075
Universitas Kristen Krida Wacana 13,811
Universitas Muhammadiyah Jakarta 13,044
Universitas Nasional 13,024
Universitas Pancasila 10,761
Universitas Prof Dr Moestopo (Beragama) 10,668
TTL students top 13 univ. 316,217
TTL students in Jakarta 703,466
EXECUTION \ GAME TITLESmore than 60 titles is ready to launch
AAA AA A Company
Major Publisher 5 5 20
Bandai Namco SquareEnix-TAITO
Capcom, SEGA
Independent Developer 15 15 Over 20 developers
Local Game Developer 1 5 Digital Happiness
and othres
MID RANGE PLAN
Deliver contents to 1.4 billion generation of game in emerging countries
Age 15-24 Population in 2020 UN. World Population Prospects: The 2012 Revision
China:267 million
SE Asia:162 million
India:353 million
M.Asia, M.E.:217 million
Africa:356 million
S. America:105 million
Bazaar Platform is designed for “Scaling out” and “Vertical Expansion”
Scaling out - Small investment for Data Center - Small investment for Secure Payment System - Small promotion cost
Vertical Expansion - Other contents distribution - Financial service - Ad business - Job Bank - Device business
APPENDIX
OPPORTUNITY \ INDONESIA
Indonesia : 7% increase Age 15-24 old in next 5 years
China : -17% decrease Age 15-24 old in next 5 years Japan: -4% decrease
Age 15-24 old in next 5 yearsMale Female Male Female
Male Female
PROBLEMS \ INDONESIA
JAPAN INDONESIA
16
32
Average of Installed Apps
INDONESIA MALAYSIA PHILIPPINS THAILAND VIETNAM
Game Marketsize / GDP
PROBLEMS \ INDONESIALTE bandwidth will full capacity until 2018 if national military doesn’t return 2.6GHz bandwidth.
AD COST COMPARISONBazaar’s AD platform makes super cost effective promotion in emerging country.
Assumptions of user Accumulated User in next 6 month: 2293k
Frequency of media Daily Spending time on mobile : 196 minutes* Own Share : 20% Daily Spending time on own service : 39.2 minutes AD frequency : every 10 minutes AD display time : 30 seconds Daily AD display time on own service : 1.96 minutes
* Source : Nielsen
Daily Viewing time/day 2293k user: 11,235k minutes
TV AD cost /person/1minute (Prime Time) * RCTI : Rp.60,000 / person TVONE : Rp.110,000/ person
Daily Value (Base RCTI prime time AD) 2293k user: Rp.494,371 million = USD 37,500,000/dayBAZAAR INVESTMENT
1 MILLION USD/ALL
If you want archive same viewing time on TV…