bw main deck_v11.1.9c

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Main Deck 11.1.9 Copyright 2016 3DLearning Group, LLC 1

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Page 1: Bw main deck_v11.1.9c

1Main Deck 11.1.9 Copyright 2016 3DLearning Group, LLC

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the PREMISE: You wouldn’t feed a child this as a steady diet…

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the PREMISE:The same goes for their screen

time.

Why not give them screen time that is fun-filled and brain-building rather than

glitzy and mind-numbing?

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why it’s IMPORTANT:

- Non-fiction reading is the most vocabulary-dense communication possible.

- New nation-wide testing of non-fiction reading comprehension for 5-8 year olds.

- Reading ability at age 9 predicts high school graduation and the ability to pursue a professional career.

- 66% of fourth grade students in the US are NOT proficient readers.

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our SERIES:

IOS and Android

• Non-Fiction Reading

• Immersive 3D worlds • Fun Learning Games

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“…learning games are a $1.5 billion market

headed toward $2.3 billion by 2017.”

Venture Beat

8 million users10s of thousands

of downloads9 million

downloads70 million downloads

the MARKET SIZE:

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our COMPETITION:Non-Fi

ction St

ories

Unstructu

red Play

Academic Vocabulary

Multiple Games

Story

Dictionary

High Quality

3D art

Interactive

Learning

BrightWorld Apps

Dora the Explorer

TIME for kids

Toca Boca

ABC Mouse

Dr Seuss

3 components

in 1

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the TRACTION:

“..Best Non-Fiction storybook…”

“..breathtaking…”

“..4 out of 4 stars!”

“..highly recommended…”

“..visually stunning…”

One of the top 100 apps for kids

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the MARKETING APPROACH:- Consumer Market (short sales cycle – primary

focus today)

- Consumer Pricing Models:1. Individual App Purchases @ $2.992. Free preview version with $0.99 upgrades3. Bundle multiple titles4. Subscription model (for all titles)

- Consumer Targets:1. Ad buys in other children’s apps 2. Parents of elementary age children3. Home schoolers and teachers

- School Market (longer sales cycle – secondary focus)

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CUSTOMER VALUE METRICS:• Lifetime value of a customer:

• Potential lifetime = 4 years (ages 5-8)• Estimated average lifetime = 2 years (24 titles)• LTV = $48-$75

• Cost of Customer Acquisition• Industry average $ 20.00 – $ 1.00• In-app cross promotions reduce cost of customer

acquisition• BrightWorld $4-$5 initially driving down below $ 0.20 • Our series of apps allows for a subscription model for

sales

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FINANCIAL FORECAST:

($, 000’s) 2016 2017 2018

Unit Sales 1,403 8,865 13,770

Gross Revs $2,507 $16,698 $32,417

Net Revs $1,755 $11,687 $22,692

Production $1,429 $3,961 $3,533

Marketing $847 $1,243 $1,901

Admin $540 $824 $714

EBITDA $(1,061) $5,659 $17,353

(based on U.S. sales of app adventure series only)

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John EstillCOO Children’s book publishing

ElectronicsConsumer Products

Corporate Acquisitions

Judy BellettiCEO

Elementary TeacherInteractive Ed-Tech Designer

WriterEducational App Developer

Dave HambyCCO

Animation Designer/ProducerInteractive Producer

ArtistEducational App Developer

the TEAM:

Steven McClurgStrategic Development

Travis FalstadMarketing Strategist

Joel FashingbauerProduct Development

Mike DomaguingBrand Strategist

J.D. DavidsBusiness Development

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COMING ATTRACTIONS:

Features:• Interactive switching between

languages• Benefits for English language

learners• Benefits for foreign language

learners• Expands market world-wide

A 3D sim-world of extensive play, interaction and customization!

DUAL-LANGUAGE CAPABILITY

Video Demo of both follows!