comfy business partners presentation 2011
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Comfy business partners presentation 2011TRANSCRIPT
Comfy 2011
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Company Overview ● 2003 - Founded by private investors and acquired the
Comfy brand and Intellectual Property.
● 2007 - Dov Moran founder of M-systems (sold to SanDisk for $1.65B ) invested in Comfy
● 2008 - launched an entertainment centers business unit.
● 2009 - opened a NJ based USA subsidiary.
● 2011 - launched it’s a new media & gaming business unit targeting the streamers, consoles, tablets & connected TV market.
● partnership with strategic CE providers utilizing its gamepad &content localized into 23 different languages.
● Becoming the hub for Israeli based innovation into the global edutainment market.
Mr. Shachar Erez – Chairman Managing partner in Evergreen, one of Israel's largest VCs. Former President & CEO of Nur Macroprinters (NASDAQ: Nurm)
Main Share Holders
Mr. Yoav (Hillel, & Naftaly) Merari Well-established entrepreneurs, first investor in Comfy
Mr. Shahal Shai – Founder & CEO
Mr. Dov Moran
Founder of Modu, Founder and former president of Msystems and the inventor of the flash memory. The company was acquired by Scandisk in a 1.55 Billion USD deal in 2006.
The Opportunity
● Early education is perceived as a key
success factor in life.
● Toddlers are exposed to interactive
environment in their day to day life, and are
extremely curious about it. This latent
learning motivation is a great tutoring
resource!
● Adjusting Consumer electronics “adult”
user interface to the need and capabilities
of children can turn this curiosity into an
effective learning tool.
How we operate
We leverage our core assets into Three synergic
business units;
Digital Content,
Pedagogical
research,
Products
New media Edutainment
Centres
Consumer
Products
Pedagogical Concept
Curiosity
Confidence
Challenge
A child is born with natural curiosity.
We Provide the child with
age/developmental appropriate
rich and fun content.
Acquiring the sense of control improves
the child's confidence and self-esteem.
Our Target Market
Prime target market
● “First time mom”
● Involved in raising their kids
● Positive attitude to technology and daily access
to PC at home
● Competitive moms
● Middle & upper class
Secondary target market
● Dads (gadget fans, “guilty daddy toy buyers”)
● Grandparents
● Relatives and care givers
● Other vertical target markets (special
needs, kindergartens, Family Entertainment
Centers)
Our product lines
Consumer products business unit
Toy & games Market & Trends
● $138B market in 2009 worldwide (including the video game market).
● Toy specialties (e.g. Toys R Us) are competing with general mass through differentiation
by adding entertainment or educational experience on top of their larger assortment.
● Fast growing video game market is chasing toy dollars and surpluses the US traditional
Toy & games market already in 2008
● Learning platforms are displacing stand
alone toys.
● Kids are getting older younger, & moving to gaming;
*Source : NPD, report , April 10
** Source: Gartner
2015 2013 2011
$27.3B $24.6B $17.8B Hardware
$56.5B $51.1B $44.7B software
$28.3B $21.4B $11.7B online
$112.1B $97.1B $74.4B total
gaming**Total spending on
Easy PC Learning System ● Enable kids to interact effectively with mom & dad PC from
age 12 months.
● Game console type recurring revenue model, Hardware and
13 different software titles, in 10-21 different languages
embedded into the system.
● 17 educational & international
awards including PC magazine
hottest kids friendly gadgets.
● A Huge success story in its
local market.
PLUG ’n PLAY PHONE
● Toddlers PC-Phone learning system
● Develops communication & listening skills
● On-screen characters react to your
child’s voice
iMote – Child’s Remote Control
Walled garden Content with on site & on line reprogramming ability
Transparent buttons For visual navigation
Volume limits and On/off delay
Child’s independency With parent gadget
Rubber Grips for Child’s hands
Sealed battery door To meet Toy safety standard
iCam FETURES ● Specially designed magic wands for Edu-Physical learning
● Learn spelling and Math while moving and having fun!
● Multi-level activities – progress at your own pace
● 10 educational and fun activities
● additional games available to download from the internet
INCLUDES
● Two magic wands for one
or two players,
● magic driving wheel,
● PC webcam,
● "Move & Groove“ CD &
parent guide
(No Batteries Required)
Point of Sale display
Comfy Edutainment Centers
Business Unit
Product & Market
● A 70 sq. meter indoor educational playground for toddlers.
● Launched in 2007 and won industry’s best product of the year.
● Over 100 Installations around the world in five continents.
● an estimated $40 billion market divided into 3 major segments:
*Source: PWC: global entertainment and media outlook
** 23 billion include destination and regional parks only
● Destination parks (more then 2 days average stay)
● Regional parks (200 miles region).
● Local entertainment centers in shopping malls,
museums, daycare centers, gym complexes,
family resorts, etc**.
Comfy Retail-tainment solutions Enhancing the specialty retail buying experience with
educational entertainment - watch movie
New media business unit - Comfy 2.0 Connected TV, Game portals, Mobile & Tablets, cloud gaming
groundbreaking changes in the
toy, games & TV industry
• Free apps, online casual & social games are “eating” the
traditional toys & console based video game industry’s
lunch!*
• Netflix became the largest TV operator in the USA (23M
subs) about 75% of the customers use their game consoles
as their TV streamers
*“iPhone/ iPad have great kids Apps but at some point Mummy will want her iPhone/ iPad back. so we see the
Apps world not only as a great business, but also as an appetizer for our console business”.
New & exciting distribution channels
provide new opportunities
Comfy 2.0 content configuration
& new channels Roadmap when Sales channels Comfy UI Hardware Device UI
Content configuration
current Retail Tangible
Keyboard
“3 foot” UI (Keyboard &
mouse)
CD ROM
2011
Retail & HTPC
partnerships
Tangible
W/L
Keyboard
(IR/RF
according
to cost)
“10 foot” UI (HTPC/
streamers)
Open browser
Streaming content
Retail & game portals/
ISP’s
partnerships
“3 foot” UI PC Keyboard
& mouse (desktop/
laptop)
2012
Retail & game consoles
partnerships “10 foot” UI dedicated
RF based controllers
API compatiable
streaming/ DLC content
2012
Retail & connected TV
vendors partnerships
10 foot UI
(connected TV/ smart
TV)
Pre-loaded or down-
loaded Apps
Mobile App stores
cellular carriers
partnerships
Touch
navigation
3 foot “touch” UI (4',
7', 10' smartphone/
tablets)
2012
INTOeTV
Comfy 2.0 – what's new?
• New hardware enabling devices • streamers, tablets, connected TV, game consoles
• New content business model • subscription, pre installed App or in-App sales biz models
• New content coming soon
• New distribution channels • CE retail, video game retailers, game portals, MSO’s
• New potential strategic partners, • streamers, consoles, & connected TVs, HW manufacturers, MSO &
cellular operators
• New home entertainment location • from PC environment to the living room TV & handheld environments
• Brand re-positioning • new media toddler Edutainment
Comfy – the “Netflix” of toddlers
interactive entertainment
• Netflix is larger then Comcast with 23M subscribers! & 30% of the internet
downstream the USA!*
• Netflix is multiplatform compatible working with all major hardware devices
• Netflix is being watched mainly with game consoles (66%) with PS3 (30%)
Xbox (25%) and Wii (11%)* and just 20% with PC
* Source: Sandive
Two parallel product lines !
Bundle with 1 CD game, USB cord,
PC & Mac only compatibility
Lower retail price with one week free
subscription, wireless USB, multi
device compatibility
current 2011 – 2012 addition
Thank you!