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Huzu virtual presentation master use this

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Transcript

  • 1.
  • 2. Hello, we’re HuzuTech
    • Social software and technology company
    • 3. Specialise in development and delivery of bespoke online socialworlds, social games,and brand social networks
    • 4. UK company with offices in Londonand Glasgow
    • 5. Work within a variety of business models
  • What is an online Social World?
    • Online social space, allowing me to meet new people
    • 6. Explore branded environments and relevant content
    • 7. Express myself in the form of an avatar, and other online world assets
    • 8. Interact with the world, engage, challenge, and play with others
    • 9. Enhanced online experience, better than a flat website
  • Social worlds develop emotional dynamics
    The user experiences emotional dynamics, when interacting with a virtual world:
    These are the reasons why users come back time and time again, to the branded virtual world, and participate.
  • 13. The social game value map
  • 14. Our SocialWorld customers ...
  • 15. Our SocialWorld customers ...
    Virtual Shop
    Avatar builder
  • 16. Our SocialWorld customers ...
    World level
    World map
  • 17. 6 Key reasons why IP owners should consider investing in a
    Online Social World
  • 18. 1. Virtual World Revenues by 2013 (USD)
    A study released earlier this year reports that the virtual worlds industry is currently worth about $1 billion. By 2013 it’s estimated to be worth $9 billion.
  • 19. 2. Virtual Goods Revenues by 2012 (USD)
    A study released earlier this year reports that the virtual goods industry is currently worth about $2 billion.
    By 2012 Virtual Goods areestimated to be worth $13 billion.
  • 20. 3. K,T &T major growth area (Kids, Tweens & Teens)
    Media Brands: TV shows, films, youth IP all creating VWs to create greater engagement.
    Music: Major growth for virtual goods
    Virtual Celebrities: Musicians and action figures
    More genres: Lots of different types of KT&T worlds
    Mobile Payments: The avg. age of a new mobile phone user in the UK is 8
  • 21. 4. Growth VW reg. accounts
    • Age 10-15 major growth (350m)
    • 22. Age 15-25 growing steady (100m)
    • 23. Age 25+ growing slowly (1m)
  • 5. Virtual Worlds – Key User Stats
    5-10 yr old – 219m [Poptropica 110m]
    10-15 yr old – 468m [StarDoll 69m] [Club Penguin 49m]
    15-25 old – 288m [Habbo 175m] [IMVU 57m]
    25+ old - 34m [Second Life 22m]
  • 24. 6. Virtual World – highlights
    • One out of every five Americans over the age of six have played a social game once.  (NDP Group 2009)
    • 25. Disney buys Playdom * Social gaming company for $ 750m (Register 2010)
    • 26. Virtual worlds Moshi Monster goes psychical, selling merchandise:
    • 27. Moshi Bandz
    • 28. Moshi Gift Pack
    • 29. Monstar (magazine)
  • How we work
  • 30. Why HuzuVirtual?
    • Low barrier to entry
    • 31. Complete customisation branding (avatar and worlds)
    • 32. Avatar builder
    • 33. Interactive Quest and InteractivityModules
    • 34. Flash gaming module
    • 35. Virtual gifting and currency integration
    • 36. Social gaming mechanism built into framework
    • 37. Fully integrated white label community platform
    • 38. UK based company , experienced (ex WeeWorld team), and with strong backers
    • 39. Save £100’s of thousands on setup, configuration, and development
  • The tech slide
    • SDK (SWC) for agencies
    • 40. World development tools
    • 41. Flash web browser based
    • 42. SmartFox comms server
    • 43. API for new bespoke modules
    • 44. Supports up to 50,000 concurrent users
    • 45. Python and Java backend coding
    • 46. PostgreSQL Database
    • 47. Scalable and flexible framework
  • Packages
    • Package 1:
    • 48. Face time with Dave Jones (ex GTA & RockStar North), to discuss social gaming requirements and how best to utilise your IP / Brand.
    • 49. Development of Social Gaming Strategy document and plan. From £ 5k.
    • 50. Package 2: (Essential)
    • 51. Facebook game, utilising the HuzuTech platform and game studio, including outputs from Social Gaming Strategy document. From £ 35k
    • 52. Package 3: (Advanced)
    • 53. Facebook game or limited Virtual World , utilising the HuzuTech platform and game studio, including outputs from Social Gaming Strategy document. From £ 100k
    • 54. Package 4:(Full Virtual World)
    • 55. Full virtual world, including social network, avatar builder, mutli-player mode, virtual currency & goods, multiple levels, hotspots, quizzes and games. From £ 200k
  • Thank you.
    Craig Bedworth
    Business Development
    http://blog.huzutech.com
    http://www.twitter.com/huzutech