Bring It Entertainment Div 11 05 09 1 1


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Looking to partner with a variety of entities looking to maximize their exposure and monetize their profits

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Bring It Entertainment Div 11 05 09 1 1

  1. 1. BringIt Background BringIt is at center of three key digital entertainment trends Explosion of Social Multiplayer Gaming: intersection of social gaming and multiplayer gaming across all gaming platforms Rise of Digital Revenue: explosion of micro-transactions and other forms of digital monetization beyond pure ad-based models Shift from Games as Product to Games as Service: increasing marketplace demands forcing traditional game publishers to embrace new ways to monetize Skill Based Gaming Increases End User Engagement With Client
  2. 2. Legal Framework Skill Based Gaming Legal Framework   Skill based games are defined as   Although the distinctions between games where the predominance skill-based games and games of of the outcome is determined by a chance are clear, there are 11 players skill not chance. states within the U.S. that do not permit skill-based games to be   The outcome of all BringIt games played for cash or prizes. (AZ, is predominantly determined by a AR, DE, FL, IN, IA, LA, MD, MT, player's skill. TN, VT)   Currently, residents of those   This is in sharp contrast to states are unable to create a lotteries or games typically found profile or register on the BringIt in casinos, where every player website. ultimately faces the same random odds. Tony Cabot – Partner, Lewis & Rocca (Party Gaming, Zynga, Worldwinner,
  3. 3. Audience Reach 500M+ Potential Users 300M MAU 90M MAU 45.3 M 107M current gen Casual console Games Site units US Players 701M in PC 32.4% of Games iPhone Sales 2008 users download games 50M MAU 20M MAU 25M MAU Hi5 56M 8M MAU 2.5M MAU
  4. 4. Wide Array of Customer Offerings BringIt levels the playing field for hardcore and casual players, while allowing developers to more deeply engage their users.. Multiplayer Games: •  Player vs. Player •  Team challenges •  Bracket-style tournaments Single-Player Games: •  Time-based high score tournaments •  Solo tournaments: beat your own best score •  Pay-to-Play and compete with yourself Allow your target audience to interact with your clients through the games they already love to play!
  5. 5. User Experience 2 3 vs. …playing: 1 5 4 1 2 3 4 5 Player chooses to Player deposits Player posts a Game(s) played Winner wins cash; play for cash money challenge or joins and results are auto-deposited into contest posted to BringIt’s their account system
  6. 6. Concept Quick Facts: • Bringit’s backend transactional platform allows for automated reporting, and secure safe gaming for cash and prizes BringIt’s clients include artists, actors, comedians, and celebrities. We power a global platform which allows our • BringIt provides our clients direct interaction with their fan base clients to interact with their fans on a level not possible through other traditional mediums. • BringIt’s system facilitates additional revenue generation from multiple touch points • Sales • Advertising • Service fee revenue sharing BringIt is the #1 online competitive social gaming platform for hardcore and casual gaming
  7. 7. Game Live at BringIt TV -Live video of each player Chat live with your fans Watch the match live
  8. 8. Custom Profile • Activate new products • Earn revenue • Offer special deals only at BringIt • Engage with users Challenge me in Live Utilize your custom profile to connect with influencers, and hyper engaged fans!
  9. 9. Monetization Strategy -Advertising revenue • BringIt TV • Branded tournaments -Affiliate sign up revenue • Dedicated URL to track service fee and revenue share -Online sales • Digital downloads • Product (fashion, concert tix, and more) -Connect with consumer • Engagement in an intimate setting • Cut the social clutter with a direct and engaged platform -Maximize viral solutions • Promo videos • Embeddable content -Leveraging Gaming • Tournament play • 1vs1 challenges • Team play
  10. 10. Client Benefits -BringIt’s platform connects the client to the consumer through a common medium -Increase exposure to millions of unique engaged users through a customized profile page -Direct access to a dedicated user base of influencers which can be utilized to test for new product launches, songs, and more -Access to BringIt’s automated referrals, and revenue tracking system
  11. 11. Client Activation Clients will promote this program through their Blog Twitter, Facebook, and MySpace pages. The client will develop a gaming execution strategy including 1vs1, team play, and tournaments. Clients will interact and engage with the BringIt community, and fans multiple times during game play.
  12. 12. Next Steps •  Contact BringIt to begin your program… • Set up user profile – add music, videos, user generated content, products, specials, and more •  Client will develop a promo video to start viral campaign • BringIt will give client a dedicated URL for member sign up tracking • Commence social program/viral/promo campaign to draw users to BringIt • On Twitter, Facebook, Myspace, and more •  Client and BringIt we will set up land production, game times, challenges, community sign ups to view the game, and more •  Play and engage! Compete and interact on the BringIt platform with your fans and the rest of the BringIt community BringIt can assist in all aspects of creating a turnkey execution plan