Macrocosm Venture Plan: Presentation
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Macrocosm Venture Plan: Presentation

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My project, Macrocosm, represents my desire to find a way to leverage mass-collaboration and computer technologies to allow every day people to participate in solving complex problems. Macrocosm is a ...

My project, Macrocosm, represents my desire to find a way to leverage mass-collaboration and computer technologies to allow every day people to participate in solving complex problems. Macrocosm is a simulation game, similar in style to SimCity, which takes gaming technology and focuses it on real-world scenarios. The game would be used by corporations, NGOs and governments to simulate their various climate change challenges and the proposed strategies for dealing with them. Players will compete to solve these challenges, and their solutions will allow the sponsoring organizations to test how well their proposed strategies work in combination and in complex environments over time. This will allow these organizations to produce more robust and workabe strategies, educate the public and include the public in the problem-solving process.

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Macrocosm Venture Plan: Presentation Presentation Transcript

  • 1. Steve PumaFall 2008
  • 2. MissionCreate a world that works foreveryone, in the shortest possible time.Make tools that:– Empower the individual– Leverage Mass Collaboration– Focus on the biggest problems
  • 3. The Problem•  Climate change is one of the greatest challenges ever to face mankind •  Individuals want to educate themselves and have a direct impact•  Organizations want to engage " the public•  Very few solutions meet these needs!
  • 4. Trends•  Fast-growing interest in climate change•  Explosive growth in electronic game market•  Not ONE mass-market sustianability focused game
  • 5. Trends• In
terms
of
both
the
power
of
gaming
computers
and
the
prolifera6on
of
ci6zen
awareness
about
environmental
issues,
there
hasnt
been
a
be;er
6me
to
introduce
a
game
with
a
strong
sustainability
or
eco‐focus."
—

Jamais
Cascio,
founder
of
Worldchanging.com
• “Games
are
a
very
powerful
and
totally
underu6lized
tool
that
organiza6ons
of
all
kinds
–
not
just
businesses,
but
non‐profits
and
governments
too
–
can
use
to
tackle
these
challenges.”
—
David
Edery,
Author
of

Changing
the
Game:
How
Video
Games
are
Transforming
the
Business
World


  • 6. Customer Need Contribute my ideas towards solving global climate changeCustomer
Need Imp Sat OppContribute
my
ideas
towards
solving
global
climate
change 7.3 0.0 14.5minimize
the
amount
of
6me
it
takes
to
learn
how
to
contribute
my
ideas… 4.5 1.1 8.0minimize
the
amount
of
specialized
knowledge
required
to
contribute… 3.6 1.1 6.2increase
the
number
of
solvable
climate
change
challenges
that
I
can
contribute
my
ideas
to 3.6 0.5 6.7increase
the
number
of
people
that
will
interact
with
my
ideas 6.8 1.1 12.6increase
the
amount
of
knowledge
that
I
possess
about
solving
global
climate
change 8.6 3.7 13.6increase
the
amount
of
monetary
compensa6on
that
I
receive
from
contribu6ng
my
ideas 5.5 1.1 9.9increase
the
amount
of
posi6ve
feedback
that
I
receive
about
my
ideas 4.5 1.1 8.0minimize
the
6me
necessary
to
track
my
contributed
ideas 3.6 1.1 6.2increase
the
likelihood
that
my
ideas
will
have
a
direct,
measurable
impact
towards
solving
 8.2 0.5 15.8global
climate
change
  • 7. Target Customer“Enviro-Gamers”Target
Customer
 Descrip6on
Target
populaAon
size
 10,122,766
 Age:
35‐55,
Income:
$40,000+

Demographic
CharacterisAcs
 Play
video
games,
60/40
Male/Female
Frequency
of
performing
the
job
 2‐3
hours
per
week
Willingness
to
pay
 $334.00
Purchase
decisions
 Influenced
by
raAngs,
friends,
family

  • 8. Solution PlaYorm
 •  SoZware
Simula6on
Game
 •  Unit
Sales
to
retail
customers
 Biz
Model
 •  Direct
online
distribu6on/ publishing
 •  Real‐World
 •  Expert
Challenges
 Features
 •  Learning
Simula6ons
 •  Massively
Single‐Player
 •  World
Builder

  • 9. Value Add Exis6ng
 New
Customer
Need
 Sa6sfac6on
 Sa6sfac6on
 Value
Add
minimize the amount of time it takes to learn… 1.1
 1.1
 0.0%
minimize the amount of specialized knowledge… 1.1
 1.3
 1.26%
increase the number of solvable climate change challenges… 0.5
 2.0
 3.75%
increase the number of people that will interact with my ideas 1.1
 2.5
 7.36%
increase the amount of knowledge that I possess… 3.7
 3.8
 2.06%
increase the amount of monetary compensation "that I receive… 1.1
 2.0
 4.82%
increase the amount of positive feedback that I receive… 1.1
 2.0
 4.82%
minimize the time necessary to track… 1.1
 1.4
 1.77%
increase the likelihood that my ideas will have a direct,measurable impact towards solving global climate change 1.1
 2.0
 3.75%
 Added
Value
 29.47%

  • 10. Addressable Market Target customer population 10,122,766 Frequency of purchase (times per year) 0.5 Willingness-to-pay to get job done perfectly $334.00 Discount for satisfaction level your product will achieve 20.00% Discount for competition 74% Discount for customer buying power 100% Other discounts 100% Potential price point $49.21 Annual potential addressable market $250,194,279
  • 11. Unit Economics Unit
Price
 $49.21
 Gross
Margin
 87.38%
 Life6me
Value
 $30.90
 Acquisi6on
Costs
 $24.17
 Economic
Value
 $6.73

  • 12. SustainabilityPercent
of
addressable
market
who
make
lifestyle
changes
 5%
 10%
 25%
Number
of
people
 91,105
 182,210
 455,524
Behavior
Changes
 Tons
of
CO2
Saved
per
Year
Buy
products
with
recycled
 9,110
 18,221
 45,552
content
and
recycle
at
home
Replace
10
lightbulbs
with
C/F
 45,552
 91,105
 227,762
Adjust
thermostat
by
2
degress
 91,105
 182,210
 455,524
Buy
a
more
fuel
efficient
car

 455,524
 911,049
 2,227,622
(+10
MPG)

  • 13. Value Chain DistribuAon
 Website
 Development
 Sofware
 Our
Company
 Friends
 Family
 Intellectual
 Game
 Retail
 Customer
 Property
 Developer
 Corporate
 Game
Review
 Standards,
 Partner
 Website
 Technology
 InsAtuAonal
 Game
Console
 Partner:
 OUR
 Manufacturers
 Government or
NGO
 PRODUCT
 Gaming
 Consoles

  • 14. Competitive Advantage Image
 Future
Game
 The
Sims
2
 SimCity
 Ci6esXL
 Earth
 Flow
Company
 Maxis
 Tilted
Mill
 Monte
Cristo
 Microsof
 Microsof
 Serious
game,
 Serious
game,
Type
 life
simulaAon
 city
simulaAon
 city
simulaAon
 simulaAon
 simulaAon
Units
Sold
 100
Million
 10
Million
 Not
yet
released
Price
 $19
 $49
 Not
yet
released,
most
likely
$39‐$49
 •  Realism
 •  Complex
 •  MulAplayer/ •  Console
 •  Console
 •  Users
can
 •  RealisAc
 Online
 •  Climate
 •  Climate
 generate
and
 •  Users
can
 •  Social
 change
 change
 share
their
 generate
and
 networking
 •  EducaAonal
 •  EducaAonal
Benefits
 own
content
 share
content
 •  Complex
 •  RealisAc
 •  RealisAc
 Economics

  • 15. FinancingProjec6ons
 Year
1
 Year
2
 Year
3
 Year
4
 Year
5
Revenue
 $0
 $27,342,000
 $18,963,000
 $57,388,702
 $37,926,000
Gross
Profit
 $0
 $23,892,106

 $16,570,332

 $50,147,647

 $33,140,663

Op.
Profit
 ($1,254,249)
 $7,143,176

 $2,255,120

 $13,518,823

 $5,376,794
Units
 0
 558,000
 387,000
 1,171,198
 774,000
Employees
 10
 20
 25
 30
 35
EOY
Cash
 $401,097
 $10,851,761
 $12,457,745
 $18,523,811
 $22,393,928
New
Equity
 $1,680,000
 $7,730,000
 $0
 $0
 $0

  • 16. Thank You!