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K-n m
I. Overview
II. K-Numbers (our company)
- Introduction of the Company
III. BrainTTOK (our product)
- Cognitive Training System
- Product Details
* BrainTTOK Cognitive Test
* BrainTTOK Cognitive games
* BrainTTOK Fitness
* BrainTTOK Analytics
IV. Market
- Target Market
- Market competitors
V. Business Plan
- Production Management
- Features to ameliorate
- Business Objectives
- Sales Strategies
- Milestones
- Need of the Investment
- Return on Investment (ROI)
VI. Conclusion
I. Overview
K-n m
K-Numbers & BrainTTOK
1. Company Information
- Founded in 2017, the company's main business area is the development of content.
- Develop a cognitive training program and elementary math using mobile games and virtual manipulative.
2. Growth Highlights
- Winner of the 2017 Korea eLearning Contest Best Content Award.
- Has carried out numerous R&D projects supported by the government.
- Offer a range of apps on Google Play and iOS App Store for math learning and cognitive training.
3. Product
- Our BrainTTOK cognitive training program can improve cognitive and physical abilities.
- This program focuses on older adults with mild cognitive impairment.
- Clinical trials led by JB National University show a very high score, an increase of 17.2% (MoCA)
in cognitive ability.
4. Objective and Strategy
- Serve the most efficient training programs and allow a mass audience to prevent themselves from dementia.
- Provide a low-cost, income-neutral, and user-friendly training system on global markets.
- Allow to each of our partners independent services according to national conditions.
Marketing & Business plan
1. Market
- The market size for cognitive assessment and training was estimated at $4.20B in 2021 (EMERGEN, 2022).
- The market will reach $42.4 Billion by 2030, increasing at a CAGR of 29.3% from 2022 to 2030.
2. Client
- Seniors (for Dementia Prevention and Rehabilitation).
3. Business Model
- User subscription fees (30%).
- License fees from independent local partners (70%).
4. Investment
- Investment is needed to enhance the technical reliability of users. It is required to cover the fees
of clinical trials, research, and medical support of the program.
- It is also required for advertisement. It will result in rapid growth in the company’s earnings and value.
- Based on the current value of the total stocks, estimated at $6,500,000, the company sells the stocks
to investors.
5. Income and Expenses
- Income is mainly based, during the first years, on the app sales and, during the following years, on the
license fees of partners. It is expected to increase from $1,450,000 to $23,400,000 during 2024-29.
- Expenses are salary, advertising, enhancement in technical materials, medical trials, and distribution
of profits.
II. K-Numbers
The company
K-n m
Introduction of the Company
1. Research
- A number of government-supported R&D projects have been carried out
in mathematics learning games and cognitive games.
- One of the government-supported R&D projects is ongoing for the
prevention of dementia.
2. Technical development
- Mathematics and logic content, pre-school content.
- Mobile game, Unity game, Motion tracking, Web, Mobile, Server, AI.
3. Achievement
- 4 Industrial Patents, 4 IT Registered Programs.
- Grand prize for content category (2017. Korea E-Learning Contest).
4. Production and Business
- Production field
* Content and Mobile Games in the Cognitive Training Program and Elementary Math Learning Games.
- Business field
* Domestic sales through app markets and public sectors.
* Overseas sales via local partners.
III. BrainTTOK
Theproject
K-n m
Cognitive Training System
1. Training System
-
2. Key points of the System
- A combined training system to respond
to the diverse cause of dementia.
3. A very effective training
- Clinical trials show a very large increase
(17.2%) in cognitive ability. This rating was
lower than 5% for most major programs
conducted under different test conditions.
Product Details - BrainTTOK Cognitive Tests
1. Composite test of
3. A detailed assessment
- Assessment is detailed in sections and subsections.
- User can compare his result with other people of
same age.
- Suggest some activities, such as BrainTTOK Cognitive
Training Program, according to the user's result.
Product Details - BrainTTOK Cognitive games
2. Multiplayer games
3. Application of most recent experiments
- To improve the efficiency of the training, we have implemented the multitask method in our single-player games.
- To overcome the isolation of old people, we have developed multiplayer games that work with social
communication.
1. Solo games
-
Product Details - BrainTTOK Fitness
1. Motion tracking system
2. Program
BrainTTOK Fitness
Product Details - BrainTTOK Analytics
1. Data Collection
- Generate data about your performance during training
time of all kinds.
- Data are shown as charts sorted by the scope of ability.
2. Assessment
- Looking at the user's own progression and comparing it to other
people will highlight abnormal values.
- Assessment is done by section, subsections, and time period.
3. Management
IV. Marketing
K-n m
Marketing - Target Market
1. Global Market
- Cognitive Assessment and Training Market size was valued at $4.2 M in 2021 (EMERGEN, 2022).
- The market will be $42.4 M by 2030, growing at a CAGR of 29.3% from 2022 to 2030.
2. Senior
- The market is growing with increasing
life expectancy, the market for
cognitive training, particularly for the
prevention of dementia, and health
care for the elderly is expanding.
3. Children (eventual expansion)
- Children with a mental impairment,
estimated at 10% of the population,
can use BrainTTOK cognitive
training.
Product Life Cycle
Marketing - Competition
1. Composition of the market
- Global market is composed of tests (33.7%), clinical trials (25.6%), brain training, and classroom learning
(26.2%) and physical exercise (14.5%)
- Our program covers all these components, in particular brain training and classroom learning.
2. Major competitors
Lumosity :
* Lumosity offers cognitive training
program based on popular games.
* Lumos Labs was founded in 2005.
* Lumosity.com launched in 2007.
* Total funding : $67.5M
* Annual revenue 2021 : $44M
(decreasing)
* Google Ad spend : $14.k/m
Organic Google traffic : 85k/m
Paid Google traffic : 29k/m
Cognifit :
* Total funding :
$5M
* Annual revenue
2020 : $25M
* Number of website visitors : 950k/m
* Google Ad spend : $4k/m
Organic Google traffic : 55k/m
Paid Google traffic : 5k/m
V. Business Plan
K-n m
Production Management
1. CEO
- Seongcheol MIN (Master's Economics, CNAM Paris). Author of mathematics and logic books, Inventor of multiple
mathematical manipulatives and games.
2. Research Staff
- Professors of medicine, doctors, and practitioners (Jeonbuck National University, Gatcheon University, etc.) are
involved in designing the current BrainTTOK cognitive training.
- Two researchers work full time.
3. Technical Development Staff
- technical solutions are supported by a Faculty of Computer Sciences (Wonkwang University) and another Faculty
(JeonJu University, Mobile game engineering).
- Four engineers are working to handle the technical system.
- Two engineers are needed for the upcoming graphics animation and data science project.
4. Marketing Staff
- A number of businesses and marketing specialists are involved in sales.
- One or two staff members are required to organize the different sales activities.
2. Improvement of Reliability
- Need to complete small clinical trials with a large trial user in a normal home use situation without a clinical psychologist.
- University Researches on the effectiveness of training to compare our BrainTTOK with other.
- Engage an
acknowledged
research team.
- Prepare and get
ready for formal
approval from
Digital Medicine.
3. Management
Features to ameliorate
1. Motion Tracking
- Implementation of the new generation of motion tracking is needed
to improve the detection rate.
- Quality improvement of videos is also needed to attract younger
older users of major fitness programs.
- Enable the detection of dementia by improving walking and stability monitoring.
5th European Conference on Clinical Research
Business Objectives and Marketing Strategy
1. Objectives
- Provide the most effective training programs through activities such as multiplayer and motion tracking.
- Build a large audience to be the top three cognitive training programs.
2. Marketing Strategy
- Provide on the global app markets a training system at about half the price of the competition.
- Provide an easy and fun program to use.
- Provide the partner with the entire localized service to operate independently in accordance with national
circumstances.
3. Comparison with major competitors
4. Competitiveness
- Highly effective training due to the mixed activities.
- Physical training has a significant impact on cognitive ability based on multiple research findings.
- More enjoyable workouts with multiplayer games and physical activities.
Company K-Numbers Lumosity CogniFit BrainHQ HappyNeuron
Program Mobile /
Motion Tracking
Mobile solo G Test & Games Mobile solo G Mobile solo G
Price ($/m) 3 / 3 5 14 8 99
Sales Strategies (Subscription)
Income system
1) $100 entry to advertising.
2) The download number of
the test application is 233.
3) Number of game app
downloads are 47, 20% of
233.
4) Number of subscriptions
to the game app is 3 (6.4% of
47 game downloads), and 2
to the motion tracking game,
generating each $90 and
$60 subscription fee ($30/y).
Improving reliability is
likely to increase this
ratio almost twice.
Contract Earnings from Independent Partners.
- The rate of income will be 15 % of partner’s sales.
- Our income will be $8.82M in 2027, 15% of $58.8M (with 10 partners, 0.3% of $19.6B),
and $50.9M in 2030, 15% of $339.2M (with 15 partners, 0.8% of $42.4B).
Milestones
1. Amelioration of technical features
2. Business management
* Motion tracking gamification is different from the video training. The user reacts according to the images on the
screen, rather than the imitation. It is a true game using the whole body of the user.
* Home trials will be done in Korea and in one or two different countries.
* Our training program is subject to digital medicine. The process to approve digital medicine is long, complex,
and requires a large budget.
* Our apps are currently available in only two major markets, Google Play and App Store.
* Translation of languages will be done in the case.
* In each country, independent branches must be set up from 2024.
Features
Motion tracking
system and games
Contents of Video
and Gamification
Home use trials
and researches
Preparing for
digital medicine
Period 2023.07~2023.12 2023.08~2024.12 2023.10~2024.09 2023.10~2025.09
Features
Sales of apps on
Global App Markets
Translation of
languages
Hire of staffs and
partnerships
Establishment of
independent
branches
Period 2023.06~ 2023.06~ 2023.10~ 2024.01~
Financial Plan - Cash Flow Projection
1. Passed Cash Flow (2021.01~2021.12, 1000USD)
2. Cash Flow Projection (2023.07~2028.06, 1000USD)
* Annual sales growth is projected to be 50% in 2023-24, 100% in 2025-26, 80% in 2026-27 and 60% in 2027-28.
* Income of 23-24 is comprised of an investment of $4,000,000, an R&D grant of $120,000, and sales of $550,000.
* Income of 24-25 / 25-26 includes R&D grant of $350,000 / $200,000 and sales of $800,000 / $1,600,000.
* From 2026-27, the R&D grant is not expected. The incomes are identical to those of sales.
* 2023-24 spending will be $950,000 (motion tracking for $100,000, video content and games $150,000, trials $200,000,
digital medicine $500,000), advertisement $200,000, salary $300,000 and others $100,000. The investment in digital
medicine is going to be $2,000 from 2024 to 2026.
* Salary and other expenditures will be increased by 35% from 2024 to 2025 as a result of rapid growth.
Flow Income Expenses
Item R&D Subvention Sales Salary Providers Divers
1000 USD 117 541 286 284 88
Year 2023~2024 2024~2025 2025~2026 2026~2027 2028~2029
Flow Income Expense Income Expense Income Expense Income Expense Income Expense
Subscript+div. 4,670*
1,550*
1,150*
1,840
1,800*
1,929
3,200
1,484
5,760
2,004
PartnerLicense 300 1,500 8,820 17,640
Financial Plan
1. Investment required: $3,650,000
2. Finding the investment
- Sales of stock to investors
3. Effect of the investment
- A sustainable base for growth will be achieved through the enhanced reliability of the program.
- This will increase the subscription rate from the download of the test app and accelerate growth.
year amount item subject
2023.07 $100,000 Motion tracking Enhancethereliability ofdetection.Make games
2023.07 $150,000 Video training contents Make about 30 videos to train
2023.07 $200,000 Home use trials 1 trial in Korea, 1 trial in other countries. +100 users each
2023.07 $500,000 Digital medicine Medical document, Clinical trials, researches,
2023.07 $200,000 Advertisement Google Ads, email, SNS, Blog, etc. You Tube
2024.07 $100,000 Motion tracking games Make about 20 games using motion tracking technology
2024.07 $1,000,000 Digital medicine Medical document, Clinical trials, researches,
2024.07 $200,000 Advertisement (reinvest) Google Ads, email, SNS, Blog, etc. You Tube
2025.07 $1,000,000 Digital medicine Medical document, Clinical trials, researches,
2025.07 $200,000 Advertisement (reinvest) Google Ads, email, SNS, Blog, etc. You Tube
Total $3,650,000
Return on Investment (ROI)
1. Financial Balance
- The financial balance becomes important from the 4th year after the investment. It will be $10,536 in 2026-27.
- If the probable increase in the subscription rate, due to technical improvement and medical support, is taken into
account in income, the amount of this increase will be quiet different.
- If the subscription rate changes from 2.1% to 4% of the test download, the number of subscriptions becomes
9 instead of 5. After that, there will be a 20% increase in income.
- Revenue growth will be accelerated given the wide range of positive balances and increased reinvestments.
2. Return on investment
- The financial balance becomes $36,033,000 at the end of the term, 2028, despite the probable improvement of the
subscription rate due to technical improvement and medical support, is not counted.
- The financial balance will be largely positive from 2026-27 due to partner earnings, sufficient to repay the investment.
3. Increase of the value of stocks
- Total stock value will increase from $6.5 million to over $100 million in 2028.
Year 2023~2024 2024~2025 2025~2026 2026~2027 2027~2028
Flow Income Expense Income Expense Income Expense Income Expense Income Expense
1000 USD 4,670* 1,550* 1,450* 1,840 3,300* 1,929 12,020 1,484 23,400 2,004
Balance 3,120 -390 1,371 10,536 21,396
VI. Conclusion
K-n m
Conclusion
1. Investment is required not only to increase revenue with more advertising but also to generate the
technical improvement and medical support necessary for a sustainable acceleration of growth.
2. The business of the company, K-Numbers, is based on the original content and method of problem
solving in cognitive training. Consequently, the efficiency of the training program is excellent compared
to competitors.
3. The growth rate of the industry is one of the highest, at 29.3% per year, enough to sustain the high
rate of growth that the company will achieve.
4. The financial balance will be above the ROI and the value of the stocks will be more than fifteen times
higher.
Appendix
1) website : www.brainttok.com
2) BrainTTOK cognitive test : https://play.google.com/store/apps/details?id=com.knumbers.brainttokcogtests
3) BrainTTOK cognitive games : https://play.google.com/store/apps/details?id=com.knumbers.brainttok
4) email : k9math@k9math.com

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BrainTTOK-Invest.pdf

  • 2. I. Overview II. K-Numbers (our company) - Introduction of the Company III. BrainTTOK (our product) - Cognitive Training System - Product Details * BrainTTOK Cognitive Test * BrainTTOK Cognitive games * BrainTTOK Fitness * BrainTTOK Analytics IV. Market - Target Market - Market competitors V. Business Plan - Production Management - Features to ameliorate - Business Objectives - Sales Strategies - Milestones - Need of the Investment - Return on Investment (ROI) VI. Conclusion
  • 4. K-Numbers & BrainTTOK 1. Company Information - Founded in 2017, the company's main business area is the development of content. - Develop a cognitive training program and elementary math using mobile games and virtual manipulative. 2. Growth Highlights - Winner of the 2017 Korea eLearning Contest Best Content Award. - Has carried out numerous R&D projects supported by the government. - Offer a range of apps on Google Play and iOS App Store for math learning and cognitive training. 3. Product - Our BrainTTOK cognitive training program can improve cognitive and physical abilities. - This program focuses on older adults with mild cognitive impairment. - Clinical trials led by JB National University show a very high score, an increase of 17.2% (MoCA) in cognitive ability. 4. Objective and Strategy - Serve the most efficient training programs and allow a mass audience to prevent themselves from dementia. - Provide a low-cost, income-neutral, and user-friendly training system on global markets. - Allow to each of our partners independent services according to national conditions.
  • 5. Marketing & Business plan 1. Market - The market size for cognitive assessment and training was estimated at $4.20B in 2021 (EMERGEN, 2022). - The market will reach $42.4 Billion by 2030, increasing at a CAGR of 29.3% from 2022 to 2030. 2. Client - Seniors (for Dementia Prevention and Rehabilitation). 3. Business Model - User subscription fees (30%). - License fees from independent local partners (70%). 4. Investment - Investment is needed to enhance the technical reliability of users. It is required to cover the fees of clinical trials, research, and medical support of the program. - It is also required for advertisement. It will result in rapid growth in the company’s earnings and value. - Based on the current value of the total stocks, estimated at $6,500,000, the company sells the stocks to investors. 5. Income and Expenses - Income is mainly based, during the first years, on the app sales and, during the following years, on the license fees of partners. It is expected to increase from $1,450,000 to $23,400,000 during 2024-29. - Expenses are salary, advertising, enhancement in technical materials, medical trials, and distribution of profits.
  • 7. Introduction of the Company 1. Research - A number of government-supported R&D projects have been carried out in mathematics learning games and cognitive games. - One of the government-supported R&D projects is ongoing for the prevention of dementia. 2. Technical development - Mathematics and logic content, pre-school content. - Mobile game, Unity game, Motion tracking, Web, Mobile, Server, AI. 3. Achievement - 4 Industrial Patents, 4 IT Registered Programs. - Grand prize for content category (2017. Korea E-Learning Contest). 4. Production and Business - Production field * Content and Mobile Games in the Cognitive Training Program and Elementary Math Learning Games. - Business field * Domestic sales through app markets and public sectors. * Overseas sales via local partners.
  • 9. Cognitive Training System 1. Training System - 2. Key points of the System - A combined training system to respond to the diverse cause of dementia. 3. A very effective training - Clinical trials show a very large increase (17.2%) in cognitive ability. This rating was lower than 5% for most major programs conducted under different test conditions.
  • 10. Product Details - BrainTTOK Cognitive Tests 1. Composite test of 3. A detailed assessment - Assessment is detailed in sections and subsections. - User can compare his result with other people of same age. - Suggest some activities, such as BrainTTOK Cognitive Training Program, according to the user's result.
  • 11. Product Details - BrainTTOK Cognitive games 2. Multiplayer games 3. Application of most recent experiments - To improve the efficiency of the training, we have implemented the multitask method in our single-player games. - To overcome the isolation of old people, we have developed multiplayer games that work with social communication. 1. Solo games -
  • 12. Product Details - BrainTTOK Fitness 1. Motion tracking system 2. Program BrainTTOK Fitness
  • 13. Product Details - BrainTTOK Analytics 1. Data Collection - Generate data about your performance during training time of all kinds. - Data are shown as charts sorted by the scope of ability. 2. Assessment - Looking at the user's own progression and comparing it to other people will highlight abnormal values. - Assessment is done by section, subsections, and time period. 3. Management
  • 15. Marketing - Target Market 1. Global Market - Cognitive Assessment and Training Market size was valued at $4.2 M in 2021 (EMERGEN, 2022). - The market will be $42.4 M by 2030, growing at a CAGR of 29.3% from 2022 to 2030. 2. Senior - The market is growing with increasing life expectancy, the market for cognitive training, particularly for the prevention of dementia, and health care for the elderly is expanding. 3. Children (eventual expansion) - Children with a mental impairment, estimated at 10% of the population, can use BrainTTOK cognitive training. Product Life Cycle
  • 16. Marketing - Competition 1. Composition of the market - Global market is composed of tests (33.7%), clinical trials (25.6%), brain training, and classroom learning (26.2%) and physical exercise (14.5%) - Our program covers all these components, in particular brain training and classroom learning. 2. Major competitors Lumosity : * Lumosity offers cognitive training program based on popular games. * Lumos Labs was founded in 2005. * Lumosity.com launched in 2007. * Total funding : $67.5M * Annual revenue 2021 : $44M (decreasing) * Google Ad spend : $14.k/m Organic Google traffic : 85k/m Paid Google traffic : 29k/m Cognifit : * Total funding : $5M * Annual revenue 2020 : $25M * Number of website visitors : 950k/m * Google Ad spend : $4k/m Organic Google traffic : 55k/m Paid Google traffic : 5k/m
  • 18. Production Management 1. CEO - Seongcheol MIN (Master's Economics, CNAM Paris). Author of mathematics and logic books, Inventor of multiple mathematical manipulatives and games. 2. Research Staff - Professors of medicine, doctors, and practitioners (Jeonbuck National University, Gatcheon University, etc.) are involved in designing the current BrainTTOK cognitive training. - Two researchers work full time. 3. Technical Development Staff - technical solutions are supported by a Faculty of Computer Sciences (Wonkwang University) and another Faculty (JeonJu University, Mobile game engineering). - Four engineers are working to handle the technical system. - Two engineers are needed for the upcoming graphics animation and data science project. 4. Marketing Staff - A number of businesses and marketing specialists are involved in sales. - One or two staff members are required to organize the different sales activities.
  • 19. 2. Improvement of Reliability - Need to complete small clinical trials with a large trial user in a normal home use situation without a clinical psychologist. - University Researches on the effectiveness of training to compare our BrainTTOK with other. - Engage an acknowledged research team. - Prepare and get ready for formal approval from Digital Medicine. 3. Management Features to ameliorate 1. Motion Tracking - Implementation of the new generation of motion tracking is needed to improve the detection rate. - Quality improvement of videos is also needed to attract younger older users of major fitness programs. - Enable the detection of dementia by improving walking and stability monitoring. 5th European Conference on Clinical Research
  • 20. Business Objectives and Marketing Strategy 1. Objectives - Provide the most effective training programs through activities such as multiplayer and motion tracking. - Build a large audience to be the top three cognitive training programs. 2. Marketing Strategy - Provide on the global app markets a training system at about half the price of the competition. - Provide an easy and fun program to use. - Provide the partner with the entire localized service to operate independently in accordance with national circumstances. 3. Comparison with major competitors 4. Competitiveness - Highly effective training due to the mixed activities. - Physical training has a significant impact on cognitive ability based on multiple research findings. - More enjoyable workouts with multiplayer games and physical activities. Company K-Numbers Lumosity CogniFit BrainHQ HappyNeuron Program Mobile / Motion Tracking Mobile solo G Test & Games Mobile solo G Mobile solo G Price ($/m) 3 / 3 5 14 8 99
  • 21. Sales Strategies (Subscription) Income system 1) $100 entry to advertising. 2) The download number of the test application is 233. 3) Number of game app downloads are 47, 20% of 233. 4) Number of subscriptions to the game app is 3 (6.4% of 47 game downloads), and 2 to the motion tracking game, generating each $90 and $60 subscription fee ($30/y). Improving reliability is likely to increase this ratio almost twice. Contract Earnings from Independent Partners. - The rate of income will be 15 % of partner’s sales. - Our income will be $8.82M in 2027, 15% of $58.8M (with 10 partners, 0.3% of $19.6B), and $50.9M in 2030, 15% of $339.2M (with 15 partners, 0.8% of $42.4B).
  • 22. Milestones 1. Amelioration of technical features 2. Business management * Motion tracking gamification is different from the video training. The user reacts according to the images on the screen, rather than the imitation. It is a true game using the whole body of the user. * Home trials will be done in Korea and in one or two different countries. * Our training program is subject to digital medicine. The process to approve digital medicine is long, complex, and requires a large budget. * Our apps are currently available in only two major markets, Google Play and App Store. * Translation of languages will be done in the case. * In each country, independent branches must be set up from 2024. Features Motion tracking system and games Contents of Video and Gamification Home use trials and researches Preparing for digital medicine Period 2023.07~2023.12 2023.08~2024.12 2023.10~2024.09 2023.10~2025.09 Features Sales of apps on Global App Markets Translation of languages Hire of staffs and partnerships Establishment of independent branches Period 2023.06~ 2023.06~ 2023.10~ 2024.01~
  • 23. Financial Plan - Cash Flow Projection 1. Passed Cash Flow (2021.01~2021.12, 1000USD) 2. Cash Flow Projection (2023.07~2028.06, 1000USD) * Annual sales growth is projected to be 50% in 2023-24, 100% in 2025-26, 80% in 2026-27 and 60% in 2027-28. * Income of 23-24 is comprised of an investment of $4,000,000, an R&D grant of $120,000, and sales of $550,000. * Income of 24-25 / 25-26 includes R&D grant of $350,000 / $200,000 and sales of $800,000 / $1,600,000. * From 2026-27, the R&D grant is not expected. The incomes are identical to those of sales. * 2023-24 spending will be $950,000 (motion tracking for $100,000, video content and games $150,000, trials $200,000, digital medicine $500,000), advertisement $200,000, salary $300,000 and others $100,000. The investment in digital medicine is going to be $2,000 from 2024 to 2026. * Salary and other expenditures will be increased by 35% from 2024 to 2025 as a result of rapid growth. Flow Income Expenses Item R&D Subvention Sales Salary Providers Divers 1000 USD 117 541 286 284 88 Year 2023~2024 2024~2025 2025~2026 2026~2027 2028~2029 Flow Income Expense Income Expense Income Expense Income Expense Income Expense Subscript+div. 4,670* 1,550* 1,150* 1,840 1,800* 1,929 3,200 1,484 5,760 2,004 PartnerLicense 300 1,500 8,820 17,640
  • 24. Financial Plan 1. Investment required: $3,650,000 2. Finding the investment - Sales of stock to investors 3. Effect of the investment - A sustainable base for growth will be achieved through the enhanced reliability of the program. - This will increase the subscription rate from the download of the test app and accelerate growth. year amount item subject 2023.07 $100,000 Motion tracking Enhancethereliability ofdetection.Make games 2023.07 $150,000 Video training contents Make about 30 videos to train 2023.07 $200,000 Home use trials 1 trial in Korea, 1 trial in other countries. +100 users each 2023.07 $500,000 Digital medicine Medical document, Clinical trials, researches, 2023.07 $200,000 Advertisement Google Ads, email, SNS, Blog, etc. You Tube 2024.07 $100,000 Motion tracking games Make about 20 games using motion tracking technology 2024.07 $1,000,000 Digital medicine Medical document, Clinical trials, researches, 2024.07 $200,000 Advertisement (reinvest) Google Ads, email, SNS, Blog, etc. You Tube 2025.07 $1,000,000 Digital medicine Medical document, Clinical trials, researches, 2025.07 $200,000 Advertisement (reinvest) Google Ads, email, SNS, Blog, etc. You Tube Total $3,650,000
  • 25. Return on Investment (ROI) 1. Financial Balance - The financial balance becomes important from the 4th year after the investment. It will be $10,536 in 2026-27. - If the probable increase in the subscription rate, due to technical improvement and medical support, is taken into account in income, the amount of this increase will be quiet different. - If the subscription rate changes from 2.1% to 4% of the test download, the number of subscriptions becomes 9 instead of 5. After that, there will be a 20% increase in income. - Revenue growth will be accelerated given the wide range of positive balances and increased reinvestments. 2. Return on investment - The financial balance becomes $36,033,000 at the end of the term, 2028, despite the probable improvement of the subscription rate due to technical improvement and medical support, is not counted. - The financial balance will be largely positive from 2026-27 due to partner earnings, sufficient to repay the investment. 3. Increase of the value of stocks - Total stock value will increase from $6.5 million to over $100 million in 2028. Year 2023~2024 2024~2025 2025~2026 2026~2027 2027~2028 Flow Income Expense Income Expense Income Expense Income Expense Income Expense 1000 USD 4,670* 1,550* 1,450* 1,840 3,300* 1,929 12,020 1,484 23,400 2,004 Balance 3,120 -390 1,371 10,536 21,396
  • 27. Conclusion 1. Investment is required not only to increase revenue with more advertising but also to generate the technical improvement and medical support necessary for a sustainable acceleration of growth. 2. The business of the company, K-Numbers, is based on the original content and method of problem solving in cognitive training. Consequently, the efficiency of the training program is excellent compared to competitors. 3. The growth rate of the industry is one of the highest, at 29.3% per year, enough to sustain the high rate of growth that the company will achieve. 4. The financial balance will be above the ROI and the value of the stocks will be more than fifteen times higher. Appendix 1) website : www.brainttok.com 2) BrainTTOK cognitive test : https://play.google.com/store/apps/details?id=com.knumbers.brainttokcogtests 3) BrainTTOK cognitive games : https://play.google.com/store/apps/details?id=com.knumbers.brainttok 4) email : k9math@k9math.com