• Subscriptions: $4.99 / month
• 50% / 50% Revenue Split with teams
• Multi-year exclusivity
Freemium: Fans become a Patron
Founding team at NeoReach (SF based startup)
Part of the esports scene for 7 years
Expert in mobile development (10+ years)
Previously 4 years at Wooga, building
games for 50M monthly active users
Head of Content
Co-created content for Riot
Games and esports pro players
4+ years experience in mobile development
6+ years experience, previously at Wooga
CEO, Dojo Madness
First esports team that raised VC
Video Game Expert
Ex Mobcrush and Apple
Founder and CEO, G2 Esports
Former pro player, known as ‘Ocelote’
Our partner teams already have Millions of fans waiting for us.
- There are 286M esports enthusiasts by 2020.*
- Around half of esports enthusiast are a fan of a speciﬁc team
- We will convert 5% of the fans into subscribers.
- Subscribers contribute $4.99 / mo.
2020: 286M * 0.5 * 0.05 * $4.99 * 12 = $428M / year
Global Esports Market Report, Newzoo 2017
A BLUE OCEAN OPPORTUNITY
Closed deal with Fnatic (Europe’s most recognized esports brand)
Launched closed Alpha of ‘Fnatic Nation’ app
Closed deal with Immortals (L.A. based esports team)
Closed deal with G2 Esports (best European LoL team)
Public Beta launch of ‘Fnatic Nation’ app
Launch G2 Esports app: ‘G2 Army’
Drive major installs during the League of Legends world championship
In ConversationsMoU Signed
We receive proven interest from teams and are preparing for the beta launch.
COMPANY ROADMAP AND TRACTION
Year 2017 2018 2019 2020 2021
Total Teams Launched # 2 9 16 23 30
MAU # 108k 573k 1.1M 1.7M 2.1M
Revenue EUR 77.9k 806k 2.7M 6.0M 10.1M
Gross Proﬁt EUR 9.1k 245k 1.1M 2.7M 4.9M
EBITDA EUR -267k -707k -87.6k 1.5M 3.7M
We expect to break even in 24 months.
Similar business model, but their apps are horribly executed. Still managed to close
non-exclusive deals with Dignitas and Splyce. But the market lost trust in them.
An agency that helps esports teams get sponsorships. They plan to equip teams
with apps but struggle to close top tier teams.
They partnered with Echo Fox to answer questions on their platform. They don’t
plan to build team exclusive apps.
Acquired the broadcasting rights for League of Legends. They focus on live games
and in-game content.
APPENDIX 1: COMPETITIVE LANDSCAPE
Total Users 63
3 Day Retention 60%
Avg. WAU 45
Avg. DAU 25
APPENDIX 2: CLOSED ALPHA FEEDBACK
“I feel like a less toxic reddit would be awesome”
“A place where you could talk to the players, see live games
from the app, and get announcement when they play.”
“It'd be good to have events tab on there for ofﬂine-events
since they always seem to be announced spontaneously”
Learnings: Besides a calendar, news, and stats, fans want direct information from
the team, join a community of real fans, and have access to the staff and players.
Understanding the distinct consumption habits, the customer is
able to provide
a more personal and relatable shopping experience for different groups.
MANIFOLD X allowed leaner and more informed decision making in a matter of
WHAT ARE MY USERS TALKING ABOUT?
WHY DO THEY COME TO THE GAME?
ENGAGED IN CYBERSEX
WITH MANIFOLD X
OUR ANALYSIS REVEALED GROUPS OF OUTLIERS
ENGAGED IN INAPPROPRIATE ACTIVITIES THAT
WERE A THREAT TO THE REPUTATION OF THE
CUSTOMER. MANIFOLD X ENABLED TO DETECT
THESE GROUPS IN REAL TIME AND BAN THEM
EMPOWERING TEAMS WITH NO BANDWIDTH TO ACHIEVE COMPARABLE
BOOST HUMAN ANALYSTS
CHALLENGING HYPOTHESIS WITHIN LARGE DATA TEAMS
DISCOVERING THE UNKNOWN
STANDARD FROM DAY 1
“IT WOULD BE VERY NICE TO HAVE A FORMAL APPARATUS THAT
GIVES US SOME ‘OPTIMAL’ WAY OF RECOGNIZING UNUSUAL
PHENOMENA AND INVENTING NEW CLASSES OF HYPOTHESES THAT
ARE MOST LIKELY TO CONTAIN THE TRUE ONE; BUT THIS REMAINS
AN ART FOR THE CREATIVE HUMAN MIND.” E. T. JAYNES 1985
THANK YOUASK FOR MORE CASE STUDIES IF INTERESTED