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Market Research Survey Results

           Team Summit:
          Hagan Koopman
            Lucas Mehl
            C.R. Sturgis
           Derek Thomas
           Craig Velenski
            Lolly Walker
Product Summary
Consider a mobile and/or website application where children play an age-
appropriate video game that motivates them to achieve real-world objectives.
The player advances in the game by completing chores and schoolwork
appropriately and learning/practicing new skills. The child earns points that
can be redeemed for rewards (toys, computer time, cell phone minutes,
bowling, picking the movie for movie night, etc.) as defined by parents, and
potentially teachers, coaches, and other mentors if the parents allow.

The goal is to provide kids with a visual indication of their progress, and help
them:
  ● Learn how to self-motivate.

  ● Feel good about themselves for their achievements.

  ● Develop good work ethic and self-discipline.

  ● Communicate and interact with their parents to outline and achieve goals

    that are important to the entire family.

And what better way to do that than to have them play a video game?
Survey Details
●   Anonymous Google Docs
    survey for parents of
    children 18 and younger
    –   First section gathered
        demographics and behavior
        information
    –   Second section gathered
        general technology usage
        information
    –   Third section described
        proposed application and
        gathered opinions
●   34 total responses
Survey Respondents Demographics

         Age Range of Survey Respondents' Children
                                                          ●   Nearly normal distribution
                                                              with the mean in the 7 to 10
 15-18
                                                              age range
                                                          ●   Fairly accurate
 11-14
                                                              representation of our target
                                                              market
  7-10
                                                              –   Youngest children (0 to 2)
   3-6                                                            may be too young to
                                                                  understand
   0-2                                                        –   Oldest children (15-18) may
         0    2   4    6    8   10   12   14   16    18
                                                                  not respond depending on
                                                                  maturity level
Common Tasks (Part 1)
Tasks Listed as Most Difficult among Younger Children
                                                                               ●   Parents were asked to report what
                                                                                   tasks were most difficult to get
      Getting ready for bed                                                        younger and older children to
       Taking care of a pet                                                        perform
               Taking baths
                                                                                   –   For younger children, “picking up
             Brushing teeth                                                            after themselves” was by far the
Picking up after themselves                                                            most popular
                               0           5       10       15   20       25       –   For older children, “doing
 Tasks Listed as Most Difficult among Older Children                                   homework” was most popular,
                                                                                       followed by “doing the dishes”
   Doing the dishes
                                                                               ●   These tasks were given as a
Taking care of a pet
                                                                                   multiple-selection question
        Vacuuming

          Yardwork
                                                                               ●   All were considered by
   Doing homework
                                                                                   development team to be prime
                       0   1       2   3       4   5    6    7   8    9   10
                                                                                   candidates for gamification in our
                                                                                   product
Common Tasks (Part 2)
                                                            ●   Parents were then asked to list daily
                   Most Often Cited Daily Tasks
                                                                tasks free-form
       Laundry
                                                            ●   Results were categorized manually
      Pet care
                                                                –   Most overlap with options provided in the
                                                                    previous questions
   Schoolwork
                                                                –   Other options appeared here more than
 Prepare meals                                                      once that did not appear before
                                                                    ●   Laundry
        Dishes
                                                                    ●   Bedtime routine
Bedtime routine                                                     ●   Prepare meals
Practice a skill                                                    ●   Practice a skill (most often a musical
                                                                        instrument)
      Garbage                                                       ●   Taking out the garbage
      Cleaning                                              ●   These two sets of answers provide a
                   0       5      10     15       20   25       reasonable default set of tasks for our
                                                                product
Current Motivators
                             Positive Motivators                                    ●   Parents were asked to
       Later bedtime                                                                    list these free-form,
                                                                                        answers were
      Material prizes
                  Car
     Social activities
     Electronics time
                                                                                        categorized manually
               Treats
        Verbal praise
                                                                                    ●   Positive Motivators are
                         0          2       4       6       8       10    12   14
                                                                                        a useful basis on which
                          Negative Motivators
                                                                                        to base game rewards
                         None
                 Grounding
              Extra chores
                                                                                    ●   Some of the Negative
Removing normal privileges
        Removing rewards
                                                                                        Motivators may be
                 Spanking
                  Time out
                                                                                        partially replaced by
          Verbal reprimand
                                                                                        game penalties
                                0       2       4       6       8    10   12   14
Current Market Conditions
Percentage of Respondents' Children that use Educational Apps
                                                                ●   Parents were asked if their
                                                                    children used educational
                                                                    apps or websites and
                                                         Yes
                                                         No
                                                                    motivational apps or
                                                                    websites
                                                                    –   83% use educational apps
                                                                    –   3% use motivational apps
Percentage of Respondents' Children who use Motivational Apps
                                                                ●   This represents a significant
                                                                    opportunity for market share
                                                         Yes
                                                                    for the first one to provide a
                                                         No         quality solution
Current App Usage
Number of Hours Spent Playing Educational and Motivational Apps
                                                                  ●   71% of educational and
   16
                                                                      motivational app usage
   14
                                                                      is 2 hours or less per
   12
                                                                      week
   10                                                             ●   91% is 5 hours or less
    8
                                                                      per week
    6


    4
                                                                  ●   The ideal solution must
    2
                                                                      be optimized such that
    0
                                                                      updating on a daily
         None     0-2      3-5      5-8      8-14     More
                                                                      basis is brief and simple
Level of Interest
Respondents who would be Interested in Using the App
                                                               ●   Once receiving a high-level
                                                                   description of our proposed
                                                                   product, respondents were
                                                                   asked, without any reference to
                                                                   price, if they would be interested
                                                                   in using the application
                                    Yes
                                    No                             –   A total of 91% claimed they
                                    Yes, but only if it were
                                    available as a website             would be interested in some
                                                                       form
                                                                   –   21% said they would only use it
                                                                       in website form
Pricing Survey
      Amount Respondents Say They're Willing to Spend
                                                                                                                           ●   Parents were asked how much they
                                                                                                                               would be willing to pay if it were
 10                                                                                                                            available as a one-time purchase and as
 8
                                                                                                                               a monthly subscription
 6
 4                                                                                                                         ●   The spike at $2.00 to $4.99 may be a
 2
                                                                                                                               result of different effects
 0
       $0       $0           $2            $5               $1            $1            $2            O
         .0
           0
                  .0
                    1
                               .0
                                 0
                                             .0
                                               0
                                                              0.
                                                                 00
                                                                            5.
                                                                               00
                                                                                          0.
                                                                                             00
                                                                                                        ve
                                                                                                          r$
                                                                                                                               –   Initial version of this question was
                        -$           -$            -$                                                       25
                          1.
                             99
                                       4.
                                          99
                                                     9.
                                                        99
                                                                      -$
                                                                        14
                                                                                    -$
                                                                                      19
                                                                                                  -$
                                                                                                    24        .0
                                                                                                                0
                                                                                                                                   multiple-choice
                                                                          .   99        .   99        .9
                                                                                                        9
                                                                                                                               –   It is a common price range for mobile
                                                                                                                                   applications
Amount Respondents Say They're Willing to Spend per Month
                                                                                                                           ●   A majority of respondents said they
 20                                                                                                                            would pay something monthly, though
 15                                                                                                                            the most common response is that they
 10                                                                                                                            would not pay monthly.
 5
                                                                                                                               –   8 respondents that said they would make
 0
        $0              $0                $2                   $5                   $1                     O                       a one-time payment were among those
          .0              .0                .0                   .0                   0.                    ve
            0               1
                                -$
                                              0
                                                  -$
                                                                   0
                                                                       -$
                                                                                         00                   r$
                                                                                                                15
                                                                                                                                   who would not pay monthly
                                  1.                4.                   9.                   -$
                                     99                99                   99                  14                .   00
                                                                                                  .   99
Feature Priority - Availability
  Effect of Two-Month Free Trial on Respondents' Level of Interest        ●   Parents were given a set
                                                                              of features and asked to
                                                               Less
                                                                              describe their effects on
                                                               Neutral
                                                               More
                                                                              their level of interest
                                                                          ●   A two-month free trial is
                                                                              universally popular
Effect of Cross-Platform Availability on Respondents' Level of Interest
                                                                          ●   Having the application
                                                                              available as both a mobile
                                                                              and website app (which
                                                                Less
                                                                Neutral
                                                                              can communicate and be
                                                                More
                                                                              used interchangeably) is
                                                                              also valuable to a majority
                                                                              of respondents
Feature Priority - Customizability
     Effect of Customizability on Respondents' Level of Interest        ●   Respondents were mostly
                                                                            positive about having
                                                              Less
                                                                            plenty of customization
                                                              Neutral
                                                              More
                                                                            options for themselves
                                                                        ●    However, they were
                                                                             somewhat less
                                                                             enthusiastic about giving
ct of Giving Other Mentors Customizability on Respondents' Level of Interest
                                                                             other mentors (teachers,
                                                                             coaches, other relatives)
                                                              Less           the ability to customize
                                                              Neutral
                                                              More           the player's goals and
                                                                             challenges.
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Venture Lab 2012 - Team Summit Market Survey

  • 1. Market Research Survey Results Team Summit: Hagan Koopman Lucas Mehl C.R. Sturgis Derek Thomas Craig Velenski Lolly Walker
  • 2. Product Summary Consider a mobile and/or website application where children play an age- appropriate video game that motivates them to achieve real-world objectives. The player advances in the game by completing chores and schoolwork appropriately and learning/practicing new skills. The child earns points that can be redeemed for rewards (toys, computer time, cell phone minutes, bowling, picking the movie for movie night, etc.) as defined by parents, and potentially teachers, coaches, and other mentors if the parents allow. The goal is to provide kids with a visual indication of their progress, and help them: ● Learn how to self-motivate. ● Feel good about themselves for their achievements. ● Develop good work ethic and self-discipline. ● Communicate and interact with their parents to outline and achieve goals that are important to the entire family. And what better way to do that than to have them play a video game?
  • 3. Survey Details ● Anonymous Google Docs survey for parents of children 18 and younger – First section gathered demographics and behavior information – Second section gathered general technology usage information – Third section described proposed application and gathered opinions ● 34 total responses
  • 4. Survey Respondents Demographics Age Range of Survey Respondents' Children ● Nearly normal distribution with the mean in the 7 to 10 15-18 age range ● Fairly accurate 11-14 representation of our target market 7-10 – Youngest children (0 to 2) 3-6 may be too young to understand 0-2 – Oldest children (15-18) may 0 2 4 6 8 10 12 14 16 18 not respond depending on maturity level
  • 5. Common Tasks (Part 1) Tasks Listed as Most Difficult among Younger Children ● Parents were asked to report what tasks were most difficult to get Getting ready for bed younger and older children to Taking care of a pet perform Taking baths – For younger children, “picking up Brushing teeth after themselves” was by far the Picking up after themselves most popular 0 5 10 15 20 25 – For older children, “doing Tasks Listed as Most Difficult among Older Children homework” was most popular, followed by “doing the dishes” Doing the dishes ● These tasks were given as a Taking care of a pet multiple-selection question Vacuuming Yardwork ● All were considered by Doing homework development team to be prime 0 1 2 3 4 5 6 7 8 9 10 candidates for gamification in our product
  • 6. Common Tasks (Part 2) ● Parents were then asked to list daily Most Often Cited Daily Tasks tasks free-form Laundry ● Results were categorized manually Pet care – Most overlap with options provided in the previous questions Schoolwork – Other options appeared here more than Prepare meals once that did not appear before ● Laundry Dishes ● Bedtime routine Bedtime routine ● Prepare meals Practice a skill ● Practice a skill (most often a musical instrument) Garbage ● Taking out the garbage Cleaning ● These two sets of answers provide a 0 5 10 15 20 25 reasonable default set of tasks for our product
  • 7. Current Motivators Positive Motivators ● Parents were asked to Later bedtime list these free-form, answers were Material prizes Car Social activities Electronics time categorized manually Treats Verbal praise ● Positive Motivators are 0 2 4 6 8 10 12 14 a useful basis on which Negative Motivators to base game rewards None Grounding Extra chores ● Some of the Negative Removing normal privileges Removing rewards Motivators may be Spanking Time out partially replaced by Verbal reprimand game penalties 0 2 4 6 8 10 12 14
  • 8. Current Market Conditions Percentage of Respondents' Children that use Educational Apps ● Parents were asked if their children used educational apps or websites and Yes No motivational apps or websites – 83% use educational apps – 3% use motivational apps Percentage of Respondents' Children who use Motivational Apps ● This represents a significant opportunity for market share Yes for the first one to provide a No quality solution
  • 9. Current App Usage Number of Hours Spent Playing Educational and Motivational Apps ● 71% of educational and 16 motivational app usage 14 is 2 hours or less per 12 week 10 ● 91% is 5 hours or less 8 per week 6 4 ● The ideal solution must 2 be optimized such that 0 updating on a daily None 0-2 3-5 5-8 8-14 More basis is brief and simple
  • 10. Level of Interest Respondents who would be Interested in Using the App ● Once receiving a high-level description of our proposed product, respondents were asked, without any reference to price, if they would be interested in using the application Yes No – A total of 91% claimed they Yes, but only if it were available as a website would be interested in some form – 21% said they would only use it in website form
  • 11. Pricing Survey Amount Respondents Say They're Willing to Spend ● Parents were asked how much they would be willing to pay if it were 10 available as a one-time purchase and as 8 a monthly subscription 6 4 ● The spike at $2.00 to $4.99 may be a 2 result of different effects 0 $0 $0 $2 $5 $1 $1 $2 O .0 0 .0 1 .0 0 .0 0 0. 00 5. 00 0. 00 ve r$ – Initial version of this question was -$ -$ -$ 25 1. 99 4. 99 9. 99 -$ 14 -$ 19 -$ 24 .0 0 multiple-choice . 99 . 99 .9 9 – It is a common price range for mobile applications Amount Respondents Say They're Willing to Spend per Month ● A majority of respondents said they 20 would pay something monthly, though 15 the most common response is that they 10 would not pay monthly. 5 – 8 respondents that said they would make 0 $0 $0 $2 $5 $1 O a one-time payment were among those .0 .0 .0 .0 0. ve 0 1 -$ 0 -$ 0 -$ 00 r$ 15 who would not pay monthly 1. 4. 9. -$ 99 99 99 14 . 00 . 99
  • 12. Feature Priority - Availability Effect of Two-Month Free Trial on Respondents' Level of Interest ● Parents were given a set of features and asked to Less describe their effects on Neutral More their level of interest ● A two-month free trial is universally popular Effect of Cross-Platform Availability on Respondents' Level of Interest ● Having the application available as both a mobile and website app (which Less Neutral can communicate and be More used interchangeably) is also valuable to a majority of respondents
  • 13. Feature Priority - Customizability Effect of Customizability on Respondents' Level of Interest ● Respondents were mostly positive about having Less plenty of customization Neutral More options for themselves ● However, they were somewhat less enthusiastic about giving ct of Giving Other Mentors Customizability on Respondents' Level of Interest other mentors (teachers, coaches, other relatives) Less the ability to customize Neutral More the player's goals and challenges.