Huzu virtual presentation master use this

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Huzu virtual presentation master use this

  1. 1.
  2. 2. Hello, we’re HuzuTech<br /><ul><li>Social software and technology company
  3. 3. Specialise in development and delivery of bespoke online socialworlds, social games,and brand social networks
  4. 4. UK company with offices in Londonand Glasgow
  5. 5. Work within a variety of business models </li></li></ul><li>What is an online Social World?<br /><ul><li> Online social space, allowing me to meet new people
  6. 6. Explore branded environments and relevant content
  7. 7. Express myself in the form of an avatar, and other online world assets
  8. 8. Interact with the world, engage, challenge, and play with others
  9. 9. Enhanced online experience, better than a flat website</li></li></ul><li>Social worlds develop emotional dynamics<br />The user experiences emotional dynamics, when interacting with a virtual world:<br /><ul><li>empowerment
  10. 10. mastery
  11. 11. sense of belonging
  12. 12. aspiration</li></ul>These are the reasons why users come back time and time again, to the branded virtual world, and participate. <br />
  13. 13. The social game value map<br />
  14. 14. Our SocialWorld customers ...<br />
  15. 15. Our SocialWorld customers ...<br />Virtual Shop<br />Avatar builder<br />
  16. 16. Our SocialWorld customers ...<br />World level<br />World map<br />
  17. 17. 6 Key reasons why IP owners should consider investing in a<br />Online Social World<br />
  18. 18. 1. Virtual World Revenues by 2013 (USD)<br />A study released earlier this year reports that the virtual worlds industry is currently worth about $1 billion. By 2013 it’s estimated to be worth $9 billion.<br />
  19. 19. 2. Virtual Goods Revenues by 2012 (USD)<br />A study released earlier this year reports that the virtual goods industry is currently worth about $2 billion.<br />By 2012 Virtual Goods areestimated to be worth $13 billion.<br />
  20. 20. 3. K,T &T major growth area (Kids, Tweens & Teens)<br />Media Brands: TV shows, films, youth IP all creating VWs to create greater engagement.<br />Music: Major growth for virtual goods<br />Virtual Celebrities: Musicians and action figures<br />More genres: Lots of different types of KT&T worlds<br />Mobile Payments: The avg. age of a new mobile phone user in the UK is 8<br />
  21. 21. 4. Growth VW reg. accounts<br /><ul><li> Age 10-15 major growth (350m)
  22. 22. Age 15-25 growing steady (100m)
  23. 23. Age 25+ growing slowly (1m)</li></li></ul><li>5. Virtual Worlds – Key User Stats<br />5-10 yr old – 219m [Poptropica 110m]<br />10-15 yr old – 468m [StarDoll 69m] [Club Penguin 49m]<br />15-25 old – 288m [Habbo 175m] [IMVU 57m]<br />25+ old - 34m [Second Life 22m]<br />
  24. 24. 6. Virtual World – highlights<br /><ul><li>One out of every five Americans over the age of six have played a social game once.  (NDP Group 2009)
  25. 25. Disney buys Playdom * Social gaming company for $ 750m (Register 2010)
  26. 26. Virtual worlds Moshi Monster goes psychical, selling merchandise:
  27. 27. Moshi Bandz
  28. 28. Moshi Gift Pack
  29. 29. Monstar (magazine)</li></li></ul><li>How we work<br />
  30. 30. Why HuzuVirtual?<br /><ul><li>Low barrier to entry
  31. 31. Complete customisation branding (avatar and worlds)
  32. 32. Avatar builder
  33. 33. Interactive Quest and InteractivityModules
  34. 34. Flash gaming module
  35. 35. Virtual gifting and currency integration
  36. 36. Social gaming mechanism built into framework
  37. 37. Fully integrated white label community platform
  38. 38. UK based company , experienced (ex WeeWorld team), and with strong backers
  39. 39. Save £100’s of thousands on setup, configuration, and development</li></li></ul><li>The tech slide<br /><ul><li>SDK (SWC) for agencies
  40. 40. World development tools
  41. 41. Flash web browser based
  42. 42. SmartFox comms server
  43. 43. API for new bespoke modules
  44. 44. Supports up to 50,000 concurrent users
  45. 45. Python and Java backend coding
  46. 46. PostgreSQL Database
  47. 47. Scalable and flexible framework</li></li></ul><li>Packages<br /><ul><li>Package 1:
  48. 48. Face time with Dave Jones (ex GTA & RockStar North), to discuss social gaming requirements and how best to utilise your IP / Brand.
  49. 49. Development of Social Gaming Strategy document and plan. From £ 5k.
  50. 50. Package 2: (Essential)
  51. 51. Facebook game, utilising the HuzuTech platform and game studio, including outputs from Social Gaming Strategy document. From £ 35k
  52. 52. Package 3: (Advanced)
  53. 53. Facebook game or limited Virtual World , utilising the HuzuTech platform and game studio, including outputs from Social Gaming Strategy document. From £ 100k
  54. 54. Package 4:(Full Virtual World)
  55. 55. Full virtual world, including social network, avatar builder, mutli-player mode, virtual currency & goods, multiple levels, hotspots, quizzes and games. From £ 200k</li></li></ul><li>Thank you.<br />Craig Bedworth<br />Business Development<br />http://blog.huzutech.com<br />http://www.twitter.com/huzutech<br />

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