Viral Noise Deck

597 views

Published on

Viral Noise deck for NYC Startup Weekend

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
597
On SlideShare
0
From Embeds
0
Number of Embeds
4
Actions
Shares
0
Downloads
5
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • The sites out there now, serve niches and are missing the growth opportunity in the space. Companies that were once quick movers have been bought and have gone stale, slowing innovation and missing out on Social Media opportunities and the demographic of the current gamer.
  • Here is a sample in the technology sector, as you can see again, a highly engaged audience and very much a great target for ad spend as they spend $2,692 online a year.
  • In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (34 percent) than boys age 17 or younger (18 percent)
  • The model is simple. Build compelling buzz and respect via social media as we target and invite key users of the top video game sites on the web. Bringing them in to critique and establish themselves here for the launch – an insider advantage for top reviewers. Once we launch we continue to populate all the game content, which will begin to drive page views and revenue. As more content is added, we will win more visitors with aggressive SEO/SEM efforts which in turn drives more revenue, and a virtuous circle is achieved.
  • Viral Noise Deck

    1. 1.
    2. 2. Millions of people create content online <br />DAILY.<br />
    3. 3. Leading Tech Review site<br /><ul><li>27MM monthly uniques</li></ul>90% plan to purchase<br /><ul><li>71% give advice to others
    4. 4. Avg. $2,692 spend/yr</li></ul>Source: CNET.com<br />
    5. 5. Opportunity.<br />Provide people rewards for their content<br />- that lacks innovation in this space<br />- that is in a growth state<br />- has Billions of dollars the market<br />The video game vertical<br />
    6. 6. Forty percent of all game players are women. <br />25 percent game players are over 50 years old<br />Source: Entertainment Software Association<br />
    7. 7. Users<br />Revenue<br />Content<br />
    8. 8. Website Mockups<br />
    9. 9.
    10. 10.
    11. 11.
    12. 12.
    13. 13. Next Steps<br />Content acquisition<br />Distribution channels<br />User engagement<br />Make Money<br />

    ×