This document summarizes an educational app company's non-fiction reading app series for children. It discusses the need for improving children's reading skills and outlines the app series, which provides immersive 3D worlds and learning games. It also reviews the competition, positive user feedback, growing market size, and marketing and financial plans. The company aims to expand with dual-language capability and a 3D simulation world to further engage students and expand their market worldwide.
3. the PREMISE:
The same goes for their screen time.
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Why not give them screen time that is
fun-filled and brain-building rather than
glitzy and mind-numbing?
4. why it’s IMPORTANT:
- Non-fiction reading is the most vocabulary-
dense communication possible.
- New nation-wide testing of non-fiction reading
comprehension for 5-8 year olds.
- Reading ability at age 9 predicts high school
graduation and the ability to pursue a professional
career.
- 66% of fourth grade students in the US are NOT
proficient readers.
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6. “…learning games are a $1.5 billion market
headed toward $2.3 billion by 2017.”
Venture Beat
8 million users
10s of thousands
of downloads
9 million
downloads
70 million
downloads
the MARKET SIZE:
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9. the MARKETING
APPROACH:- Consumer Market (short sales cycle – primary focus
today)
- Consumer Pricing Models:
1. Individual App Purchases @ $2.99
2. Free preview version with $0.99 upgrades
3. Bundle multiple titles
4. Subscription model (for all titles)
- Consumer Targets:
1. Ad buys in other children’s apps
2. Parents of elementary age children
3. Home schoolers and teachers
- School Market (longer sales cycle – secondary focus) 9
10. CUSTOMER VALUE
METRICS:
• Lifetime value of a customer:
• Potential lifetime = 4 years (ages 5-8)
• Estimated average lifetime = 2 years (24 titles)
• LTV = $48-$75
• Cost of Customer Acquisition
• Industry average $ 20.00 – $ 1.00
• In-app cross promotions reduce cost of customer acquisition
• BrightWorld $4-$5 initially driving down below $ 0.20
• Our series of apps allows for a subscription model for sales
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11. FINANCIAL
FORECAST:
($, 000’s) 2016 2017 2018
Unit Sales 1,403 8,865 13,770
Gross Revs $2,507 $16,698 $32,417
Net Revs $1,755 $11,687 $22,692
Production $1,429 $3,961 $3,533
Marketing $847 $1,243 $1,901
Admin $540 $824 $714
EBITDA $(1,061) $5,659 $17,353
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(based on U.S. sales of app adventure series only)
12. John Estill
COO
Children’s book publishing
Electronics
Consumer Products
Corporate Acquisitions
Judy Belletti
CEO
Elementary Teacher
Interactive Ed-Tech Designer
Writer
Educational App Developer
Dave Hamby
CCO
Animation Designer/Producer
Interactive Producer
Artist
Educational App Developer
the TEAM:
Steven McClurg
Strategic Development
Travis Falstad
Marketing Strategist
Joel Fashingbauer
Product Development
Mike Domaguing
Brand Strategist
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J.D. Davids
Business Development
13. COMING
ATTRACTIONS:
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Features:
• Interactive switching between
languages
• Benefits for English language learners
• Benefits for foreign language learners
• Expands market world-wide
A 3D sim-world of extensive play,
interaction and customization!
DUAL-LANGUAGE
CAPABILITY
Video Demo of both follows!
Editor's Notes
We have an exceptional team who is uniquely qualified for this project.