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Main Deck 11.1.9 Copyright 2016 3DLearning Group, LLC 1
the PREMISE:
You wouldn’t
feed a child
this as
a steady diet…
2
the PREMISE:
The same goes for their screen time.
3
Why not give them screen time that is
fun-filled and brain-building rather than
glitzy and mind-numbing?
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.
4
our SERIES:
5
IOS and
Android
• Non-Fiction Reading
• Immersive 3D worlds
• Fun Learning Games
“…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:
6
our COMPETITION:
BrightWorld Apps
Dora the Explorer
TIME for kids
Toca Boca
ABC Mouse
Dr Seuss
7
the TRACTION:
“..Best Non-
Fiction
storybook…”
“..breathtaking…”
“..4 out of 4 stars!”“..highly
recommended…”
“..visually stunning…”
One of the top 100 apps for kids
8
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
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
10
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
11
(based on U.S. sales of app adventure series only)
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
12
J.D. Davids
Business Development
COMING
ATTRACTIONS:
13
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!

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Bw main deck_v11.1.9c

  • 1. Main Deck 11.1.9 Copyright 2016 3DLearning Group, LLC 1
  • 2. the PREMISE: You wouldn’t feed a child this as a steady diet… 2
  • 3. the PREMISE: The same goes for their screen time. 3 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. 4
  • 5. our SERIES: 5 IOS and Android • Non-Fiction Reading • Immersive 3D worlds • Fun Learning Games
  • 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: 6
  • 7. our COMPETITION: BrightWorld Apps Dora the Explorer TIME for kids Toca Boca ABC Mouse Dr Seuss 7
  • 8. the TRACTION: “..Best Non- Fiction storybook…” “..breathtaking…” “..4 out of 4 stars!”“..highly recommended…” “..visually stunning…” One of the top 100 apps for kids 8
  • 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 10
  • 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 11 (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 12 J.D. Davids Business Development
  • 13. COMING ATTRACTIONS: 13 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

  1. We have an exceptional team who is uniquely qualified for this project.