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Citymystery invstr 01_27_11
1.
© ©CityMystery LLC
2010 Players make things for our games, and share them (live and online) with other players. CityMystery is positioned at the convergence of social gaming, storytelling and brand building.
2.
ghostsofachance.com began when
a near-naked man showed up at a convention with a tattoo on his chest - which led to the haunting of one of the world’s best known museums. They worked alone using mobile apps. Some received snail mail dated 1855. They worked online in teams. © ©CityMystery LLC 2010 Some players attended real time real world events. Another made The Fortune Cookie as Predictor of Imminent Doom .
3.
Performance What The
Smithsonian (SAAM) wanted: - increased foot traffic - redefined digital space - a younger demographic ghostsofachance.com delivered (in 6 weeks): - increased attendance (3,000 players of a live game) - online visits increased by 256,900 hits, 6,100 online players, 289 blog posts, 481 incoming texts (in 6 weeks) - players’ ages: 12 - 45 Player comments/blog posts - Is it me, or is this pretty frigging cool! - It was so original, and so easy. - Would we do it again? YES! Before ghostsofachance.com: 68% (of all players) had never attended SAAM. After playing 68% said they would return. © ©CityMystery LLC 2010
4.
Games like ours
are sometimes called ARGs. ARGs are engaging. They are, mostly, single-sponsored (built for one brand). They’re expensive; only the richest companies can afford to build them. It’s a little like the early days of TV. One company takes the risk, reaps the rewards, limiting players’ choices. © ©CityMystery LLC 2010
5.
But when the
crowd disperses so does its most valuable asset, community. Without it, brand loyalty is difficult to sustain. And, while players may participate they don’t influence. There is no shared story, no home base to get back to. These are played with geocaching and mobile apps, and players earn points by completing sponsored missions. They’re cool. They promote virality and sales. They feature one-off experiences that draw crowds. Sometimes they’re called social, location-based games. We see 3 opportunities. © ©CityMystery LLC 2010
6.
Design games for
more and varied sponsors and players. Design games that inspire continuity and loyalty. Design games that players influence. Players show off their skills, and influence game flow by determining who advances. As players advance they create missions for new players. © ©CityMystery LLC 2010 Shared stories stimulate loyalty, continuity, community, offering layers of income over time. Pheon’s comic book Customize sponsorship blends that make sense (i.e. schools, mobile, museums, publishers) to create a varied player pool, with choices tailored to players’ interests.
7.
8.
9.
10.
Who we are:
Josh Levy, Design Director, is a veteran SF-based technologist and designer who has managed innovative teams for these Fortune 500 brands. Sean Mahan, Lead Game Designer, is one of the originators of sf0.org - among the first and longest running mission-based games (2006 - present). He was the lead developer and game designer for ghostsofachance.com and, currently, pheon.org. John Maccabee, Founder and Creative Director, has created/shepherded/produced games, scripts, fiction, live events for these companies and institutions. © ©CityMystery LLC 2010
11.
Advisers Dedication In
the fall of 2008, when things fell apart, I called an economist friend and asked what she thought we should do now. Her response, “We’ve got to innovate our way out of this.” I believe it. Innovation is part of our national DNA. I dedicate CityMystery to innovating for profit and the public good. John Maccabee, Founder Dr. Anita McGahan, Economist, University of Toronto Sarah Stocker, Studio head, Zoe Mode Michael Edson, Dir. Of New Media Strategy, Smithsonian Institution Kristen Martino, Digital strategist, Kristen Martino Anderson Jeneatte Boudreau, Esq. Owens, Wickersham and Erikson, P.C. - To date: 82k in fees, $120k self funded - Looking for: $1.5m. Funding © ©CityMystery LLC 2010
12.
Get yourself invited
to someone’s house for dinner. Sing for your supper, and have your host tape your performance. This mission is worth 250 prendas. Appendix What sponsored missions look like. © ©CityMystery LLC 2010
13.
Player submissions ©
©CityMystery LLC 2010
14.
© ©CityMystery LLC
2010
15.
This is time
tested; from Homer to Homer. Stories unite, incite actions, create a home base for players to return to. Players connect the dots They are told a story and they propel it with their actions. Positioning brands Sponsored missions place brands in the middle of the game, with players actually experiencing products and services. Narrative breeds loyalty © ©CityMystery LLC 2010
16.
We are looking
for investors who share our vision. Contact: John Maccabee 415-377-6839 [email_address] © ©CityMystery LLC 2010 pheon.org We play to prove our worth.
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