18. Emotions
(start 2018 I-IIQ)
Share moments with the brand
during a specified time to get
rewarded. Linking emotional,
photo-worthy moments in a user’s
life to the brand deepens the
quality of the user’s engagement
with the brand by associating these
emotions with the brand’s name.
19. Voting
(start 2018 I-IIQ)
Upload a picture in response to an
announced theme and try to collect
as many votes as possible from other
users. Engaging the competitive drive
and requiring creativity, this challenge
frame forms an association between
the brand and the excitement of the
competition.
20. Location
(start 2018 IIQ)
Visit a specified number of locations
over a given time period. Snap
pictures of the brand in action, share
the images and get rewarded. The
challenge involves habit building
principles – repetitive interaction
with a brand over a concentrated
span of time helps form loyalty.
21. AR
(start 2018 IVQ)
Users must spot 3D objects added to
certain locations using AR to earn
rewards. The use of the exciting
technology of Augmented Reality is
entertaining and also encourages
physical activity, increased attention and
curiosity. This makes the users feel
good about themselves and the brand.
22. Product testing
(start 2018 IIIQ)
The brand selects a specific
audience and gives them a new
product to test and get credible
feedback. The platform becomes a
substitute to extremely expensive
product testing research, providing
an opportunity to get realistic
feedback from a credible audience.
23. Private
(start 2018 IIIQ)
In this type of a game a brand can
choose to make a game password-
protected and/or displayed only
to users with invites. This way, the
platform can be used for the
company's internal needs, such
as motivating or rewarding the
employees.
24. Swace provides the
means for brands to
meet their customers in
a fun, engaging, and
rewarding way.
25. CORE TEAM
CORE TEAM
Vadim Khodakou
Head of Development
Dovydas Riasnojus
CEO
Elina Mesengiser Garber
CMO
Antonio Bechtle
Creative Director
Olga Lempert
Copywriter
Vaidas Barauskas
Head of Design
Aurimas Paulius Girčys
Head of Digital Advertising
Paulius Kaminskas
Tech Lead
26. ROADMAP 2016
2017
2018
Development launched [iOS] Q1
Concept developed Q2
Prototype presented at Web Summit Lisbon Q3
Development launched [Android] Q4
MVP presented at TechCrunch Tel-Aviv Q2
Product launch Q4
27. SOME TRENDS
Active mobile social users
2,958,000,000;
Growth per year: 30%
Average engagement rate on
Facebook 4.2%
Social mobile predictions:
More active conversation & Video chat
& AR & real world integration
Annual growth in the number of mobile apps
downloaded: 60%
Top mobile app category: GAMES
DATA SOURCE: https://www.smartinsights.com/social-media-marketing/social-media-strategy/new-global-social-media-research/
28. INVESTMENT SUMMARY
INVESTMENT OFFERSWACE TODAY
INVESTMENT PURPOSE
EXPECTATIONS IN 2018 OCTOBER
• Beta PRODUCT
• PROFESSIONAL TEAM of 12 members
• PROVEN BUSINESS MODEL with signed letters of intension
with several global brands
• Estimated pilot launch in Autumn, 2018
• 1st investment (self funded): $300,000 [since 2016 IV Q]
• 2nd investment (investor): $150,000 [2018 March the 4th ]
• Resident of Blockchain center Vilnius
• Target $500,000 for 10% equity
• Pre-money valuation $4,500,000
• 1,000,000 shares of 10,000,000
• Share type – redeemable
• Finish 2nd development phase and expand functionality (add
new gamification frames)
• Start active sales to onboard brands
• Launch Swace APP in first pilot market
• 50.000 first users onboarded
• 128 first games launched
• $150,000 revenue from games‘ commision
Next fundraising round will be
organized in 2018 IV Q