The Rise of Mobile
Enhanced user experience, content distribution and technology
advancement has empowered people to dream, plan and make
spontaneous buying decisions on their mobile devices.
•73% of Americans use mobile to research travel options
•36% of travel purchases will be from mobile phones in 2017
•82% of all app revenue is mobile games 3
2
2
The Convergence
The convergence of these trends shows
that one specific demographic segment is
ripe for mobile travel games offering
spontaneous travel purchases.
Women represent $132 billion of buying power in these 2 markets.
Target Demographic
1
6
Change to 1MM
Target Market Share Year 5Total Addressable Market Serviceable Market
Product
Product Demo Video
Unique marketing opportunities within the game environment.
Monetization
Revenue Model
Customer Acquisition Strategy
Market Validation
Trpz Market Differentiations
• Rewards culture imbedded in our games
• 4+ revenue streams
• Diverse acquisition channels
• Unique customer value proposition
• Strong platform for next generation AR travel games
Competitive Advantage
Team
Advisors
Advisors
Investment Opportunity
Use of Funds to Date
Completed
Non-Rewards Game for Baseline Testing
• iOS/Android V 0.2 Shipped to Test Countries 9/20/16
• iOS/Android V 0.3 Shipping 10/20/16 in U.S., Canada, UK & Australia
Game with Rewards Platform Integrated
Proprietary Travel Booking Engine
Use of Funds
Beta Launch November 15, 2016
Conduct Market Test Campaign
Complete Preparation for National Launch
1/2017
Deliverables
Key Performance Indicators
Pro forma Metrics
Series A Valuation
Initial Revenue
Trpz intro deck 11.11.16 for slideshare
Trpz intro deck 11.11.16 for slideshare
Trpz intro deck 11.11.16 for slideshare
Trpz intro deck 11.11.16 for slideshare
Trpz intro deck 11.11.16 for slideshare

Trpz intro deck 11.11.16 for slideshare

  • 2.
    The Rise ofMobile Enhanced user experience, content distribution and technology advancement has empowered people to dream, plan and make spontaneous buying decisions on their mobile devices. •73% of Americans use mobile to research travel options •36% of travel purchases will be from mobile phones in 2017 •82% of all app revenue is mobile games 3 2 2
  • 3.
    The Convergence The convergenceof these trends shows that one specific demographic segment is ripe for mobile travel games offering spontaneous travel purchases.
  • 4.
    Women represent $132billion of buying power in these 2 markets. Target Demographic 1 6
  • 5.
    Change to 1MM TargetMarket Share Year 5Total Addressable Market Serviceable Market
  • 7.
  • 8.
    Unique marketing opportunitieswithin the game environment. Monetization
  • 9.
  • 10.
  • 11.
  • 12.
    Trpz Market Differentiations •Rewards culture imbedded in our games • 4+ revenue streams • Diverse acquisition channels • Unique customer value proposition • Strong platform for next generation AR travel games Competitive Advantage
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
    Use of Fundsto Date Completed Non-Rewards Game for Baseline Testing • iOS/Android V 0.2 Shipped to Test Countries 9/20/16 • iOS/Android V 0.3 Shipping 10/20/16 in U.S., Canada, UK & Australia Game with Rewards Platform Integrated Proprietary Travel Booking Engine
  • 18.
    Use of Funds BetaLaunch November 15, 2016 Conduct Market Test Campaign Complete Preparation for National Launch 1/2017 Deliverables Key Performance Indicators Pro forma Metrics Series A Valuation Initial Revenue

Editor's Notes

  • #6 Initially we will target the U.S. market Total Addressable audience is 1.7 Billion people Online U.S. Serviceable Market is just shy of one billion If we only convert our game players to travel buyers from 1% to 2% over the course of our first 5 years I business, we will have 165,000 Travel Buying Customers and $41M in travel sales. I believe we can easily accomplish 5 times this projection acquiring 1 Million travel buyers in 5 years. And when I get into our metrics that will make sense.
  • #10 With No further investment beyond the $5MM Series A we are raising now and conservative metrics of: Converting 2% of our freemium customers to paying customers and Converting an average of 1.5% of our players to travel buyers (industry standards range from 1.6% for low performing travel sites and 2.6% for the large Online Travel Agencies), We will start at 1% year and grow to 2% conversions. a primary customer acquisition cost of $3 a Virality factor of 5 for Year 1 tapering to 2 in year 4 and 5 Using those assumptions, we conservative project revenue in year 5 of $238MMIf we raise an additional financing round of $10MM Series B at the end of Year 2, we project 80MM Customers generating just shy of $350MM in revenue in year 5.