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AWOL > Game
AWOL It It GAME
     Play Outside
OPPORTUNITY


Since mid-2000s Smart Phones have put the
combination mobile internet and GPS into
peoples' pocket around the world.
Little use of this has been made for either
gaming or geosocial marketing, although users
of geosocial applications grew at 300% in 2011
Provide business additional opportunities to
create and be part of their local community and
gamify their customer interactions.
Product Summary

The AWOL It Game is part of the emerging
market for geosocial multi-player online games.

Inspired by children's playground games such
as "It" or "Tag", but taking advantage of the
extended game-mechanics that can be
provided over a wide space using GPS and
online technology.

The AWOL It game is a refreshing concept: fun
and compelling to a wide audience.
Our Market
Starting with the total number of people using a
smartphone; consider revenue only from in-app adverts.

Total market, smartphone users:
1 billion players, $5 billion (ad revenue)
Served market, US iPhone users:
25 million players, $125 million (ad revenue)
Target market US, iPhone, geosocial users:
2 million players, $10 million (ad revenue)
That is just from google ads revenue, doesn't include in-app micro-purchases. (Multiply by 10
according to our previous model in document VL8)
Market Research - will it play?
Are people comfortable with sharing locations?
Yes, a growing minority are (300% y.o.y. growth of 4sq
from 5 to 15 million users in 2011), and geotagging of
facebook is introducing location sharing widely
Are they excited by the game?
Yes, survey results indicated 10 % of respondents excited
to play, and over 50% "would give it a go". 25% provided
an email address to receive more information
Is there a need?
Yes, this can help make online connections real -
"Integrate this with Facebook because I have facebook
friends I've never actually met"
Technology Risk - low

● Battery life of current phones may be a limitation
    ○ We must be aware of this and how we use the
       features of the phone (eg, screen, sound, gps)
●   Current technology allows us to develop our product
    ○ Type of data is well defined (locations)
    ○ Mobile devices are well specified to run the simple
       application that our game requires
●   Mobile company data tariffs
    ○ We must seek to minimise the amount of data used
       to minimise additional costs to users
Team Risk - moderate
● Risks to this team are time commitments and
  development skills
● All team members pursue this project in their spare time
  and have other commitments
  ○ Minimise the risk here by ensuring that we work on
      an exciting area with a fun project
  ○ Try to work towards a Minimum Viable Product that
      is suitably constrained to be achievable
● Only one team member has strong development
  experience
  ○ We could reduce this risk by recruiting another team
      member, or paying for development resource
 
Capital Risk - low
● Developing the AWOL It game does not require large
    investment of capital
●   Costs (and revenue) both scale with the number of
    users
●   Tools for development are cheap or free, and initial
    costs of hosting will be very low while we have a low
    number of users
Market Risk - moderate/high
●   Educating and developing our customers.
     ○  We will reduce this risk by initially targeting existing users of geo-
        social applications, for example foursquare and Google Latitude
●   From our research, there is an identified gap in the market for a simple fun
    product as our It game. There are very few competing games (GeoSocials.
    com comes closest, Qonqr.com is also a Geosocial MMO).
●   Existing players in location and advertising (facebook, Google) could
    develop similar applications
     ○  they seem satisfied to leave this to 3rd party developers at this time
●   The game could not be as compulsive as we initially hope
     ○  we will provide simple variations of the game, and create a game
        engine that is flexible enough to combine game elements in ways that
        are found to be most interesting during early research
Early into this market, but not alone

Pleased to be competing against others to
show how we can add fun and excitement to
this brand new market.
Geosocial marketing has narrowed the gap between
businesses and their customers. By connecting brands and
consumers online through a casual and fun gaming
experience, businesses know when customers are nearby -
or even in - their physical business locations. Using
targeted geo-social marketing, businesses can then deliver
instant brand information and deals in the palms of their
customers' hands that will increase sales and online
referrals.

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Venture Lab 2012- AWOL

  • 1. AWOL > Game AWOL It It GAME Play Outside
  • 2. OPPORTUNITY Since mid-2000s Smart Phones have put the combination mobile internet and GPS into peoples' pocket around the world. Little use of this has been made for either gaming or geosocial marketing, although users of geosocial applications grew at 300% in 2011 Provide business additional opportunities to create and be part of their local community and gamify their customer interactions.
  • 3. Product Summary The AWOL It Game is part of the emerging market for geosocial multi-player online games. Inspired by children's playground games such as "It" or "Tag", but taking advantage of the extended game-mechanics that can be provided over a wide space using GPS and online technology. The AWOL It game is a refreshing concept: fun and compelling to a wide audience.
  • 4. Our Market Starting with the total number of people using a smartphone; consider revenue only from in-app adverts. Total market, smartphone users: 1 billion players, $5 billion (ad revenue) Served market, US iPhone users: 25 million players, $125 million (ad revenue) Target market US, iPhone, geosocial users: 2 million players, $10 million (ad revenue) That is just from google ads revenue, doesn't include in-app micro-purchases. (Multiply by 10 according to our previous model in document VL8)
  • 5. Market Research - will it play? Are people comfortable with sharing locations? Yes, a growing minority are (300% y.o.y. growth of 4sq from 5 to 15 million users in 2011), and geotagging of facebook is introducing location sharing widely Are they excited by the game? Yes, survey results indicated 10 % of respondents excited to play, and over 50% "would give it a go". 25% provided an email address to receive more information Is there a need? Yes, this can help make online connections real - "Integrate this with Facebook because I have facebook friends I've never actually met"
  • 6. Technology Risk - low ● Battery life of current phones may be a limitation ○ We must be aware of this and how we use the features of the phone (eg, screen, sound, gps) ● Current technology allows us to develop our product ○ Type of data is well defined (locations) ○ Mobile devices are well specified to run the simple application that our game requires ● Mobile company data tariffs ○ We must seek to minimise the amount of data used to minimise additional costs to users
  • 7. Team Risk - moderate ● Risks to this team are time commitments and development skills ● All team members pursue this project in their spare time and have other commitments ○ Minimise the risk here by ensuring that we work on an exciting area with a fun project ○ Try to work towards a Minimum Viable Product that is suitably constrained to be achievable ● Only one team member has strong development experience ○ We could reduce this risk by recruiting another team member, or paying for development resource  
  • 8. Capital Risk - low ● Developing the AWOL It game does not require large investment of capital ● Costs (and revenue) both scale with the number of users ● Tools for development are cheap or free, and initial costs of hosting will be very low while we have a low number of users
  • 9. Market Risk - moderate/high ● Educating and developing our customers. ○ We will reduce this risk by initially targeting existing users of geo- social applications, for example foursquare and Google Latitude ● From our research, there is an identified gap in the market for a simple fun product as our It game. There are very few competing games (GeoSocials. com comes closest, Qonqr.com is also a Geosocial MMO). ● Existing players in location and advertising (facebook, Google) could develop similar applications ○ they seem satisfied to leave this to 3rd party developers at this time ● The game could not be as compulsive as we initially hope ○ we will provide simple variations of the game, and create a game engine that is flexible enough to combine game elements in ways that are found to be most interesting during early research
  • 10. Early into this market, but not alone Pleased to be competing against others to show how we can add fun and excitement to this brand new market. Geosocial marketing has narrowed the gap between businesses and their customers. By connecting brands and consumers online through a casual and fun gaming experience, businesses know when customers are nearby - or even in - their physical business locations. Using targeted geo-social marketing, businesses can then deliver instant brand information and deals in the palms of their customers' hands that will increase sales and online referrals.