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Winning Space Game Biz Model

Winning Space Game Biz Model. Sam Dinkin, Ph.D. CEO SpaceShot, Inc. www.freespaceshot.com. What have we done since last Space Access?. Validated math and science excitement amongst players Validated ad model Validated value proposition Comprehensive marketing survey

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Winning Space Game Biz Model

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  1. Winning Space Game Biz Model Sam Dinkin, Ph.D. CEO SpaceShot, Inc. www.freespaceshot.com

  2. What have we done since last Space Access? • Validated math and science excitement amongst players • Validated ad model • Validated value proposition • Comprehensive marketing survey • Test marketing at air shows, sci-fi conventions, space conventions, schools, on the internet and in media • Launched freespaceshot.com • Offer free opportunities to win trips to orbit, trips around the Moon, scholarships and ZERO-G airplane flights

  3. Market Opportunity

  4. Suborbital Spaceflight Industry Revenue without Games From 8/24/06 white paper updating 2002 Futron Study Conclusions

  5. Suborbital Spaceflight Industry Revenue Doubled with Games • 98% of families make less than $250k/year and cannot afford full-pay flights at first • Financing for flights has poor availability and games are self-financing • US suborbital games opportunity $125M 30% growth

  6. Relevant Acquisitions • Fun Games $400 million (operates Virgin Skill) • Now 30 million players • IGN $600 million • 23 million unique users per month 2005 • Skype $4 billion • 54 million users when purchased, now 100 million users • You Tube $1.67 billion • 20 million unique users per month • Suggests subscribers worth $13-80 to Space Shot if Space Shot sells the company

  7. Market Positioning

  8. Positioning of pay game • Probability of play can be expressed as f(E*CA*CP*CC*T) • Kids excited, but have no means to pay. Adults have means to pay, but...

  9. Positioning of free game • Kids most interested • Pre-sold on space • Parents say “you can be an astronaut” • Kids have most time available • Tweens (8-12) have computer access and computer proficiency and are most excited about the game

  10. Positioning • Probability of free play can be expressed as f(E*CA*CP*T) • Ten times higher demand than pay game

  11. Evolution 2008- • Once there are flights and winners, 17+ players will become more interested • New games needed to address all markets • Free drawing • Free poker

  12. Competitors • Virgin Volvo 2005 Giveaway • 130,000 players expendable • Microsoft Rocketplane Vanishingpoint Game • 88,000 players expendable • Texas Lottery • 7 million players, $3.4 billion annual revenue • Party Poker • $1 billion 2005 revenue credit card pay illegal

  13. Revenue Model • Revenue = Players * frequency * ad rate * ads per play • We are acquiring players at about $8 per player and trying to get that down to $2.50 per player • Frequency for our 2000 players is approximately one play per month (13000 plays made). Trying to get that to 90 per day. • Ad rate is $0.60/thousand (CPM)—business model works at $0.35 CPM and lower if we add milestones. Can get CPM to $15 for interstitials and $2-$3 for banners with 200,000 players • Need 1 million players (10% of kids 8-12 in US) for a year at 90 plays per day to award $300 million flight for two around the Moon

  14. Cost model • Operations • Servers: $550/month • Call center: $300/month • Operator/referee: $800/month • Promotions: $120/month • Capital • Technical Services: $3000/month • Advertising/Marketing (above replacement): high • Volvo-Virgin, Microsoft: $12-20 per player

  15. Early to Market • RpK not yet flying Rocketplane XP or K-1 • Constellation Services not yet flying • Bigelow not yet flying passengers

  16. Business Goals • 200,000 daily players by 2012 • Subscriber acquisition cost down to $2.50 per player • New languages • Spanish 2008 • Japanese 2009 • New games • Free Drawing 2008 • Instant game requires hole-in-one insurance • (3x players for same profit) • Free Poker 2010 • New non-space prizes • Personal space is 3 parts in 10 million of economy • Cars are 1/25 of economy 2007 • Houses are 1/6 of economy 2008 • Cash is 100% of economy

  17. Reach goals • More investors • School fundraising sales • Corporate sweepstakes sales

  18. How can you help? • Tell your computer teacher friends who teach to kids 8-12 that we have a free lesson plan

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