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Presenter:
Eric Hwang
Founder & CEO
erihwa@gmail.com




                   “Social Networking for Kids”
유저 나이


    아이들          성인
    Virtual     Social
    Worlds    Networking
   USA Facebook Users
                                    As of 1/04/09
    Age                         Users        Percentage
    0-17                      5,674,780        13.5%
    18-24                     17,192,360       40.8%
    25-34                     11,254,700       26.7%
    35-54                     6,989,200        16.6%
    55+                        954,680          2.3%
    Unknown                    23,480           0.1%


            Source: Facebook’s Social Ads Platform




                   ▶ 미국의 인터넷신문 eMarketer에 따르면 2011년까지
                   5천만명에 이르는 미국, 캐나다 초등학생의 53%가
                   Club penguin과 같은 가상현실게임을 할 것으로 예상하고 있다.
Survey: Where kids ages 7-10 go online. ( Jan 2010 )
(Average monthly US unique users in millions, Jan-Oct ’08)




WebKinz    ClubPenguin      Neopets                       IMVU         SecondLife


                                        (Source: comScore Networks, J.P. Morgan estimates)




             Kids make money
               ◦   “   Baby Sitter” Effect
(-video here-)
미니게임             월드 탐험
           코인 획득            요리 재료 획득


                          요리 만들기
                            마나 회복

Decorate
                   몬스터 잡기         마법 이벤트



                          크래프팅
                          스페셜 아이템 획득




             Super Item
Other

“Transformation”
  The appeal of
   growing up.

                   Club Penguin       Moshi Monster




                   Habbo Hotel         Barbie girl
둘이서 즐기는 멀티 미니게임



일반화 된 아이템 시스템과 보상 시스템




              발전된 플래시 기술
Easy & Fun for kids, 100% Safe
Stage 1:                 Stage 2:                    Stage 3:
- Development Finalize   - USA Office Setup          - Four Target Marketing
- Marketing              - USA Partner Orientation     • Portals
  Deployment Research                                  • Dress-up
                         - “Viral Marketing Tools”
- Launch (09.15)            Development                • Direct
                                                       • Minigames
                         - Marketing Prep
Trimester Financials
                                  (total over four month period)

         Part                Sep – Dec             Jan - Apr        May - Aug         Sep - Dec

         Development         $130,700               $119,900         $119,900          $119,900

         Marketing            $30,900               $119,300         $122,117          $180,231
Costs
         Service & Support    $15,000                $37,247         $142,492          $418,754

         Total Cost          $169,100               $276,447         $384,509          $718,884

         Unique Users           750                  28,744           204,153           664,590

Income   Revenue                $0                   $38,718         $314,482         $1,308,611

         Profit              -$169,100             -$237,728         -$70,027          $589,726

Notes                          Setup           Intial Marketing        BEP            Expansion

                                                     (Note: See budget sheet for detailed budget)
기준 : 달러 ($)
400,000



300,000



200,000                                                                             Cost

                                                                                    Revenue
100,000



      0

          10   11   12   1    2   3   4     5     6   7   8   9   10   11   12
                                          Month

                      보수적인 매출 추정 :
                      같은 계열의 타 게임들 성장자료 기준:
                               ClubPenguin, OurWorld, Spine World, Moshi Monsters
                               3 of every 10 ClubPenguin users
                               -or- based on growth to 10% market share
                            전체 게임 User 중 프리미엄 User 10% 목표
[퓨리소프트]Project witchme 2010_09_24_배포용
[퓨리소프트]Project witchme 2010_09_24_배포용

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[퓨리소프트]Project witchme 2010_09_24_배포용

  • 1. Presenter: Eric Hwang Founder & CEO erihwa@gmail.com “Social Networking for Kids”
  • 2.
  • 3.
  • 4. 유저 나이 아이들 성인 Virtual Social Worlds Networking
  • 5.
  • 6. USA Facebook Users As of 1/04/09 Age Users Percentage 0-17 5,674,780 13.5% 18-24 17,192,360 40.8% 25-34 11,254,700 26.7% 35-54 6,989,200 16.6% 55+ 954,680 2.3% Unknown 23,480 0.1% Source: Facebook’s Social Ads Platform ▶ 미국의 인터넷신문 eMarketer에 따르면 2011년까지 5천만명에 이르는 미국, 캐나다 초등학생의 53%가 Club penguin과 같은 가상현실게임을 할 것으로 예상하고 있다.
  • 7. Survey: Where kids ages 7-10 go online. ( Jan 2010 )
  • 8. (Average monthly US unique users in millions, Jan-Oct ’08) WebKinz ClubPenguin Neopets IMVU SecondLife (Source: comScore Networks, J.P. Morgan estimates)  Kids make money ◦ “ Baby Sitter” Effect
  • 9.
  • 11.
  • 12.
  • 13.
  • 14. 미니게임 월드 탐험 코인 획득 요리 재료 획득 요리 만들기 마나 회복 Decorate 몬스터 잡기 마법 이벤트 크래프팅 스페셜 아이템 획득 Super Item
  • 15. Other “Transformation” The appeal of growing up. Club Penguin Moshi Monster Habbo Hotel Barbie girl
  • 16. 둘이서 즐기는 멀티 미니게임 일반화 된 아이템 시스템과 보상 시스템 발전된 플래시 기술
  • 17. Easy & Fun for kids, 100% Safe
  • 18.
  • 19.
  • 20.
  • 21. Stage 1: Stage 2: Stage 3: - Development Finalize - USA Office Setup - Four Target Marketing - Marketing - USA Partner Orientation • Portals Deployment Research • Dress-up - “Viral Marketing Tools” - Launch (09.15) Development • Direct • Minigames - Marketing Prep
  • 22.
  • 23.
  • 24.
  • 25. Trimester Financials (total over four month period) Part Sep – Dec Jan - Apr May - Aug Sep - Dec Development $130,700 $119,900 $119,900 $119,900 Marketing $30,900 $119,300 $122,117 $180,231 Costs Service & Support $15,000 $37,247 $142,492 $418,754 Total Cost $169,100 $276,447 $384,509 $718,884 Unique Users 750 28,744 204,153 664,590 Income Revenue $0 $38,718 $314,482 $1,308,611 Profit -$169,100 -$237,728 -$70,027 $589,726 Notes Setup Intial Marketing BEP Expansion (Note: See budget sheet for detailed budget)
  • 26. 기준 : 달러 ($) 400,000 300,000 200,000 Cost Revenue 100,000 0 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12 Month  보수적인 매출 추정 :  같은 계열의 타 게임들 성장자료 기준:  ClubPenguin, OurWorld, Spine World, Moshi Monsters  3 of every 10 ClubPenguin users  -or- based on growth to 10% market share  전체 게임 User 중 프리미엄 User 10% 목표