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The opportunity for talents to pursue their dreams
A human-focused application allowing talented people to unleash their potential
 A competitive platform for talents to compete and improve
 A self-regulated and fair systems for users to judge talents
 A gamified system where amazing talents gain recognition and encouragement
WOW mission is to encourage talented people around the world to pursue their talents and fulfil their
dreams
 An easily accessible platform for talent showcasing
A diversified team, a lot of energy and the same goal
Our credo, “keep it simple, keep it fun and keep it up!”
The “management” team
• A great marketing / growth
hacker VP
• A strong CTO / backend
developer
The marketing team The product development team … and we’re recruiting
Pak H. Chau
Founder & CEO
Entrepreneur, thinker
and dreamer
“Let’s do it!”
Ray Yang
COO & marketing
strategist
“Progress and improve
every day”
Adrien Courtat - Larger
CFO & director
Former M&A guy starving
for entrepreneurship
“Keep it simple”
Dean Van Aalten
UI/UX designer & marketing
“Why people are keeping
talking Cantonese to me?”
Yannis
Part-time intern
“Could you please call me
with my Chinese name?”
Stephen & Joe
Excellent frontend/backend developers, but don’t ask
more, their stuff is too obscure, but they’re full of fun
Current offer to showcase one’s talent
Market observation (1/2)
Description
Digital
platforms
Real-life
competitions
• Competitions for talents exist from a
long time
• Multiplication of TV shows to discover
talents
• The online platforms below are potential
channels for people to showcase their
skills.
Pros Cons
√ Easy / free to access
√ Potentially a large audience
√ Some real success stories occurred
× Content is not exclusive for talents,
hence videos get lost easily
× No gamification and incentives for
talents to pursue greatness
× Recognition not necessarily related to a
the quality of talents
√ Dedicated free audience
√ Dreams may come true
× May have a high cost (talent has to
travel), and can be time consuming with
long application process
× Most competition are local and not
necessarily dedicated to one specific
talent
× Few judges: result may be biased
WOW aims to create a digital platform for real-life competition
Blogs
Local competitions
• Booming introduction of gaming features into a non-game context applications (badges, leadership boards, challenge other users,
ranking, etc.) in a large array of practice and sectors
 It increases users’ engagement and motivation
• Gamification is especially fitting sports and talent-related activities assuming that players received thrilling rewards based on their
concrete skills
The rise of gamification into goal-oriented social platforms
Market observation (2/2)
Personal fulfillment Health & fitness Causes Learning Marketing Workplace
WOW aims to implement gamification to continuously encourage players to pursue their talents and dreams
A growing number of video challenge app
Competition overview
Mass audience Niche audience
Judging
Rating
Our judging system is better because:
 It’s a fair and entertaining system
 We have a clear challenge and competition
structure
Our niche and passionate audience is better
because:
 It can be highly targeted, precisely
segmented and easily reached
 We have a huge prescribing power over our
passionate audience and a non-disturbing
advertising model
WOW strengths
• Interest in online video has dramatically increased, specifically using mobile video as a platform
for greater social connection and relationships
• WOW wants to benefit from that trend differentiating itself from the growing competition
• Estimated # of players: > 270m in the late 2000’s
• Main associations: FIFA, UEFA, large number of leagues and
associations
• In 2014, 3.2bn people watched at least one match of the World
Cup, 1.0bn for the final (o/w 0.3m on the web or a mobile device)
A global, easy to reach and passionate targeted audience
Market facts
The number of potential users is huge and our targets are easy to reach through existing online and offline networks
Basketball
• Estimated # of players: c. 450m worldwide in the 2000’s
• Main associations: FIBA (worldwide federation with 215 national
federations in 2015), NBA (North America)
• 2015 NBA recorded on average 20m viewers per match with
peaks up to 29m viewers
• Estimated # of players: unknown, growing
number of local competitions
• Main association: The World Freerunning
Parkour Federation (2,000+ affiliates in 65
countries in 2015)
Parkour
Wakeboard
Snowboard
Surfing
Windsurfing
Base jumping
Ice climbing
Jet skiing
Kite surfing
Wingsuit sky diving
Singing
Juggling
Magic trick
Tumbling
• Estimated # of players: > 30m globally (o/w 6.5m in
the US) in 2014
• Main association: International Skateboard
Federation, World Skateboarding Federation
Skateboard
And much more…
(1)
1) FIBA global estimate
2) The Forbes and Nielsen “Inside The Numbers: 2015 NBA Finals
Were Highest-Rated, Most-Viewed Ever For ABC”
3) FIFA global estimate
(2)
(3)
(4)
4) FIFA press release on Dec. 16th, 2015
5) Time “Snowboarders Are Olympic Heroes. So When Will
Skateboarding Get Some Olympics Love?”
(5)
Football
BMX
• Became a medal sport at the 2008 Summer Olympics in Beijing
WOW, a gamified social network for talent competition
The perfect place to leverage the engagement of talents and to create a strong qualified community
=
a gamified social
platform
Talents
CompetitionSocial platform
A place where competitors gain
encouragement through recognition
A place where talents connect with
no boundaries
A place where talents improve
through competition
WOW, the ultimate platform dedicated to talents to shine
Product (1/3)
• WOW is a mobile-based application dedicated to
talented people
 The perfect platform for talented people to
demonstrate their skills, learn, improve and with
their peers all over the world
 The ultimate platform for passionate individuals
around the world, to compete and get
encouragement for performing their best
 A democratic judging system giving to every talent a
fair chance for being recognized
An unique and virtuous game model
Product (2/3)
Talents compete
by uploading
videos
Ranking and
achievements
Users judge the
videos
• A dynamic platform for talents to
compete by uploading videos
• Users’ videos are judged in a fair and
democratic way
• Users judge players in a very dynamic
and entertaining way
• Ranking and statistics for motivation and
improvement
• Trophies and rewards based on real
performance
Encourage user
engagement to
post more videos
A huge potential for future development
Product (3/3)
WOW long-term vision is to encourage any kinds of talents throughout the world to fulfil their dreams
 Roll-out of the concept to any kind of talents with different formats of showcasing
 Allow users to interact more, communicate, learn new skills and meet up by introducing new features from chatting
to betting (with in-app currency), etc.
 Connect talents with talent-embracing organizations to fulfil their dreams
 Create private and social tournament with their friends and challenge other players
A platform for users and brands to interact in a new way
Sponsored online tournament and the creation of a virtuous spiral for talents, brands and WOW
Creation of tailor-made sponsored online-tournaments
 Knowledge of our user base allows advertisers to reach passionate people, leading to huge conversion rate
 Innovative gamified, incentivized and native advertising creating value for the brands and the users
 Brands are likely to be labelled and perceived as fun and dynamic
 It will encourage users to compete more and post videos becoming a viral growth engine
 Ability for advertisers to tailor tournaments to achieve and monitor their advertisement goals
Objectives:
• Acquire users at a low cost
• Lead users to become referrals
Execution:
• One-week sprint = 28 iterations
to experiment different user
acquisition channels
• Focus on the one that has the
lowest acquisition costs
• To use not only word of mouth,
but creating a sharing system
that would push users who love
it to make the product viral by
referring it
Objective:
• Constantly optimise users’
experience to increase our
retention engagement rate
Execution:
• Two-week sprints = 14 product
enhancements by the end of
2016
• Rely heavily on close
communication with users and
especially data analytics to figure
out changes that we should
make
• Change quickly and often so that
the users we’ll acquire in the
future will be more likely to be
engaged for a long time
From user acquisition to user engagement
We will constantly experiment on the most efficient way to acquire users and turn them into loyal users
Acquisition
Activation
Retention
Product Marketing
Retention Engagement ReferralsHighly valued
loyal users
Product becoming viral
(free acquisition of users)
Contacts
We would love to touch base with you and tell more about our journey!
• Pak H. Chau, founder & CEO
pak@wowjust.watch
+852 5922 2555
• Adrien Courtat, CFO & director
adrien@wowjust.watch
+852 614 78 260
• Ray Yang, COO
ray@wowjust.watch
+852 5922 7327

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Deck wow

  • 1.
  • 2. The opportunity for talents to pursue their dreams A human-focused application allowing talented people to unleash their potential  A competitive platform for talents to compete and improve  A self-regulated and fair systems for users to judge talents  A gamified system where amazing talents gain recognition and encouragement WOW mission is to encourage talented people around the world to pursue their talents and fulfil their dreams  An easily accessible platform for talent showcasing
  • 3. A diversified team, a lot of energy and the same goal Our credo, “keep it simple, keep it fun and keep it up!” The “management” team • A great marketing / growth hacker VP • A strong CTO / backend developer The marketing team The product development team … and we’re recruiting Pak H. Chau Founder & CEO Entrepreneur, thinker and dreamer “Let’s do it!” Ray Yang COO & marketing strategist “Progress and improve every day” Adrien Courtat - Larger CFO & director Former M&A guy starving for entrepreneurship “Keep it simple” Dean Van Aalten UI/UX designer & marketing “Why people are keeping talking Cantonese to me?” Yannis Part-time intern “Could you please call me with my Chinese name?” Stephen & Joe Excellent frontend/backend developers, but don’t ask more, their stuff is too obscure, but they’re full of fun
  • 4. Current offer to showcase one’s talent Market observation (1/2) Description Digital platforms Real-life competitions • Competitions for talents exist from a long time • Multiplication of TV shows to discover talents • The online platforms below are potential channels for people to showcase their skills. Pros Cons √ Easy / free to access √ Potentially a large audience √ Some real success stories occurred × Content is not exclusive for talents, hence videos get lost easily × No gamification and incentives for talents to pursue greatness × Recognition not necessarily related to a the quality of talents √ Dedicated free audience √ Dreams may come true × May have a high cost (talent has to travel), and can be time consuming with long application process × Most competition are local and not necessarily dedicated to one specific talent × Few judges: result may be biased WOW aims to create a digital platform for real-life competition Blogs Local competitions
  • 5. • Booming introduction of gaming features into a non-game context applications (badges, leadership boards, challenge other users, ranking, etc.) in a large array of practice and sectors  It increases users’ engagement and motivation • Gamification is especially fitting sports and talent-related activities assuming that players received thrilling rewards based on their concrete skills The rise of gamification into goal-oriented social platforms Market observation (2/2) Personal fulfillment Health & fitness Causes Learning Marketing Workplace WOW aims to implement gamification to continuously encourage players to pursue their talents and dreams
  • 6. A growing number of video challenge app Competition overview Mass audience Niche audience Judging Rating Our judging system is better because:  It’s a fair and entertaining system  We have a clear challenge and competition structure Our niche and passionate audience is better because:  It can be highly targeted, precisely segmented and easily reached  We have a huge prescribing power over our passionate audience and a non-disturbing advertising model WOW strengths • Interest in online video has dramatically increased, specifically using mobile video as a platform for greater social connection and relationships • WOW wants to benefit from that trend differentiating itself from the growing competition
  • 7. • Estimated # of players: > 270m in the late 2000’s • Main associations: FIFA, UEFA, large number of leagues and associations • In 2014, 3.2bn people watched at least one match of the World Cup, 1.0bn for the final (o/w 0.3m on the web or a mobile device) A global, easy to reach and passionate targeted audience Market facts The number of potential users is huge and our targets are easy to reach through existing online and offline networks Basketball • Estimated # of players: c. 450m worldwide in the 2000’s • Main associations: FIBA (worldwide federation with 215 national federations in 2015), NBA (North America) • 2015 NBA recorded on average 20m viewers per match with peaks up to 29m viewers • Estimated # of players: unknown, growing number of local competitions • Main association: The World Freerunning Parkour Federation (2,000+ affiliates in 65 countries in 2015) Parkour Wakeboard Snowboard Surfing Windsurfing Base jumping Ice climbing Jet skiing Kite surfing Wingsuit sky diving Singing Juggling Magic trick Tumbling • Estimated # of players: > 30m globally (o/w 6.5m in the US) in 2014 • Main association: International Skateboard Federation, World Skateboarding Federation Skateboard And much more… (1) 1) FIBA global estimate 2) The Forbes and Nielsen “Inside The Numbers: 2015 NBA Finals Were Highest-Rated, Most-Viewed Ever For ABC” 3) FIFA global estimate (2) (3) (4) 4) FIFA press release on Dec. 16th, 2015 5) Time “Snowboarders Are Olympic Heroes. So When Will Skateboarding Get Some Olympics Love?” (5) Football BMX • Became a medal sport at the 2008 Summer Olympics in Beijing
  • 8. WOW, a gamified social network for talent competition The perfect place to leverage the engagement of talents and to create a strong qualified community = a gamified social platform Talents CompetitionSocial platform A place where competitors gain encouragement through recognition A place where talents connect with no boundaries A place where talents improve through competition
  • 9. WOW, the ultimate platform dedicated to talents to shine Product (1/3) • WOW is a mobile-based application dedicated to talented people  The perfect platform for talented people to demonstrate their skills, learn, improve and with their peers all over the world  The ultimate platform for passionate individuals around the world, to compete and get encouragement for performing their best  A democratic judging system giving to every talent a fair chance for being recognized
  • 10. An unique and virtuous game model Product (2/3) Talents compete by uploading videos Ranking and achievements Users judge the videos • A dynamic platform for talents to compete by uploading videos • Users’ videos are judged in a fair and democratic way • Users judge players in a very dynamic and entertaining way • Ranking and statistics for motivation and improvement • Trophies and rewards based on real performance Encourage user engagement to post more videos
  • 11. A huge potential for future development Product (3/3) WOW long-term vision is to encourage any kinds of talents throughout the world to fulfil their dreams  Roll-out of the concept to any kind of talents with different formats of showcasing  Allow users to interact more, communicate, learn new skills and meet up by introducing new features from chatting to betting (with in-app currency), etc.  Connect talents with talent-embracing organizations to fulfil their dreams  Create private and social tournament with their friends and challenge other players
  • 12. A platform for users and brands to interact in a new way Sponsored online tournament and the creation of a virtuous spiral for talents, brands and WOW Creation of tailor-made sponsored online-tournaments  Knowledge of our user base allows advertisers to reach passionate people, leading to huge conversion rate  Innovative gamified, incentivized and native advertising creating value for the brands and the users  Brands are likely to be labelled and perceived as fun and dynamic  It will encourage users to compete more and post videos becoming a viral growth engine  Ability for advertisers to tailor tournaments to achieve and monitor their advertisement goals
  • 13. Objectives: • Acquire users at a low cost • Lead users to become referrals Execution: • One-week sprint = 28 iterations to experiment different user acquisition channels • Focus on the one that has the lowest acquisition costs • To use not only word of mouth, but creating a sharing system that would push users who love it to make the product viral by referring it Objective: • Constantly optimise users’ experience to increase our retention engagement rate Execution: • Two-week sprints = 14 product enhancements by the end of 2016 • Rely heavily on close communication with users and especially data analytics to figure out changes that we should make • Change quickly and often so that the users we’ll acquire in the future will be more likely to be engaged for a long time From user acquisition to user engagement We will constantly experiment on the most efficient way to acquire users and turn them into loyal users Acquisition Activation Retention Product Marketing Retention Engagement ReferralsHighly valued loyal users Product becoming viral (free acquisition of users)
  • 14. Contacts We would love to touch base with you and tell more about our journey! • Pak H. Chau, founder & CEO pak@wowjust.watch +852 5922 2555 • Adrien Courtat, CFO & director adrien@wowjust.watch +852 614 78 260 • Ray Yang, COO ray@wowjust.watch +852 5922 7327