2. MoveableCode is a 21st Century play company.
We are creating new play products by combining
the proven power of classic play with the magic
of mobile technology.
Founded in 2009
India operations started in 2011
Team
Nicholas Napp – CEO (USA)
Kevin Mowrer – CCO (USA)
Trivikram Prasad – VP Product Engineering (India)
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3. One more buzz word for us to learn!
The new yellow pages of our generation
Social
Too many avenues to list…
Local/Location
Relative in terms of distance and radius
Mobile
Will be the premier digital device for a long time
to come
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4. We believe SoLoMo is the
future
We combine So-cial
We target three types connectivity, LO-cation
of ‘Play’ play and MO-bile
• Purely software technology to give
• Purely hardware (toys) adults and children the
• Interaction between full benefit and power
hardware and software
of play
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5. Attunement play
Body Play & Movement
Object Play
Social Play
Imaginative & Pretend Play
Storytelling-Narrative Play
Transformative-Integrative & Creative Play
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6. Body Play & Movement Object
Social
Imaginative & Pretend
Storytelling-Narrative
Attunement
Transformative-Integrative & Creative
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7. ‘Play’ is personal and something we want to share
The role of play has always been to help humans
grow through fun.
We are building a mass of ‘niches’
Social sharing, location awareness, and mobile
connectivity
We have a brand new ‘play and learn’ eBook for
pre-readers and early readers where children will
play with their favourite characters, build their own
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stories while growing their reading readiness
8. Mobile devices are fast becoming the primary platform for household
play
US Statistics (Mobile Playgrounds: Kids, Family & Mobile Play, PlayScience Report)
• 75% children (ages 2-13) have access to smart-phones
• 50% have access to an iPod Touch
• >25% have access to tablets
• 33% (ages 10 – 13) have their own phone
Kids use smart phones more than any other digital device
Parents download 1-5 apps a month
Kids usually get new devices rather than used/handed-down
Kids are more likely also to have an iPod Touch
eReaders and eBooks are becoming prevalent
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9. Currently most of the play is through single
player games – phone passed back and forth
Parents are asking for more opportunities to
play cooperatively with their kids
Smart Phones and tablets are currently seen as
‘neutral devices’ – kids and parents are looking
for more engaging ways to play together and
learn
Parents more likely to play multi-player games
with their older children
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10. Mobile devices important for learning – reinforcing
academic concepts, learning new information and
having an impact on a child’s future success
Parents of older children purchase app that
• Teach critical thinking
• Problem Solving
• Math
• History
Parents of younger children purchase apps that focus
on
• Literacy or reading
• Art and creativity
• Social-emotional skills
• Healthy nutritional habits
• Keeping children busy/occupied when traveling, waiting etc 10
11. On the cusp of the SoLoMo revolution (or is it
evolution?)
Not just a point of interest on a Google map
Real power of engagement is still in-person
Power in numbers
Relevance to the Indian context
Unrealized potential in the ‘local’ scenario –
not too many ‘play’ apps
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12. It all builds on human interactions and the human touch
SoLoMo will have a huge impact on the way consumers spend
money and live their lives
Makes the relationship with the customer very ‘sticky’ and
ongoing
Customers are always engaged and always connected
SoLoMo experiences have to be even cooler and more seamless
than the web
‘Play’ applications need to empower children and adults alike to
help them shape reality and learn from ‘Play’
The web is nowhere, SoLoMo is everywhere
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