Weartech is an educational gaming platform that allows children to play games to stimulate learning while unlocking customization options to design their own t-shirts. It aims to educate children online and develop their skills and creativity. The founders provide an overview of the company, business model, competitors, SWOT analysis, target market analysis, cost projections, and revenue projections, demonstrating neutral financial performance. They request €305,000 for a 40% equity stake to fund operations over the next 6 years.
3. WEARTECH
• An internet based platform where children of
different ages can:
A. Play games:
Games are designed in such a way so that to:
Stimulate the development of intuition and logic of kids.
Educate them on different subjects such as History,
Geography, Maths, Science etc.
B. Draw their own T-shirts:
The successful accomplishment of the different levels of the
games unlocks features (shapes, designs, pictures etc.) which
then can be put on customised T-shirts that children draw
themselves.
Stimulate the creativity of young users.
14. The Benefits
• The platform will educate children on how to
properly use internet.
• The platform will further develop children
computer skills and creativity.
• Children will receive highly customised
products which will distinguish them from
others.
• The parents will have the possibility to give
children a time consuming game, gaining
more time for their housework.
16. S.W.O.T Analysis
Strengths
• Less repetitive than traditional social games (e.g. Farmville)
• More social than traditional casual free games websites (e.g. FreeGames)
• Educational purposes
• Highly customized products for the real life
• Possibility to exploit your creativity
Weaknesses
• Positioned in the middle of the categories space: not a social game, nor a casual games website
• Educational topics may not interest some categories of people
• People may be more interested in playing free games than buying personalized objects (no
revenues from purchasing)
Threats
• On-line gaming industry is a very competitive, various and fast changing environment
• Very big competitors with deep pockets (e.g. Zynga, GameForge)
• Innovations can be easily replicated by incumbents (low barriers to imitation)
Opportunities
• Big deep pocket competitors can be potential buyers for the company ( and an exit strategy for VC)
• On-line gaming is a fast growing market
• Digital natives are creating new challenges for education
17. Market Analysis: Demand
• Target: EU children aged between 0-18
• Estimated demand of users: N° farmville users
(27400000) aged between 13-17 in EU(15%) in
6 years 1,163,130 users
• Conversion rate: 18% estimated through
questionnaires 209,363 buyers
18. Distribution of buyers during time
(Adoption Curve)
250000
200000
150000
100000
Positive
50000 Neutral
Negative
0
1 2 3 4 5 6
21. The deal
• We ask € 305.000 for a 40% equity share in our
company.
• Our investor will have in 6 years the opportunity to sell
their share to second stage investors or to benefit from
an acquisition.
22. Would you like to invest in our
company?
THANK YOU!
Q & A.