Title: Googess
1Googess
- Interactive Trivia Community
February 2007
2The Team
- Idan Miller, CEO (M.A.)
- Over 8 years of entrepreneurial and management
of online gaming experience CEO of Get21, EVP
of Zone4Play (NASDAQ), Director of Business
Development NDS, EVP- Intech capital markets
(NY investment bank), CEO of Oraios (online
technologies for E-commerce E-Gaming). - Michael Golod, VP RD (BS.C)
- Over 5 years of experience in managing the
online financial processing 888.com, the worlds
largest online casino company. Over 8 years of
experience in architectural and development
design. - Ofer Entin, VP Marketing (LL.B)
- Over 5 years in online marketing, established
and managed the 2nd Playtech affiliate program,
managed the affiliation system of RTG, managed
the marketing department of BingoWorkz and worked
with several other well established
gaming groups. Highly experienced with media
buying and affiliate relations. - Nathan Brand, Creative Director
- Over 17 years of writing, directing and creative
management on the TV and commercial fields. Head
writer - I.C.P (Israel cable programming).
Channel 2, Educational TV, Creative Director
Orpan (edutainment attractions - Israel, Europe,
and US). Branding for Coca-Cola, Israeli Stock
Market, Israeli Electricity Company, Bezeq
3Vision
- Revolutionizing the online skill games genre as
known today by offering the best online,
real-time, multi-player skill games community for
money.
- Establishing a huge community of Trivia players
who pit their Trivia skills against each other
for money.
4Googess Concept
- First in the market to combine a full range of
cash-money, online, real- - time, multi-player Trivia games.
- Trivia games are based on information and
knowledge the player must pick an answer
from a multiple choice and True/ false options - In the Googess games, Players compete against
each other (NOT against the house) based on
their knowledge speed. - Community based, ever growing, question data
base inviting players to - post their original questions (Web 2.0 style).
- Hundreds of questions categories enabling
narrow-cast players to - compete in their specific knowledgeable fields
only. - Players will be able to create unique sub
categories, - create questions and to earn part of the rake
5Googess Games
- The Suite of games includes
- Classic games (All the Way, Survivor)
-
- A patented Trivionaire concept (Quick games,
Ring games, Tournaments)
6Googess Classic Games
Players have to answer the "house" questions.
All the Way - Players must accumulate correct
answers within a predefined short period of time.
All players reach the end of the questionnaire
the winner is the one who answered the largest
amount correctly. Survivor - Players have to
answer all the questions correctly. The first
wrong answer disqualifies from playing on. The
last person to stay in is the winner. Survivor
4 - Same as in Survivor, except for quitting
stations every forth question. Once a player
decides to withdraw from the game the prize is
divided between the remaining active players.
7Googess Trivionaire Game
- A multi player Trivia game played in a Poker
style players present each other with questions
from their own data base. - Up to 5 players per Trivia table.
- Quick games players buy in for each question.
The fastest to answer takes the pot. If no one
answers correctly the player who asked the
question takes the pot. - Ring games Each player pays the Buy-In in order
to play certain number of rounds. The winner is
the player with the highest amount of correct
answers - Tournaments Tournaments systems enables
thousands of players to compete on huge pots in
the Googess ring game format.
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12The Platform
- System can facilitate tens of thousands of users
simultaneously. -
- Current application includes 6 different games.
- New Trivia formats and other multi player skill
based games can be easily deployed on the
existing system, creating new type of revenue
streams. - Platform is based on existing gaming and skill
based games business models.
13System Design
Scalable, 24/7 robust platform
14Business model
- Gain commissions from each game played
- Gain Interest from players deposits
- Enhance fun playability to significantly raise
playing frequency - Introducing exchange arena for trading questions
- creating another stream of revenues - Target customers includes
- Fun Trivia players
- Cash money skill games players
- Gamers
- Poker players
15Market opportunity
- Total size of the online cash money skill games
market in the US reached 450M in 2005.
Estimated yearly growth 25-35 a year in the
coming 5 years to 1B in 2009 (IGDA -
international game developers association Jan
06) - Online fun Trivia players in the US is estimated
at 22 Million players. - Total size of Online Multiplayer cash money
Trivia market is estimated at 400M a year in
2009 (based on a 180 LTV conservative 10
conversion rate) - The latest US legislation creates an opportunity
for new skill based gaming solution that will
partly fill the void of online gaming in the US
market and therefore may enlarge the market
opportunity
16Competitive landscape
MULTIPLAYER TRIVIA
Skill level
Players Value ()
17Online Trivia Competitive landscape
Multi Player
Unique Question
Common Question
Single Player
18Go to market
- Geography Initially US Canada, followed by
European markets - Players segmentation Trivia, skill games,
gaming - Marketing strategy
- Direct - launching the Googess branded site
(Googess, Trivia on net, Be Trivia) - Guerilla marketing
- PR
- online media offline media
- SEO SEM
- Viral campaigns
- Affiliates
- E-mail campaigns
- Indirect marketing 3rd party partners to market
their own branded Googess games - main portals game zones (MSN, AOL, Pogo, Yahoo
etc.) - Online gaming sites that needs to diversify their
skill based games services in order to stay
active in the US market - Cooperation with existing Trivia TV format
19Players Retention
- Classic retention tools
- Promotions and bonuses
- Strong VIP department
- Daily/ weekly/ monthly tournaments
- Newsletters
- Active Game room management
- Proactive CSR (customer service relations)
- Unorthodox retention tools
- Land base Trivia events
- Cooperation with TV Trivia shows
- Players Questions manufacturing competitions
- Games flexibility
- Private tables
- Creation of unique categories by players
- Categories championship
20Marketing Test
- Marketing test has been running Feb 12th Feb
25th - Its goals
- Conversion of Online US Trivia players for real
money games - Keywords analysis
- Landing pages analysis
- QA Stability checkout
- 14 days results
- Total money spent 3300
- Average conversion rate 29
- Total registered users 1050 (780 from US)
- Average CPA (registered user) 4
- Total active users 549
- Average spent per active user 6
- Total games per active player 10
21Financial Roadmap
- Raised over 350K in Q3/06
- 8 full time employees (burn 35k)
- Classical games development completed
- Soft launch of classical games
- Alfa version of the Trivionaire game
- Fund raising 1.5M
- Headcount growing to 22 full time employees
(average burn 100k) - Official launch of Classical games
- Complete development and launch of the
Trivionaire game - Launching white label services
- Accumulated community of 30,000 real money
players - Reach profitability
-
-
22Financial breakdown per player
Player value Multi player Trivia Multi player Trivia Skill Games industry Poker industry Poker industry backgammon
Average game play amount 1 1 1.2 35 5 5
Average games per player/ month 100 100 100 100 100 100
Average monthly turnover per player 100 100 120 3500 500 500
Average house commission 20 20 20 4 10 10
Average income from each player/ month 20 20 24 140 50 50
Average life time per player 18 18 18 8 12 12
revenue per active member (LTV) 360 360 432 1040 600 600
- Least case scenario (based on 10 house
commission) 180 LTV - Best case scenario 540 LTV
23Projected PL (USD 000)
Yr 1 Yr 2 Yr 3 Yr 4
No. of Players No. of Players No. of Players 25,000 105,000 200,000 300,000
Revenues Revenues 1,100 8,700 19,600 30,900
Gross profit Gross profit 125 3,200 7,500 11,700
Operating expenses Operating expenses Operating expenses 1,100 2,100 2,850 3,300
EBITDA (1,000) 1,100 4,700 8,300
24Quarterly breakdown
Year I Year I Year I Year I Year II Year II Year II Year II
Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8
Revenues 0 117,000 312,750 660,263 1,124,702 1,707,407 2,409,918 3,045,006
Gross profit 0 (78,855) 7,084 159,157 358,630 606,104 902,274 1,152,671
Corporate tax 27,752
Net profit (162,046) (314,301) (341,687) (240,514) (90,104) 142,370 431,040 643,185
Accumulated Cash flow (262,796) (587,847) (940,284) (1,191,547) (1,403,952) (1,297,521) (821,741) (178,556)
25Cash Flow
Jan-10
26Unfair Advantage
- Concept first to launch a combined cash-money,
online, real-time, multi-player Trivia website - Web 2.0 style question platform ever growing
unique question database posted by players - Technology Robust multi player Trivia engine
(6-9 months barrier) - IP Patent pending on the game concept,
technology question mechanism - Team Management with 30 years of combined
experience in the online gaming sector -
-
27Why Now?
- The US market closes doors for online gambling.
- Few European countries have started legislation
processes to block online gambling. - Players, processing mechanism companies, media
partners and affiliates are all in search for
legitimate cash money services - There is an immediate need in the market for
online cash-money skill-based games
-
- Multi Player Trivia - The Perfect Answer !
28Contact us
- Idan Miller CEO, Googess
- Tel 972 54-6611524
- imiller_at_googess.com
- Benny De-Kalo CEO, DB Investment Bank
- Tel 972 54-4444458
- bennyd_at_dbinv.com
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29Googess
- Interactive Trivia Community
February 2007