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surendra335669 16 views 10 slides Oct 17, 2024
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About This Presentation

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FRAPEE

Frapee – The Origin 2 “HOW DO WE MAKE MONEY?” – Twist Mobile, a 100+ game apps owner “HOW DO I PRODUCTIVELY USE MY FREE TIME? I LIKE GAMES BUT...” – Jigar , college student “CAN WE REACH A MASS YOUTH AUDIENCE WITHOUT INCREASING CUSTOMER ACQUISITION COST?” – Happily Unmarried, a niche ecomm . startup in India WHAT IF, USERS, BRANDS AND GAME DEVELOPERS could get a shared aggregator ecosystem to mutually benefit each other? USERS AND ECOMMERCE BRANDS GAME DEVELOPERS 99.9% gaming apps are unprofitable ; 25% of them do not earn a single dollar – acute problem in emerging markets like India

Develop/ Integrate interactive games Collaborate with e- commerce & retail brands Frapee – Creating an ecosystem Frapee is a first of its kind mobile gaming aggregator in the Indian market, that enables users to earn discounts/cashbacks while playing game Users play and win Frapees (points) Frapees can be converted to vouchers/discounts Brands to give vouchers & discounts in return for brand visibility Frapee to generate revenues through ad spaces and priority brand visibility Develop/ Integrate Collaborate Use r   Brand Connect Monetary Benefits to Users & Frapee 3

Why We Can Make It Work The Frapee Advantage First-in-market platform that combines gaming with ‘winning’ experience for shopping (“Earn” Frapees ) Existing applications - Niffler, Zomato etc. - require users to do publicity on behalf of brands (such as reviews, sharing photos etc.) – deterrent Create the URGE for Frapee : Frapee <=> Gaming & E- commerce Go-Live Strategy Develop in-house simple, easy-to-play games Collaborate with game developers to integrate existing games Pooled marketing efforts across games undertaken by Frapee for user acquisition and brand collaborations – online and offline campaign Application Features Interactive, userfriendly games, all on a single platform Wide variety of vouchers of big/ small/niche brands - not available for free on existing platforms Enhanced UI navigation and frequent game roll- outs to increase User Interaction MILESTONES Launched in Oct . 2015; 25 + downloads in 2 months ; 25%+ active users (much higher traction than industry benchmarks of ~10%) Featured in Hindustan Times, International Youth Magazine and 3 other media Quadrupled game base to 12 ; 90+ brands with 400+ offers Playstore link: https://play.google.com/store/apps/details? id=com.partypanda.frapee 4

Market Opportunity 5 Internet users in India are expected to grow from 200 mn in Feb 2014 to 500 mn by 201 6 India has over 820 mn mobile subscribers currently and 2 00 mn smart phone users (expected to reach 400 mn by 2016 end ) Number of online shoppers is expected to double from 20 mn in 2012 to 40 mn by 2016 Healthy growth, in an underpenetrated market, of both gaming and ecommerce users – target audience of Frapee

Market Opportunity.. and Positioning 6 Coupons Landscape – 7 % of the total retail sales in India are impacted by coupons The overall retail and consumer services industry targeted by coupons is ~$53.0 bn ; 65 Mn online shoppers with average spend per person expected to rise by 70% in one year E-commerce companies, retail stores, and restaurants typically spend 7%-15% on marketing, discounts & promotions which pegs the industry at ~$5.5 bn Deal sites contribute 10-15% traffic in India, which is expected to grow 30-35% CAGR by 2018 Positioning to Brands – Typical customer acquisition costs for ecommerce companies is INR 1500 per customer – with presence on Frapee, this will be significantly lower as we could price brand visibility costs according to the discount vouchers provided Online shoppers and buyers starting with a base age of 18 are become more involved with ecommerce in their early teens à Target audience of Frapee (15 – 35 yrs ) Repeated purchases are more convenient as the right target audience is playing regularly in order to win vouchers for future purchases Positioning to Users – Exclusive discounts of brands available for free Socialising while playing (gives a real game experience), access to wide range of brands and uniqueness of the application’s concept

How We Will Make Money 7 Projected 50k downloads, team size of 20, 50 + games, 300+ brands by 2016 Generate Revenues through Revenue-Sharing with Games, Selling Ad Space, Affiliate Marketing & Preferential Brand visibility Integrate existing Games; Expand User Base Expand to International Markets - USA & UAE - in 2016 Who Will Be Interested

And We Have The Numbers As Well 8 Assumptions: Fill Rate (No. of delivered ads / No. of ad requests) is assumed to be 40% as per industry standards Converted ( Loyal) Users are assumed to be 20% of the total online users as per gaming benchmarks Attrition (Users who cease using the application every month) is assumed to be 25% m.o.m. Converted Users see ~300 ad impressions a month (conservative estimate based on ad frequencies) Revenues from ad space for priority brand visibility have not been considered – conservative estimate

This is Us 9 Co-Founder , SP Shah Consultants (UAE ) Product Development Manager, Citibank MBA , Wharton; B.Tech, Metallurgical and Material Science, IIT Bombay Siddharth Shah Co-Founder Co-Founder, The Souled Store, India Financial Analyst, Tres Vista B.E, Information Technology , Mumbai University Aditya Sharma Co-Founder Co-Founder, Infini Systems Co-Founder, Madbites.co.in, Indiaorders.com (PE - funded ventures ) Master in Information Systems from N.J.I.T.; B.E. Computer Science University of Mumbai University Gautam Udani Co-Founder Senior Software Developer Micorsoft Masters in Computer Science , Carnegie Mellon University B E , Electronics and telecom , Mumbai university Yuvek Mehta Co-Founder

Why Invest in Frape e Now 10 A great ecommerce idea must be supported with an even better marketing campaign to gain user visibility Investment   for Marke ti ng and   Working Capital Network Collaboration Mark eti ng Spends and user interface   development-­‐needed to capture target audience Investment   also   to   be used   to   fund working capital and business expenses needs as forecasted in the  model- ­‐needed for the first twelve months Total requirement-­‐$ 100k Leverage investment networks ecommerce brands collaborat ion and marke ti ng efforts Use Investor- ­‐ Frapee partnership to   gain trac ti on with brands an d   gaming partners
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