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Sports Fans Rewarded

   Investor Presentation
Overview
 The Problem
 The Product and Business Model
 The Market and Competition
 Strategy
 Business Drivers and Risk
 Customer Acquisition Costs
 Management
 Revenue Model
 Financials
 Funding Requirements
The Consumer Problem
 A Problem For Sports Fans
    Sports fans attend games; purchase sports merchandise,
     and root for their favorite teams, athletes, and coaches
     without being properly recognized or rewarded.
 FanRanker’s Solution
    Reward Sports Fans - Fans will be rewarded with prizes,
     discounts, and deals for being active in the real world and
     on the website.
    Recognize Sports Fans - The top sports fans and best
     content will be spotlighted on the website and within
     FanRanker literature.
The Merchant Problem
 A Problem For Sports Merchants
    Sports merchants do not have access to a platform that
     focuses on sports and that will provide them with the
     specific interests of their customers in real time.
 FanRanker’s Solution
    Connect With Customers – Allow sports merchants to get
     to know their current customers and reach new ones.
    Offer Deals That Matter – Help merchants provide deals
     on merchandise for sports fans’ favorite team, athlete, or
     coach.
    Reward The Best Customers – Fans that are recognized
     and rewarded will often provide repeat business.
The Product Features
 FanRanker Website
1. Post content and interact with other sports fans.
2. Get rewarded for being active on the site.
3. Compete for prizes.
4. Unlock trophies to gain status on FanRanker.


 FanRanker App
1. Check-in as a fan of ones favorite team, athlete, or
   coach.
2. Get deals from merchants that matter to sports fans
3. Get rewarded on FanRanker for being active in the
   real world.
The Product Functionality
 Free membership and app
  download.
 The site and app will be inter-
  linked so fans may combine their
  real world activity with the
  website.
 Virtual check-in to get deals from
  merchants who have an online
  presence.
 Facebook and Twitter integration
  for the site/app to gain exposure.
Physical Check-in System (Patent Pending Product)
Virtual Check-in System (Patent Pending Product)
The Product Reward System

The “Commish” Trophy
 Get active with merchant check-ins.
 Unlocking the “Commish” trophy means one
  continuously uses merchant discount/deals.
 The “Commish” trophy is the most valuable on
  FanRanker and will boost ones ranking on the
  FanRanker leader board.

Other Trophies
 Improve ones social status on FanRanker and earn
 bragging rights when trophies are unlocked for
 various real world activity.
The Product Reward System (Cont.)

Sports Fan Takes
 Post ones take on a sports event, story, or person.
 The best sports takes will rise to the top.
 Unlock trophies and earn bragging rights if ones
  sports take rises to the top.
 Boost rankings on the FanRanker leader board.
The Product Reward System (Cont.)

            FanRanker T-Shirt
            Deal the highest on
             Rank
               the FanRanker leader
               board.
              Get 10% of monthly
               sales for FanRanker
               T-Shirts or ($300
               monthly).
              Earn bragging rights.
Business Model
 Patent pending check-in technology
 Unique sports-themed social networking site
 Rewards users based on frequency and quality of
 use
     Merchant check-in (physical and virtual)
     Climb the ranks for submitting good posts on the website
     Earn bragging rights and prizes

 Work directly with sports merchants
     Allows merchants to target deals/coupons
     Increase customer awareness and relations
     Increase sales
The Market
 According to Plunkett         73% of teens and young
  Research, “annual              adults are a member of at
  company spending for           least one social
  sports advertising is over     networking site
  $28 billion annually.”        Top Social network sites
 Within the four major          visits per month, for 2011:
  sports, the average game           Facebook: 8,695,560,138
  attendance:                        Twitter: 1,399,127,428
       NHL- 17,070                  Linkedin: 79,000,000
       NBA- 17,149             Unique visitors to niche
       NFL- 66,957              social networking sites
       MLB- 30,135              grew by 48.1% in 2011
 The U.S sporting              Its estimated $1.5 billion
  equipment sales retail in      will be spent on social
  the range of $40 billion       networking sites in 2012
  annually
 The estimated size of the
  U.S Sports Industry is
  over $620 billion
Sports Generated Revenue – Nearly Recession Proof

Estimated Revenue from Regular Season Ticketing (%)
       2006 2007 2008 2009 2010              Regular season
NFL   16.9   16.6   16.7   16.0    16.6     revenue in most sports
      %      %      %      %       %        has only modestly
MLB   34.6   34.5   36.5   35.7    35.2     declined even as the
      %      %      %      %       %        average attendance
NBA   30.4   30.3   28.8   28.4    27.1     slightly declined.
      %      %      %      %       %
                                           FanRanker will exist in
NHL 40.2      42.3   38.7   39.5   39.6     a niche market that is
Regular Season Attendance (M)
       %      %      %      %      %
       2006 2007 2008 2009         2010     steady and proven.
NFL   17.6   17.6   17.5   17.3    17.1
MLB   76.3   79.6   79.0   73.6    73.2
NBA   21.6   21.8   21.4   21.5    21.1
NHL   20.9   20.9   21.3   21.5    21.0

                                               Source: WR Hambrecht + Co, E
Attendance At Games – Nearly Recession Proof
Regular Season Attendance (M)
       2006 2007 2008 2009          2010    Regular season
NFL   17.6   17.6    17.5    17.3   17.1     attendance in most
MLB   76.3   79.6    79.0    73.6   73.2     sports has only
NBA   21.6   21.8    21.4    21.5   21.1     modestly declined
NHL   20.9   20.9    21.3    21.5   21.0     even as the average
                                             ticket price has steadily
                                             risen.
Average Ticket Price (USD)                  FanRanker can help
      2006 2007 2008         2009   2010
                                             incentivize more ticket
NFL   $62.3 $67.1 $72.2 $73.3 $76.4          sales as prices rise.
      8     1     0     4     7
MLB   $22.2 $22.7 $25.4 $26.6 $26.7
      1     7     3     4     4
NBA   $46.9 $48.8 $49.4 $48.9 $47.6
      9     3     7     0     6
NHL   $43.1 $48.7 $49.6 $51.2 $54.2             Source: WR Hambrecht + Co, E
      3     2     6     7     5
Customer Characteristics
 Typical Customer
     Female aged 18-24
       Receptive to online advertising and shopping
     Males aged 18-35
       75% more likely than females aged 18-35 to check-in to
        physical locations
       Owns a Smartphone, watches live sports, purchases
        sporting gear, and sports tickets
 Studies show that nearly 50% of sports fans who
  checked in to a physical location via their phone
  were ages 25-34
 Individuals in the age range of 16-35 average $50
  in weekly spending for purchases over the
  Internet
Freethefan – This site focuses on sports talk,
and allows members to download their own
videos. It covers all sports and membership
is free.


Faniq – This site focuses on sports statistics
in an effort to educate current fans, and
make fans out of novices. The site allows
for the submission of articles and links to
many sports blogs. Membership is free.
Foursquare – This is a social network that
allows members to check in to various
establishments in order to receive
discounts/freebies. However, the site does not
specialize in sports merchants as FanRanker
will.



     FanFeedr – This site focuses on sports
     news only which is not a major part of the
     FanRanker business model.
ESPN Passport – Allows sports fans to check in to
sports events and chronicle the memories of the
check-in.




      Loopt - This is a social network that allows
      members to review many places and get
      nearby deal alerts.
NBA Turnstile – Allows NBA sports fans to
check in to sports games they watch live or
on television.
Strategy
 FanRanker Overall Strategy
    Physical check-in - Customers that visit/shop at sports
     stores, sports bars, hotels, or sports stadiums may receive
     highly targeted deals.
    Virtual check-in - Caters to sports merchants without a
     physical location and customers that shop on the internet.
    Rewards and Incentives – Fans will gain points for being
     active on the site and in the real world. The top fan will win
     10% of FanRanker t-shirt revenue for a year.
Strategy (Cont.)
 FanRanker Merchants Strategy
    Utilize geo-targeted SEO (search engine optimization) to
       get listed on the first page of Google, Yahoo, and Bing to
       target sports merchants.
      The Chamber of Commerce business listings will allow us to
       find and contact sports merchants via email and phone.
      Create informative videos tailored to merchants and
       distributed to video networks.
      FanRanker Soft Launch – Allow merchants to pre-register
       before the site/app goes live.
      Utilize Facebook ads to target sports merchants.
Strategy (Cont.)
 FanRanker Member Strategy
    FanRanker Soft Launch – This page will describe the
     website/app features and will allow sports fans to pre-
     register. One fan will win $50 on launch day.
    Social Media – Allow members to invite friends and share
     content on Facebook, Twitter, Youtube, Linked-in, and
     Google +.
    Offer Prizes – We will give away a Free T-shirt every week
     on the FanRanker Facebook page to incentivize fans to join.
    Recognition – We will spotlight prize winners and our best
     fans. Reward + Recognition = Repeat Business.
Business Model Drivers
 Sustaining Competitive Advantage
     Using unique UID to allow users to virtually check-in to non-
      physical areas
     Merchant deals based on users’ favorite sports team,
      coach, or athlete
     Continuous recognition and rewards for sports fans

 Critical Success Factors
     Monitor cash flow
     Expand our market reach by continuously attracting new
      merchants and subscribers
     Monitor customer needs and future trends, specifically new
      customer acquisition costs
Key Risks
 Low adoption rate
 System with bugs
 Unequal cash flow
 Keeping customer acquisition costs low
Customer Acquisition Costs
 New Customer Costs:

               Customer Acquisition Formula:
    (Website Development Costs / Expected Life of website) +
        Monthly Promotion Costs + Monthly Maintenance
                      New Customers

    Web Development Costs = $35,000
    Expected Life of Website = 84 Months
    Monthly Promotion Costs = $1,400
    Monthly Maintenance = $626
    New Customers Per Month = 15,000 (conservative figure)
    New Customer Costs = $0.16 per customer
The Management
Reginald Woodie,
President/Owner/Operator – Reginald is the
           Team
founder of Idea Tycoon, LLC, the parent
company for FanRanker. Mr. Woodie has a
depth of experience in the field of Internet
marketing and commerce. Reginald has
ranked sites on the first page of Google,
Yahoo, and Bing and have sold the sites for
profit.

 Judson Lang, Partner – Judson will work
closely alongside Reginald Woodie in this
endeavor with the online/offline marketing
for FanRanker. Judson has a background
in marketing and has written business
plans for other companies to obtain
funding.
AWH, Programmer – Ryan
Frederick and his team have
years of experience in developing
top quality websites and mobile
applications for the iOS, Android,
and Blackberry platforms.
Revenue Model
 Fan Fav Store
   Merchants will be charged monthly to list products
    in the website and app store.
   FanRanker will receive a 20 to 25% cut of each
    sale.
   Only products that match the member’s favorite
    team, athlete, or coach will show in the store.
 Advertisements will be strategically placed on
  the site.
 The FanRanker T-Shirt will be featured in the
  Fan Fav Store retailing at $19.95
Financial Highlights
                       Year 1          Year 2          Year
  3

Revenues               $187K           $328K
 $510K
Annual Growth     --            75%             56%



Net Profits            $52K            $132K
 $239K
Pct of Revenues   28%           40%             47%



Cash Investment   (100K)         (-)             (-)
Projected Cash Flow by Month
Projected Cash Flow by Year
Net Profit (or Loss) by Year
Funding Needs
 Seeking $100K in funding
 Milestones to be achieved (16 months)
    App/Website Creation
    Affiliate Programs (FanRanker Store) setup
    Sports Merchant signups in 5 major geographical locations
     in the U.S.
    FanRanker T-Shirts designed and ready for sale
    Profitability by the end of 16 months
 Use of Funds For Year 1
    Sales and Marketing        $18K
    Website/App Creation      $35K
    General Operating Expense  $38K
Sports Fans Rewarded

         Thank You.
Contact: info@fanranker.com

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Fanranker presentation \

  • 1. Sports Fans Rewarded Investor Presentation
  • 2. Overview  The Problem  The Product and Business Model  The Market and Competition  Strategy  Business Drivers and Risk  Customer Acquisition Costs  Management  Revenue Model  Financials  Funding Requirements
  • 3. The Consumer Problem  A Problem For Sports Fans  Sports fans attend games; purchase sports merchandise, and root for their favorite teams, athletes, and coaches without being properly recognized or rewarded.  FanRanker’s Solution  Reward Sports Fans - Fans will be rewarded with prizes, discounts, and deals for being active in the real world and on the website.  Recognize Sports Fans - The top sports fans and best content will be spotlighted on the website and within FanRanker literature.
  • 4. The Merchant Problem  A Problem For Sports Merchants  Sports merchants do not have access to a platform that focuses on sports and that will provide them with the specific interests of their customers in real time.  FanRanker’s Solution  Connect With Customers – Allow sports merchants to get to know their current customers and reach new ones.  Offer Deals That Matter – Help merchants provide deals on merchandise for sports fans’ favorite team, athlete, or coach.  Reward The Best Customers – Fans that are recognized and rewarded will often provide repeat business.
  • 5. The Product Features  FanRanker Website 1. Post content and interact with other sports fans. 2. Get rewarded for being active on the site. 3. Compete for prizes. 4. Unlock trophies to gain status on FanRanker.  FanRanker App 1. Check-in as a fan of ones favorite team, athlete, or coach. 2. Get deals from merchants that matter to sports fans 3. Get rewarded on FanRanker for being active in the real world.
  • 6. The Product Functionality  Free membership and app download.  The site and app will be inter- linked so fans may combine their real world activity with the website.  Virtual check-in to get deals from merchants who have an online presence.  Facebook and Twitter integration for the site/app to gain exposure.
  • 7. Physical Check-in System (Patent Pending Product)
  • 8. Virtual Check-in System (Patent Pending Product)
  • 9. The Product Reward System The “Commish” Trophy  Get active with merchant check-ins.  Unlocking the “Commish” trophy means one continuously uses merchant discount/deals.  The “Commish” trophy is the most valuable on FanRanker and will boost ones ranking on the FanRanker leader board. Other Trophies  Improve ones social status on FanRanker and earn bragging rights when trophies are unlocked for various real world activity.
  • 10. The Product Reward System (Cont.) Sports Fan Takes  Post ones take on a sports event, story, or person.  The best sports takes will rise to the top.  Unlock trophies and earn bragging rights if ones sports take rises to the top.  Boost rankings on the FanRanker leader board.
  • 11. The Product Reward System (Cont.) FanRanker T-Shirt Deal the highest on  Rank the FanRanker leader board.  Get 10% of monthly sales for FanRanker T-Shirts or ($300 monthly).  Earn bragging rights.
  • 12. Business Model  Patent pending check-in technology  Unique sports-themed social networking site  Rewards users based on frequency and quality of use  Merchant check-in (physical and virtual)  Climb the ranks for submitting good posts on the website  Earn bragging rights and prizes  Work directly with sports merchants  Allows merchants to target deals/coupons  Increase customer awareness and relations  Increase sales
  • 13. The Market  According to Plunkett  73% of teens and young Research, “annual adults are a member of at company spending for least one social sports advertising is over networking site $28 billion annually.”  Top Social network sites  Within the four major visits per month, for 2011: sports, the average game  Facebook: 8,695,560,138 attendance:  Twitter: 1,399,127,428  NHL- 17,070  Linkedin: 79,000,000  NBA- 17,149  Unique visitors to niche  NFL- 66,957 social networking sites  MLB- 30,135 grew by 48.1% in 2011  The U.S sporting  Its estimated $1.5 billion equipment sales retail in will be spent on social the range of $40 billion networking sites in 2012 annually  The estimated size of the U.S Sports Industry is over $620 billion
  • 14. Sports Generated Revenue – Nearly Recession Proof Estimated Revenue from Regular Season Ticketing (%) 2006 2007 2008 2009 2010  Regular season NFL 16.9 16.6 16.7 16.0 16.6 revenue in most sports % % % % % has only modestly MLB 34.6 34.5 36.5 35.7 35.2 declined even as the % % % % % average attendance NBA 30.4 30.3 28.8 28.4 27.1 slightly declined. % % % % %  FanRanker will exist in NHL 40.2 42.3 38.7 39.5 39.6 a niche market that is Regular Season Attendance (M) % % % % % 2006 2007 2008 2009 2010 steady and proven. NFL 17.6 17.6 17.5 17.3 17.1 MLB 76.3 79.6 79.0 73.6 73.2 NBA 21.6 21.8 21.4 21.5 21.1 NHL 20.9 20.9 21.3 21.5 21.0 Source: WR Hambrecht + Co, E
  • 15. Attendance At Games – Nearly Recession Proof Regular Season Attendance (M) 2006 2007 2008 2009 2010  Regular season NFL 17.6 17.6 17.5 17.3 17.1 attendance in most MLB 76.3 79.6 79.0 73.6 73.2 sports has only NBA 21.6 21.8 21.4 21.5 21.1 modestly declined NHL 20.9 20.9 21.3 21.5 21.0 even as the average ticket price has steadily risen. Average Ticket Price (USD)  FanRanker can help 2006 2007 2008 2009 2010 incentivize more ticket NFL $62.3 $67.1 $72.2 $73.3 $76.4 sales as prices rise. 8 1 0 4 7 MLB $22.2 $22.7 $25.4 $26.6 $26.7 1 7 3 4 4 NBA $46.9 $48.8 $49.4 $48.9 $47.6 9 3 7 0 6 NHL $43.1 $48.7 $49.6 $51.2 $54.2 Source: WR Hambrecht + Co, E 3 2 6 7 5
  • 16. Customer Characteristics  Typical Customer  Female aged 18-24  Receptive to online advertising and shopping  Males aged 18-35  75% more likely than females aged 18-35 to check-in to physical locations  Owns a Smartphone, watches live sports, purchases sporting gear, and sports tickets  Studies show that nearly 50% of sports fans who checked in to a physical location via their phone were ages 25-34  Individuals in the age range of 16-35 average $50 in weekly spending for purchases over the Internet
  • 17. Freethefan – This site focuses on sports talk, and allows members to download their own videos. It covers all sports and membership is free. Faniq – This site focuses on sports statistics in an effort to educate current fans, and make fans out of novices. The site allows for the submission of articles and links to many sports blogs. Membership is free.
  • 18. Foursquare – This is a social network that allows members to check in to various establishments in order to receive discounts/freebies. However, the site does not specialize in sports merchants as FanRanker will. FanFeedr – This site focuses on sports news only which is not a major part of the FanRanker business model.
  • 19. ESPN Passport – Allows sports fans to check in to sports events and chronicle the memories of the check-in. Loopt - This is a social network that allows members to review many places and get nearby deal alerts.
  • 20. NBA Turnstile – Allows NBA sports fans to check in to sports games they watch live or on television.
  • 21. Strategy  FanRanker Overall Strategy  Physical check-in - Customers that visit/shop at sports stores, sports bars, hotels, or sports stadiums may receive highly targeted deals.  Virtual check-in - Caters to sports merchants without a physical location and customers that shop on the internet.  Rewards and Incentives – Fans will gain points for being active on the site and in the real world. The top fan will win 10% of FanRanker t-shirt revenue for a year.
  • 22. Strategy (Cont.)  FanRanker Merchants Strategy  Utilize geo-targeted SEO (search engine optimization) to get listed on the first page of Google, Yahoo, and Bing to target sports merchants.  The Chamber of Commerce business listings will allow us to find and contact sports merchants via email and phone.  Create informative videos tailored to merchants and distributed to video networks.  FanRanker Soft Launch – Allow merchants to pre-register before the site/app goes live.  Utilize Facebook ads to target sports merchants.
  • 23. Strategy (Cont.)  FanRanker Member Strategy  FanRanker Soft Launch – This page will describe the website/app features and will allow sports fans to pre- register. One fan will win $50 on launch day.  Social Media – Allow members to invite friends and share content on Facebook, Twitter, Youtube, Linked-in, and Google +.  Offer Prizes – We will give away a Free T-shirt every week on the FanRanker Facebook page to incentivize fans to join.  Recognition – We will spotlight prize winners and our best fans. Reward + Recognition = Repeat Business.
  • 24. Business Model Drivers  Sustaining Competitive Advantage  Using unique UID to allow users to virtually check-in to non- physical areas  Merchant deals based on users’ favorite sports team, coach, or athlete  Continuous recognition and rewards for sports fans  Critical Success Factors  Monitor cash flow  Expand our market reach by continuously attracting new merchants and subscribers  Monitor customer needs and future trends, specifically new customer acquisition costs
  • 25. Key Risks  Low adoption rate  System with bugs  Unequal cash flow  Keeping customer acquisition costs low
  • 26. Customer Acquisition Costs  New Customer Costs: Customer Acquisition Formula: (Website Development Costs / Expected Life of website) + Monthly Promotion Costs + Monthly Maintenance New Customers  Web Development Costs = $35,000  Expected Life of Website = 84 Months  Monthly Promotion Costs = $1,400  Monthly Maintenance = $626  New Customers Per Month = 15,000 (conservative figure)  New Customer Costs = $0.16 per customer
  • 27. The Management Reginald Woodie, President/Owner/Operator – Reginald is the Team founder of Idea Tycoon, LLC, the parent company for FanRanker. Mr. Woodie has a depth of experience in the field of Internet marketing and commerce. Reginald has ranked sites on the first page of Google, Yahoo, and Bing and have sold the sites for profit. Judson Lang, Partner – Judson will work closely alongside Reginald Woodie in this endeavor with the online/offline marketing for FanRanker. Judson has a background in marketing and has written business plans for other companies to obtain funding.
  • 28. AWH, Programmer – Ryan Frederick and his team have years of experience in developing top quality websites and mobile applications for the iOS, Android, and Blackberry platforms.
  • 29. Revenue Model  Fan Fav Store  Merchants will be charged monthly to list products in the website and app store.  FanRanker will receive a 20 to 25% cut of each sale.  Only products that match the member’s favorite team, athlete, or coach will show in the store.  Advertisements will be strategically placed on the site.  The FanRanker T-Shirt will be featured in the Fan Fav Store retailing at $19.95
  • 30. Financial Highlights Year 1 Year 2 Year 3 Revenues $187K $328K $510K Annual Growth -- 75% 56% Net Profits $52K $132K $239K Pct of Revenues 28% 40% 47% Cash Investment (100K) (-) (-)
  • 33. Net Profit (or Loss) by Year
  • 34. Funding Needs  Seeking $100K in funding  Milestones to be achieved (16 months)  App/Website Creation  Affiliate Programs (FanRanker Store) setup  Sports Merchant signups in 5 major geographical locations in the U.S.  FanRanker T-Shirts designed and ready for sale  Profitability by the end of 16 months  Use of Funds For Year 1  Sales and Marketing $18K  Website/App Creation $35K  General Operating Expense $38K
  • 35. Sports Fans Rewarded Thank You. Contact: info@fanranker.com

Hinweis der Redaktion

  1. Narrowing our market down to the users we want to attract Surveying potential clients Adding Social Networking growth
  2. Estimate market share. I am still working on this Jud
  3. Estimate market share. I am still working on this Jud
  4. Estimate market share. I am still working on this Jud
  5. Estimate market share. I am still working on this Jud
  6. Just a guesstimate
  7. Just a guesstimate
  8. Just a guesstimate