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Native In game Ads platform
1. The Zero Games
No more pop ups and banners. Plakc provides multiple ad
formats like Native ads, Video ads, VR ads etc.
Investment Pitch
TZG is an advertisement platform
enabling contextual ads in rich media
Plakc enables brands to engage with players at their
immersed moments.
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
2. 206
x1
x3
PLAYER 1
x2
Create a PMP in one DSP and get direct deals from trading desk
Status
Complete
Product Vision
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Video Games
Programmatic
VR ARVideo
Status
POC Done
Status
In Development
Signed MOU with
Asianet
Status
Future Development
Ad server
SDK
Admin Brand Portal
Developer
Portal
3. Worldwide Mobile Ad Spend to cross $100 Bn in 2017
Mobile advertising grew 49% in 2016, with a forecast
of average annual growth rate of 26% a year
between 2016-19.
Mobile will account for 64.7% of internet expenditure
and 27% of all expenditure in 2019 - more than all the
traditional media except television put together.
By 2019 we expect internet advertising to
account for 41.7% of global adspend.
2019 The Zero Games Pvt. Ltd. All Rights Reserved
Mobile Internet
27.0%
2016
15.2%
35.5%
16.7%
6.4%
7.3%
18.9%
2019
27.0%
32.6%
12.7%
5.8%
7.1%
14.7%
Desktop Internet
Television
Print
Radio
Outdoor
Source : Zenith
44.6%55.4% 64.6%35.2%81
Bn $
101
Bn $
163
Bn $
89
Bn $
This year internet advertising will overtake
advertising in traditional television to become
the world’s biggest advertising medium, accounting
for 36.9% of total ad expenditure.
C
4. Gaming is the new mass media because of mobile
31%
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
2016
30.8
2017 2018 2019 2020 2021
Number of video game players worldwide
in 2016, by region
Worldwide, there are over 2 billion gamers, half of
whome come from the Asia-Pacific region alone.
Source : Newzoo,2016
U.S
5.6%4,796 Mn 5,956 Mn
S.E ASIA
37.2
44.2
52.2
60.7
71.0
Gaming
Browsers
Calls
Chat and
VOIP apps
All other activities including social
networking videos, mobile payments etc.
9%
20%
31% 10%
Active time
186
Mins/Day
9%
INRbillion
India’s gaming industry, 2016 CAGR 18.1%
0
10
20
30
40
50
60
70
80
Source: KPMG in India’s analysis and estimates, 2017
INDIA
A majority of the revenue for the mobile gaming is from
advertisements in the form of banner ads, incentive
advertisements and brand placements while in-application
purchase contribute to a small share of revenue pie.
User spending time playing games.
Revenue in the
Mobile Games (US $)
$
CAGR 2017 - 2021
Market volume
in 2021 (US $)
ASIA - PACIFIC
AMERICANS
EUROPE 337 Mn
301 Mn
MIDDLE EAST &
AFRICA
Revenue in the
Mobile Games (US $)
CAGR 2017 - 2021
Market volume
in 2021 (US $)
Indonesia Philippines
1,152 Mn
607 Mn
17.4%
240 Mn
175 Mn
8.2%
Singapore Vietnam
158 Mn 200 Mn
119 Mn
7.3%
148 Mn
7.7%
Malaysia Thailand
162 Mn 206 Mn
119 Mn
8.0%
159 Mn
6.7%
407 Mn
1 Bn
5. Players
Players consider pop up
ads as irritants as they
interfere with the immersive
gaming experience.
Problems in Current Scenario
Ads don't have a brand impact
as the players focus on closing
the pop up or blinding out the
banners
Gaming Studio
Banner and pop ads drive
gamers away from their
games
Smaller studios have lesser
resources and find it difficult
to sell their native inventory
Hard coding native Ads
require constant updating
which leads to low adoption
Brands
For Native ads, campaign
needs to be coded each time
and makes it non scalable
Brands are choosing games
instead of their target audience
2014E 2015E 2016E
275M
380M
145M
Interstatial ads
Google has now forced a decision on
the issue by penalising websites with
intrusive popups. PENALTY
Devices using Adblock software in mobile browsers
INDUSTRY OUTLOOK
Mobile adblock usage is surging internationally
Source : Pagefair,2016
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
6. PLAKC creates a win win situation
Player
With PLAKC, ads are not an irritant but a part of the
native game environment that enriches the
gaming experience.
Reward system where players can earn rewards
playing different games on PLAKC
Native format is non intrusive and makes gaming experience real.
This way studios can generate revenue without irritating the
players
Higher ROI as one player can be exposed to multiple brands
as he keeps playing
Studios need to integrate our SDK only once and native ads can
then be changed dynamically from the server.
Gaming Studio
Brands can create subconscious associations with the gamers
by interacting with them at their immersed moment.
Brands can now focus on choosing the right player demographics
rather than choosing games.
Brands get massive scale as through PLAKC they can reach players
across multiple video games across platforms
Brands
Native advertising is steadily eating
away at non-native mobile display’s
advertising share
Native will make up 57.4% of worldwide mobile display advertising in 2017.
World : Native share of total mobile display advertising (%)
Estimated
2017 2018 2019 2020
Source : IHS,2016
2012 2013 2014 2015 2016
0%
20%
85.8%
14.2%
32.3%
46.1%
51.8% 53.3% 57.3% 60.2% 61.5% 63.2%
67.7%
53.9%
48.2% 46.7% 42.7% 39.8% 38.5% 36.8%
40%
60%
80%
100%
AD
AD
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
7. Moment Based
Brands can congratulate players at their
achievements building a stronger and positive
bond with audiences
Rewarded Ads
Fill Survey Form Play Branded
Minigames
Watch Video
Players get rewarded for their actions.
PLAKC Ad Formats
Non Clickable Native ads Clickable Native ads
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
8. BRANDS
DSP
GAMERS
AGENCIES
ADVERTISER
RTB
RESELLER
GAME STUDIOS
Underlying Magic
-
-
Ad server
Gaming Studios integrate our plugin while making games and
designate exclusive Ad spots for PLAKC
Our ad server compares
bidding rates of different
brands to maximize
revenue for both
Publisher and PLAKC.
PLAKC serves Ads to
user based on the profile
of the user and targeting
parameters.
Campaigns are booked in PLAKC server through various sources.
All these campaigns have their targeting details and rate.
Advertiser
PLAKC
Game
Studio
PLAKC pays publishers
60% of revenue after
deducting operational
cost 70%
Brands pay PLAKC for reaching
consumers through our platform
Daily Impressions served and Fill
Rate on the platform are the key
performance metric for PLAKC
KPI
BUSINESS MODEL
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
40%
60%
PUBLISHERS
10. Revenue so far
Branding Performance + Branding
Sep 2018 Oct 2018 Nov 2018 Dec 2018 Jan 2019*
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Campaigns executed since February 2017.
In 12Months Revenue generated was
CAMPAIGNS
EXECUTED
GLOBALLY
CPM, CPI, CPC,
CPV & CPCVINR 1.2 Cr.
3Million
and counting ...
Monthly Active Users Units Sold
Native Ads
Brands
TM
Brands & Network Partners
0
5
10
15
20
25
30
35
Revenue$(inthousands)
Performance + Branding
Campaigns Revenue
And many more Brands. . . And many more Network Partners. . .
$ 5,000
$ 15,000
$ 35,000
$ 20,000
$ 30,000*
11. PLAKC Cutting edge advantage over competitors
Native Banner
Native Click
Moment Based Ads
Video Ads
Rewarded Ads
VR Ads
AR Ads
Mobile
Console/PC
Programatic
Location IndiaIndiaNorth America
MEDIUMADFORMAT
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
12. 2010 2015 2016 2021
North America
Latin America
Asia Pacific
Europe West
Taking all of these types together, Digital TV Research estimates
that the worldwide OTT market was worth $29.41 billion
last year, and will reach $64.78 billion in 2021. The market
research firm expects AVOD to overtake SVOD in revenue by 2020.
So we are talking about a sizeable market, though still relatively small
in comparison with a video industry which generates, according to the
Boston Consulting Group, around $500 billion of annual revenues.
Content production accounts for around $240 billion of that, according
to the same source. This is paid for by fees that come from
multichannel pay TV subscriptions plus advertising, public sector
funding and licence fees.
Video
Source : Broadband TV News, 2016
Source : Zenterio, 2016
2019TheZeroGamesPvt.Ltd.AllRightsReservedC
Global OTT TV &
video revenue
forecasts by
region ($ million)
Market size and comparison with traditional digital TV
OTT
Advertising
with TZG
0
5000
10000
15000
20000
25000
$29.41 Bn $64.78 Bn
2015 2021
Worldwide
OTT Market
$500 Bn Video Industry
$240
Bn
(annual revenue)
Content production
accounts
(according to SNL Kagan in 2105)
13. Sales
Ops
Technical
Support
Game
Partnership
FUNDS USAGE
GROSS REVENUE PROJECTION
TEAM SIZE
Financials
0 3 6 9 12 15
Seed Round (15 April, 2015)~ USD 460K
Raising for
Series A
USD
4 Mn
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Salary Marketing InfrastructureOps Advance
for Rights
2017-18 2018-19
2017-18 2018-19
2017-18 2018-19
0%
10%
20%
30%
40%
50%
60%
Q1
2017-18
Q2
2017-18
Q3
2017-18
Q4
2017-18
Q1
2018-19
Q2
2018-19
Q3
2018-19
Q4
2018-19
0
0.5
1.0
1.5
2.0
inMillion(USD)
14. Founder Team
2019 The Zero Games Pvt. Ltd. All Rights ReservedC
Ex- VP sales and Marketing
at Telelabs Communications,
APM & Executive officer at
Spoken Tutorial IIT Bombay.
More than 5 years experience
in Software sales and distribution
CEO
An IIT Bombay drop-out.
Passionate Game Developer.
A Multi-Language
Programmer and Algorithm
Developer. Skills include
core technologies
like C, C#, Java, Python et all.
Project management experience
of over five years. Freelance web
designer/developer. Skills
include core programming.
IIT Kharagpur, IIM Calcutta,
technocrat at heart worked in
Citibank London, and
Mindworks Global as VP
operations for 5 years.
Co-founded Reliable records
and Blazingtrail Technologies.
Provides business direction to
The Zero Games.
Key Investors Advisors Key Employees
Arjun Chadha
(Managing Partner at
Sixth Sense Ventures)
Japan Vyas
(President, Playizzon Gaming
Studio)
Xerxes Mullan
(VP, Ad Platform at ZPlay)
Randy Barrenscott
(Co-founder, Inceptra
Lifestyle)
(Vice President at
D. E. Shaw & Co.)
(IFC Director for
Manufacturing,
Agribusiness, and
Services in Asia)
Amit Dhawan
CTO
Nishanth Kottapalli
CSO
Adesh Sarwan
CCO
Chetas Bhardiya
Vipul Prakash Shashi Borade
(Reliance Digital)
Sales
Kushal Sanghvi
Global Business Director
Amit Gaosandhe
(IIT Bombay)
Full stack developer
Saquib Alam