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Step	Into	The	
Blue	Room	
Pitch	Deck
Source:	Reuters	
$	40	Bln		
This	is	an	industry	
set	to	explode	in	the	
next	36	months!	
	
	
VR	Revenue	forecast	
in	2022	$	209	Bln		
in	2020
The	Problem:		
Immersive	Technology	
is	far	from	mass	
adoption		
An	es)mated	90%	of	all	VR	
material	is	gaming	
related	while	less	than	12%	
of	the	general	popula)on	
par)cipates	in	the	ac)ve	
gaming	industry	
The	other	10%	of	VR	
content	is	educa<onal.		
It	has	immense	value	but	is	not	
the	key	to	mass	adop)on	
With	all	the	PR	and	news	
ar)cles	about	the	future	
growth	of	VR/AR	–	what	
holds	the	key	to	mass	
adop<on?	
In	fact	the	truth	is	that	headset	
sales	for	VR	have	gone	DOWN	
in	the	last	year	significantly.		
The	headset	manufacturers	
have	a	problem	–	they	need	to	
sell	headsets	but	their	
content	strategy	isn’t	
working	and	no	one	has	the	
answers	it	seems.
The	Solution:		
We	invite	You	
to	step	into	the	
Blue	Room	
We	looked	at	the	problem	and	decided	that	immersive	technology	must	
have	relevance	with	the	average	individual,	for	mass	adoption	to	occur.		
		
The	#1	factor	in	mass	adoption	is	RELEVANCE.			
It’s	that	simple.		Any	content	strategy	has	to	be	based	on	this.	
	
As	we	pondered	content	strategy	we	took	another	approach:					
Instead	of	making	virtual	reality,		
we	decided	to	make	reality	virtual.			
It’s	an	entirely	new	spin.		Think	about	it.			
	
Why	not	introduce	people	to	immersive	technology	doing	what	they	
love	and	has	relevance?
I	am	Chris	Hamby,		
and	that	is	very	personal	for	me	
–  Born	with	a	debilita)ng	hip	and	lower	spine	condi)on,	I	was	told	at	a	very	
young	age	that	I	would	con)nue	to	digress	in	my	handicap	and	would	be	
in	a	wheelchair	by	the	)me	I	was	21.		As	a	result,	I	spent	thousands	of	
hours	in	the	hospital.		The	)me	I	spent	alone	and	bored	only	worsened	
my	trauma	and	hope	for	change.	The	emo)onal	scars	from	my	early	
years	stayed	with	me,	and	I	promised	one	day	to	never	forget	but	to	
make	a	difference	for	other	suffering	children.			
BlueRoom	is	the	fulfillment	of	that	promise.			
–  Imagine	the	trauma	and	pain	of	a	child	facing	a	disease,	like	cancer.		The	
pain	from	chemotherapy,	the	sense	of	isola9on	from	the	normal	
explora9ve	ambi9ons	of	childhood	and	the	fear	of	their	future	and	those	
around	them.		This	situa9on	plays	out	thousands	of	9mes	a	day.	
–  These	children	struggle	for	HOPE,	face	daily	PAIN,	and	deal	
with	TRAUMA.
We	start	using	
2	core	
mediums	
NATURE	 ANIMALS	
These	2	areas	reach	across	demographics,	ages	and	culture.		
They	are	each	universally	appreciated	and	valued.		
Whether	a	child	is	4	or	14,	whether	they	are	from	an	Asian	culture	or	a	
German	culture,	the	appreciation	remains	the	same.	Our	model	is	
introducing	Immersive	Therapy	to	these	suffering	children.			
	
With	these		mediums,	we	bring	explorative	adventures	and	
entertainment	while	providing	Immersive	Therapy!
Nature	
Raw	nature	footage	in	full	360	VR	such	as	scuba	diving	in	
the	Caribbean,	Gocta	Falls	in	Peru,	the	Swiss	Alps,	for	
examples.		
We	have	full	exclusive	access	and	content	rights	to	900	
hours	of	nature	VR	content.		
This	content	library	will	be	growing	each	year	and	we	
plan	on	maintaining	the	largest	library	of	exotic	nature	
content	on	earth.		
The	top	relaxation	apps	in	the	mobile	app	stores	all	use	
extensive	nature	content	to	stimulate	relaxation	and	
serenity.
Animals	
–  In	recent	years,	animal	therapy	has	been	
referenced	and	studied	in	depth	for	it’s	
tremendous	ability	to	transform	mood.		
–  However,	for	most	of	the	kids	experiencing	
illness,	compromised	immune	systems	make	
animal	therapy	impossible.		
–  They	can	now	run	with	the	giraffes	in	the	
Serengeti,	hold	a	Koala,	or	experience	the	den	
of	a	lion.		
–  The	experiences	are	crafted	for	full	immersion
Product	&	
Services	
Our	VR	product	offers	immersive	content	that	changes	brain	
chemistry	in	a	positive	way	with	only	one	5	minute	session.	
	
Immersive	therapy	
for	hospitalized	
patients.		
Immersive	therapy	in	
a	remote	VR	
application.		
For	children	with	terminal	illness	in	
hospitals	that	need	the	experiences	
brought	to	them.		
Ave	of	400	patients	per	hospital	and	
bringing	on	88	hospitals	in	36	
months,	this	is	more	than	18,000	
lives	we	can	touch!	
	
Home	immersive	therapy	via	a	
subscription	model.			
Consider	us	the	Netflix	of	the	
immersive	field,	but	we	envision	
multiple	channels	of	content	in	the	
future.
Will	it	Work?	
Mobile	Apps	are	99%	
unsuccessful	across	the	
board.		
2	mobile	apps	that	have	broken	
all	trends	are	Calm	and	
Headspace	–	relaxation	and	
meditation	apps.		Calm	app	
alone	reached	$1	Bln	valuation!	
If	these	apps	have	shown	
mobile	apps	can	be	successful,	
then	immersive	therapy	in	
VR	has	an	even	higher	
chance	for	success.		
Mobile	is	one	dimensional,		
VR	is	immersive	providing	
a	much	higher	success	
ratio	for	relaxing	and	tricking	
the	brain	into	releasing	trauma	
and	stress!
Yelena	
Rachitzky	
She	was	recently	asked	in	an	interview*	if	she	thought	there	was	a	future	for	360	video.		Her	answer:	
“I	think	there	is!		I’m	really	interested	to	see	how	360	
video	is	going	to	fit	into	our	virtual	world	and	I	see	a	mix	
between	that	happening.”	
Oculus	Executive	Producer	of	
Experiences	
Source:	Webpronews
Benefits	of	Immersive	Therapy	are	
proven	by	Research	and	Scientists	
–  -For	every	four	people	who	received	VR,	one	had	a	pain	
improvement	that	was	clinically	meaningful.	
–  -Research	in	a	growing	scientific	field	called	ecotherapy	
has	shown	a	strong	connection	between	time	spent	in	
nature	and	reduced	stress,	anxiety,	and	depression.	
–  -Nature	alleviates	stress	and	anxiety	
–  -Nature	may	reduce	the	risk	of	certain	diseases.	
–  -Increased	mental	clarity
Competition	
There	are	a	number	of	VR	solutions	aimed	at	
children	that	are	educational	or	gaming,	as	
previously	discussed.		We	view	them	as	
indirect	competition.	
Our	main	competition	right	now	is	simply	
mobile	apps	and	PlayStations.		Most	of	this	
is	gaming,	and	we	don’t	feel	that	zombies	
jumping	out	and	shooting	them	are	a	great	
way	to	reduce	trauma	and	stress.		Immersive	
therapy	is	a	much	better	solution.
Summary	
No	one	else	is	doing	this	-	we	have	the	opportunity	to	lead	
the	way	for	VR	adaptation	to	the	mass	market	while	helping	
people	significantly.		Our	services	and	technology	truly	
make	the	world	a	better	place.		
There	is	immense	room	for	commercialization	in	the	area	
of	VR	360	footage,	and	an	enormous	untapped	market	for	
our	solution.
The	mission	statement	
	
	
To	relieve	suffering	for	one	
million	sick	children	
globally	through	
immersive	therapy	
technology	
	
Blue	Room	
Immersive	aims	to	
lift	suffering	
children	out	of	
emotional	trauma	
and	pain	by	
providing	virtual	
experiences	that	
brings	joy	and	
hope.		
Using	the	power	of	
VR,	we	provide	a	
form	of	
technological	
therapy,	what	we	
call	immersive	
therapy,	that	can	
change	their	
quality	of	life,	and	
ability	to	recover	
both	emotionally	
and	physically.
Annual	Revenues	-	$15,808,320	(2022)	to	$39,536,640	(2024).	
Cumula)ve	Revenues	-	$85,609,440	(2024)	
Break-Even	point	-	by	the	end	of	2021	
Number	of	Clients	among	Hospitals	-	220	
Number	of	subscribers	paying	for	the	Home	VR	Unit	-	105,600	
5-year		
Financial	Plan	
*We	have	based	our	numbers	on	reaching	only	2%	of	available	market	in	
5	countries	out	of	195	globally.			
They	are	also	based	on	only	reaching	one	segment	(hospitals)	out	of	8	
total	available	verticals	with	the	same	content	strategy.		
	
	This	project	is	infintely	scalable.
Who	we	are?	
We’re	just	a	group	of	accomplished	tech,	marketing	and	strategy	
guys	that	decided	we	want	to	change	these	children’s	lives	forever.			
This	is	personal	for	us,	an	agenda	to	create	deep	and	lasting	impact	
in	their	lives.		In	the	process,	we	discovered,	this	is	much	bigger	
than	it	seemed.			
As	we	show,	this	solution	can	not	only	change	children’s	lives,	but	
the	lives	of	millions	around	the	world	–	all	while	solving	one	of	the	
most	complex	problems	in	immersive	tech!!
Tim	Wornsdregt,	CTO		
An	accomplished	immersive	
execu)ve	of	VR	and	AR.		He	is	
also	an	advisor	for	numerous	
fortune	500	clients	and	start-
ups.	His	immersive	clients	
have	included	NASA,	
Facebook,	Samsung	and	Red	
Bull.	
Chris	Hamby,	CEO	
A	25	year	digital	execu)ve	
specializing	in	strategy,	
marke)ng	and	digital	
innova)on.	His	clients	have	
included	Knight	Ridder,	
Cars.com,	Burger	King	and	
Petsmart.	
Stephanie	Dodson,	
Director	Clinical	Research	&	
In-Hospital	Programs		
Director	of	the	Clinical	
Research	Department	at	the	
pres)gious	KU	Medical	Center	
in	the	US,	Stephanie	oversaw	
all	aspects	of	clinical	research	
in	a	large	academic	medical	
facility
Tudor	Pearce,	Director	
Underwater	Filming	
An	underwater	photography	
specialist	with	over	20	years	
experience	having	his	work	
featured	on	such	media	
companies	as	BBC,	CNN	as	
well	as	Four	Seasons.	He	has	
been	a	keynote	speaker	at	
conferences	interna)onally.
Advisers	
Amber	Allen		
is	the	CEO	of	Double	A,	located	in	
Austin,	Texas.			
As	a	former	Warner	Brothers	
executive	she	now	works	with	top	
level	brands	using	immersive	
technology	in	marketing	solutions.		
She	is	excited	about	our	project!			
https://www.doublea.com/	
Jonathon	Josephson		
is	the	CEO	of	Quantum	Interface	
holding	several	patents	for	motion	
sensing	technology	and	worked	
with	such	clients	as	ATT,	Samsung	
and	Sony.	
http://quantuminterface.com/
Final	Thought	from	Walt	Disney:		
	
“I	could	never	convince	the	
financiers	that	Disneyland	was	
feasible,	because	dreams	offer	too	
little	collateral”
Contact	Us	
www.stepintothe.blue	
Chris	Hamby	
Cell,	WhatsApp,	Telegram:		
+1	(210)	480-7738		
Phone:	+1	(866)	988-4411		
chris@thenexusagency.com

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