Ever wondered what will happen when we combine our love for video games with the toys we play with? at Waboba we have done it. Beach Toys for the digital age
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Waboba WRLDS connected IOT Toys pitch deck
1. A ball with a Sensor providing data on where it is, how
it moves, how hard it bounces, etc. allowing it to
control the game.
Smart Ball
Games that rewards active physical play and teaming
up with friends in real life.
Engaging Games
SMART PLAY
- We do smart balls with sensors that know where they are in real time.
- We connect them to the phone and let game developers develop games.
- We distribute and sell the products through global network.
Ever wondered what would happen if we take what we
love about computer games put that into traditional
play? If we could play computer games with our every
day toys? Well, we have. Pretty much every day since
we created Waboba. And thats why we created wrlds.
To bring games and play together. And what we do is
simple.
2. A WORLD THAT
PLAY TOGETHER
GIVE DEVELOPERS FRIENDLY, OPEN AND
COMMUNITY ORIENTED PLATFORMS FOR AR GAMES
GIVE PLAYERS QUALITY SMART TOYS THAT
BRING THEM OUT IN THE WORLD
GIVE RETAILERS FULL SALES SOLUTIONS THAT
DRIVES TRAFFIC
GIVE KEY PARTNERS PRODUCTS AND BRANDS THAT
ARE GREAT TO BE ASSOCIATED WITH
GIVE THE WORLD A NEW ERA OF PLAY
THEWAY
TOPLAY
THE
CREDO
3. 1.5 MILLION LAND BOUNCING
BALLS IN 2017 AND ITS NOW OUR
STRONGEST SEGMENT.
WABOBA SOLD OVER
What started as an idea about a
water bouncing ball in Sweden
in the late 90s has with lots of
hard work and love become a
global sports and toy brand.
We made Waboba out of our
love for outdoors play, and now
WALMART, TARGET, GIFT
UNIVERSE, RON-JONS, STADIUM,
DECATHLON AND MANY MORE.
WABOBA HAVE BUILT A GLOBAL SALES ORGANISATION
LOCAL CHINESE OFFICES
WABOBA CONTROL THE MANUFACTURING, PROCUREMENT AND
DEVELOPMENT RIGHT AT THE FACTORY FLOOR
BUILD COMMUNITY TROUGH
ENGAGEMENT.
WABOBA KNOW AGILE MARKETING, SOCIAL LISTENING, LIVE
STREAMING AND KNOW HOW TO
Waboba today has a global network of
distributors and retailers in the sport
and toy segment. Together with our
partners at BASITG we also have ins
into tech distribution.
Sales Channels
Knowledge of manufacturing,
procurement and logistics for the toy
and tech markets. The Waboba network
is at our disposal
Procurement
From Video Crews, Community
Management, livestreaming to 3d
design and merchandising.. We have
our agile marketing team at this
projects disposal.
Marketing
Where It Began
WE NEED YOU TO
TAKE PLAY TO THE
NEXT LEVEL.
4. The Issue
PLATFORMS FOR
SMART PLAY
WRLDS IS A COMPANY THAT DEVELOPS
5%
10%
15%
20%
USING GAMING TO GET PEOPLE TO PLAY
OBESITY AMONG YOUTH AGED 2–19 YEARS IN U.S. 1999-2016
2,2 BILLION GAMERS
IN 2020 THERE WILL BE AN ESTIMATE OF
WEEKLY GAMING HOURS IN UK OVER AGE GROUPS 2013-2017
KIDS INCREASED SCREENTIME
GROWING OBESITY RATES AND CONCERNS OF THE EFFECT OF
NEW BUSINESS
OPPORTUNITIES THAT ATTRACTS
BOTH PARENTS AND KIDS
THE GAMING MARKETS SATURATION RESULTS IN A HUNT FOR
THE NEXT GAMING FRONTIER AND A NEED TO FIND
LOOKING FOR WAYS TO ENGAGE
THE KIDS OF TODAY
THE TOY MARKET IS LARGELY DORMANT, SLOWLY LOOSING THE
WAR OF ATTENTION WITH NEW MEDIA AND PHONES AND IS
DRIVES TRAFFIC TO THEIR STORE
RETAILERS ARE STRUGGLIGN TO RETAIN CUSTOMERS AND ARE
SCREAMING FOR SALES SOLUTIONS THAT
5. Market Trends
SMART TOYS MARKET SEGMENT 2013-2020
TOYS VS GAMES 2011-2020
The Emerging Smart toy market represents the inevitable merge of the dormant toy
market - largely static over the last ten years - and the expansive game market. Both
catering for largely the same user base and both suffering from issues the other one
can help resolve. Toys loosing the war of kids attention and the game market
struggling to find new revenue models and innovation.
“The future of the (toy)market lies in products that
bridge the gap between real-world and virtual
toys. Growing concerns offer the mental and
physical health risks for children as- sociated with
digital addiction is helping revive interest in
traditional toys for their ability to inspire creative
playing in a natural way.
The global toys and games market is estimated to
reach $166bln by 2024 driven by innovation,
technology development and launch of smart
toys... The increasing digital lifestyles of consumers
worldwide... are pushing for the development of
smart electronic toys and games. Augmented
reality toys, app integrated toys, and toys that can
be controlled by smartphones are the new
frontiers of growth”
-The global Toys and games market (MCP-
2778).
46.1B$USD IN 2016
HALF OF THE GAMING MARKET ARE SPENT
ON MOBILE TOTALLING
27.1B$USD IN 2016
CHINA IS THE SINGLE LARGEST MARKET
FOR GAMES
350€ A YEAR ON
TOYS FOR THEIR KIDS
EUROPE IS THE LARGEST TOY MARKET
WITH PARENTS SPENDING ON AVERAGE
6. </>Bluetooth Low Energy
BLE
Boch
SDK
Basic OS of the Ball
Firmware
Logic Layer with algorithms
Logic
CR2477, 600h active playtime
Battery
Accelerometer:
Bosch BMA250E
Sensors
MTM e904S based on
Nordic nRF51822
SoC
Epoxy Seal
Epoxy
Super Bouncing
PU material
Our PU
Development Partner
Apps
API and Data for Support
Support
API and data for applicatins
Game Data
API and Data for knowledgebase
i.e. for advertising.
Knowledgebase
Data center and Machine learning
Cloud Service
For improving Toyware and Software
Statistics
Link to E-sales and
product databases
E-Sales Links to other internal systems
ERP Tech Ecosystem
Packaging , QC and
Shipment
Logistics
7. 0
23,625
47,250
70,875
94,500
2018 2019 2020 2021 2022
Revenue Streams
30% share on in app purchases on
games.
IAP Sales
Traditional product sales trough
distributors, online and key partners.
Product Sales
Licensing fees of cloud services to
white label partners, advertising
partners and knowledge partners
Licensing Fees
ITEM SALES OVER CATEGORIES (MPCS) 2018-2022
TOTAL POTENTIAL REVENUE (M$) 2018-2022 IAP AND LICENSING (M$) 2018-2022
SALES CHANNEL BREAKDOWN (M$) 2018-2022
Advertising partnerships based on
geolocations.
Advertising
8. 10
20
30
40
Product Sales Map
Traditional distributors
Distributors
Direct online sales
Online
Large retail FOB China/Operators
/e-commerce
Key Partners
Traditional retail partners
Retail
$12
$16
$22
$35
$39
RRP
$8
EXW
MARGIN OVER SALES CHANNEL
9. B2B Value Chain
Tech distributors
Toy Distributors
Distributors
Game developers
Game Industry
Operators, Big FOB Retail
Key Partners
Traditional toy and tech retail
Retail
Online Marketplaces for toys and tech.
E-commerce
Game developers
Knowledge Partners
Hana, Gift Universe, Sunflex
Target, Elgiganten, Walmart
AT&T, Sony, Marvel
Activision Blizzard, Mojang, Tencent,
NetEase, Microsoft
GIVES AN EDGE IN
COMPETITION
HIGH VALUE, CROSS RETAIL ITEM
Activision Blizzard, Mojang, Tencent,
NetEase, Microsoft
WIsh, Overstock, Amazon
COMPLETE IN-STORE
SOLUTIONS
ATTRACT TRAFFIC WITH A HIGH MARGIN ITEM TROUGH
BUT HIGH PERCEIVED
VALUE
INNOVATIVE NEW ITEMS AT LOW COST
DEVELOP A GAME AND SELL
IT TROUGH RETAIL
A PLATFORM AND SALES NETWORK
AT AN ONLINE PRICING
SWEETSPOT
SMALL, LIGHTWEIGTH PERFECT SHIP ITEM
GET TO KNOW YOUR
CUSTOMERS
WHERE ARE PLAYERS, HOW DO THEY PLAY
10. Production batch testing, qc setup and first
sales tests on limited market.
Test Launch
Games that rewards active physical play and
teaming up with friends in real life.
Soft Launch
Feb Mar Apr Jun Jul Aug Sep Oct Nov Dec
Current Objective
A ball with a Sensor providing data
on where it is, how it moves, how
hard it bounces, etc. allowing it to
control the game.
MVP 1.0
SOFT COSTS
200k USD
250k USD
HARD COSTS COST TO OBJECTIVE
TEST BATCH SIZE 5k
300k USD COST TO OBJECTIVE
TEST BATCH SIZE 100k
1.2m USD
GROSS REV TARGET 120k USD GROSS REV TARGET 1m USD
11. The tech is ready, The industry is ready, the consumers
are ready. It is still an open field waiting for the right
players.
The Market is
Ready
Key Investment Consideration
We have released products that sell at a global scale
myltiple times before, from idea to market to beyond.
We Have the
Experience
We go for the release of our own games, but the
platform has value regardless of how our release does.
The multitude
of options
12. Budget
We intend to move fast and take the
opportunity while its here. Thats why we
need your help. Save the dates:
April 1st:
Friends and Family
April 1st.
Nackademin Game Competition.
May 1st.
Production Run 1.
August 1st.
Test Sales.
September 15th
Series A
13. The company will issue 200 shares at 1 500 EUR per share, corresponding to a 20%
ownership in the company pre-money. Total issues is 300 000 EUR. After the issue the
company will have a total of 1200 shares.
The Shares are offered in Blocks of shares at a price of 300 thousand SEK, investors
are welcome to subscribe for one or several blocks. One block corresponds to 2 %
ownership pre-money. Subscription time is from March 25, 2018 to April 30.
Investment Offers
FRIENDS AND FAMILY
The company will issue 300 shares at 33 000 EUR per share, corresponding to a 25%
ownership in the company pre-money (post friends and family round). Total issues is 1
000 000 EUR. After the issue the company will have a total of 1500 shares. Subscription
is from September 15, 2018 to October 10, 2018.
Please indicate your interest to felix@wrlds.com
SERIES A
14. OUR FIRST GAME IS READY, THE PRODUCT IS WORKING. THE
FOUNDATION IS LAID. NOW JOIN US FOR THE NEXT LEVEL.
We have the Platform, production, game and basic
organisation. Now we look for companies with
interest and knowledge in the game and tech market
to boost our ranks.