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Weartech presentation

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Weartech presentation

  1. 1. WEARTECH WHILE YOU PLAY, YOU LEARN! Alban Cabiri - CEO Dimpi Gaurav - CTO Alessandro Miale - CFO Simone Santamaria - CMO Marco Solfato - COO
  2. 2. WHAT IS IT?
  3. 3. WEARTECH • An internet based platform where children of different ages can: A. Play games:  Games are designed in such a way so that to: Stimulate the development of intuition and logic of kids. Educate them on different subjects such as History, Geography, Maths, Science etc. B. Draw their own T-shirts:  The successful accomplishment of the different levels of the games unlocks features (shapes, designs, pictures etc.) which then can be put on customised T-shirts that children draw themselves. Stimulate the creativity of young users.
  4. 4. HOW IT WORKS?
  5. 5. STEP 1
  6. 6. STEP 2
  7. 7. STEP 3
  8. 8. Game 1
  9. 9. Game 2
  10. 10. Game 3
  11. 11. Win a shape!
  12. 12. STEP 5
  13. 13. STEP 6
  14. 14. The Benefits • The platform will educate children on how to properly use internet. • The platform will further develop children computer skills and creativity. • Children will receive highly customised products which will distinguish them from others. • The parents will have the possibility to give children a time consuming game, gaining more time for their housework.
  15. 15. Market Analysis: Competitors Enthusiast games Casual games Social games
  16. 16. S.W.O.T Analysis Strengths • Less repetitive than traditional social games (e.g. Farmville) • More social than traditional casual free games websites (e.g. FreeGames) • Educational purposes • Highly customized products for the real life • Possibility to exploit your creativity Weaknesses • Positioned in the middle of the categories space: not a social game, nor a casual games website • Educational topics may not interest some categories of people • People may be more interested in playing free games than buying personalized objects (no revenues from purchasing) Threats • On-line gaming industry is a very competitive, various and fast changing environment • Very big competitors with deep pockets (e.g. Zynga, GameForge) • Innovations can be easily replicated by incumbents (low barriers to imitation) Opportunities • Big deep pocket competitors can be potential buyers for the company ( and an exit strategy for VC) • On-line gaming is a fast growing market • Digital natives are creating new challenges for education
  17. 17. Market Analysis: Demand • Target: EU children aged between 0-18 • Estimated demand of users: N° farmville users (27400000) aged between 13-17 in EU(15%) in 6 years  1,163,130 users • Conversion rate: 18% estimated through questionnaires  209,363 buyers
  18. 18. Distribution of buyers during time (Adoption Curve) 250000 200000 150000 100000 Positive 50000 Neutral Negative 0 1 2 3 4 5 6
  19. 19. Costs Costs (Neutral Scenario) 2012 2013 2014 2015 2016 2017 Legal Cost 3.000 2.000 3.000 4.000 5.000 6.000 Workforce Salary 48.000 48.000 48.000 93.600 93.600 93.600 Computers 1.400 0 0 2.100 0 0 Ammortization 577 577 577 810 810 810 Website 495 1.656 1.656 1.656 1.656 1.656 Our salaries 60.000 60.000 60.000 60.000 60.000 60.000 Advertising 15.000 10.000 10.000 10.000 10.000 10.000 Printers 330 0 0 330 0 0 Office 20.000 20.000 20.000 20.000 20.000 20.000 Stationery and utilities 1.200 1.200 1.200 1.200 1.200 1.200 Total fixed costs 150.002 143.433 144.433 193.696 192.266 193.266 Inventory(quantity) 3.500 20.000 65.000 105.000 125.000 125.000 Inventory cost 7.000 40.000 130.000 210.000 250.000 250.000 Total internal costs 157.002 183.433 274.433 403.696 442.266 443.266 Marginal Costs for T- Sales Price € 20,00 shirt Euros T shirt 2 Logistic 5 Print 2 Tot Marginal cost 9
  20. 20. Revenue projections Net Income Cash Flow 1,600,000 1,600,000 positive, 1.3 positive, 1.327. 26.346 561 1,400,000 1,400,000 1,200,000 1,200,000 1,000,000 1,000,000 800,000 800,000 neutral, 740. € 600,000 600,000 € 076 neutral, 740.88 6 400,000 400,000 200,000 200,000 negative, 31 negative, 319.9 28 9.118 0 0 2012 2013 2014 2015 2016 2017 2012 2013 2014 2015 2016 2017 -200,000 -200,000 -400,000 -400,000
  21. 21. The deal • We ask € 305.000 for a 40% equity share in our company. • Our investor will have in 6 years the opportunity to sell their share to second stage investors or to benefit from an acquisition.
  22. 22. Would you like to invest in our company? THANK YOU! Q & A.

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