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Steve Puma
Fall 2008
Mission
Create a world that works for
everyone, in the shortest possible time.
Make tools that:
– Empower the individual
– Leverage Mass Collaboration
– Focus on the biggest problems
The Problem
•  Climate change is one of the greatest
   challenges ever to face mankind 
•  Individuals want to educate
   themselves and have a direct impact
•  Organizations want to engage "
   the public
•  Very few solutions meet these needs!
Trends
•  Fast-growing interest in
   climate change
•  Explosive growth in
   electronic game market
•  Not ONE mass-market
   sustianability focused game
Trends
• In
terms
of
both
the
power
of
gaming
computers
and

the
prolifera6on
of
ci6zen
awareness
about

environmental
issues,
there
hasn't
been
a
be;er
6me
to

introduce
a
game
with
a
strong
sustainability
or
eco‐
focus."
—

Jamais
Cascio,
founder
of
Worldchanging.com


• “Games
are
a
very
powerful
and
totally
underu6lized

tool
that
organiza6ons
of
all
kinds
–
not
just
businesses,

but
non‐profits
and
governments
too
–
can
use
to
tackle

these
challenges.”
—
David
Edery,
Author
of


'Changing
the
Game:
How
Video
Games
are

Transforming
the
Business
World'


Customer Need
        Contribute my ideas towards solving global climate change

Customer
Need
                                                                                 Imp
   Sat
   Opp

Contribute
my
ideas
towards
solving
global
climate
change
                                     7.3
   0.0
   14.5

minimize
the
amount
of
6me
it
takes
to
learn
how
to
contribute
my
ideas…
                      4.5
   1.1
   8.0

minimize
the
amount
of
specialized
knowledge
required
to
contribute…
                          3.6
   1.1
   6.2

increase
the
number
of
solvable
climate
change
challenges
that
I
can
contribute
my
ideas
to
   3.6
   0.5
   6.7

increase
the
number
of
people
that
will
interact
with
my
ideas
                                6.8
   1.1
   12.6

increase
the
amount
of
knowledge
that
I
possess
about
solving
global
climate
change
           8.6
   3.7
   13.6

increase
the
amount
of
monetary
compensa6on
that
I
receive
from
contribu6ng
my
ideas
          5.5
   1.1
   9.9

increase
the
amount
of
posi6ve
feedback
that
I
receive
about
my
ideas
                         4.5
   1.1
   8.0

minimize
the
6me
necessary
to
track
my
contributed
ideas
                                      3.6
   1.1
   6.2
increase
the
likelihood
that
my
ideas
will
have
a
direct,
measurable
impact
towards
solving

                                                                                               8.2
   0.5
   15.8
global
climate
change
Target Customer
“Enviro-Gamers”
Target
Customer
                   Descrip6on


Target
populaAon
size
             10,122,766


                                   Age:
35‐55,
Income:
$40,000+


Demographic
CharacterisAcs

                                   Play
video
games,
60/40
Male/Female


Frequency
of
performing
the
job
   2‐3
hours
per
week


Willingness
to
pay
                $334.00


Purchase
decisions
                Influenced
by
raAngs,
friends,
family

Solution

  PlaYorm
     •  SoZware
Simula6on
Game



               •  Unit
Sales
to
retail
customers

  Biz
Model
   •  Direct
online
distribu6on/
                  publishing


               •  Real‐World

               •  Expert
Challenges

  Features
    •  Learning
Simula6ons

               •  Massively
Single‐Player

               •  World
Builder

Value Add
                                                                    Exis6ng
     New

Customer
Need
                                                    Sa6sfac6on
 Sa6sfac6on
 Value
Add

minimize the amount of time it takes to learn…
                      1.1
        1.1
       0.0%

minimize the amount of specialized knowledge…
                       1.1
        1.3
      1.26%

increase the number of solvable climate change challenges…
          0.5
        2.0
      3.75%

increase the number of people that will interact with my ideas
      1.1
        2.5
      7.36%

increase the amount of knowledge that I possess…
                    3.7
        3.8
      2.06%

increase the amount of monetary compensation "
that I receive…
                                                     1.1
        2.0
      4.82%

increase the amount of positive feedback that I receive…
            1.1
        2.0
      4.82%

minimize the time necessary to track…
                               1.1
        1.4
      1.77%

increase the likelihood that my ideas will have a direct,
measurable impact towards solving global climate change
             1.1
        2.0
      3.75%

                                                                            Added
Value
 29.47%

Addressable Market
 Target customer population
                                    10,122,766
 Frequency of purchase (times per year)
                               0.5


 Willingness-to-pay to get job done perfectly
                     $334.00
 Discount for satisfaction level your product will achieve
        20.00%
 Discount for competition
                                            74%
 Discount for customer buying power
                                 100%
 Other discounts
                                                    100%
 Potential price point
                                             $49.21


 Annual potential addressable market
                         $250,194,279
Unit Economics

   Unit
Price
         $49.21


   Gross
Margin
       87.38%


   Life6me
Value
      $30.90


   Acquisi6on
Costs
   $24.17


   Economic
Value
      $6.73

Sustainability
Percent
of
addressable
market

who
make
lifestyle
changes
       5%
             10%
                25%


Number
of
people
                  91,105
         182,210
            455,524



Behavior
Changes
                       Tons
of
CO2
Saved
per
Year


Buy
products
with
recycled

                                    9,110
          18,221
             45,552

content
and
recycle
at
home


Replace
10
lightbulbs
with
C/F
    45,552
          91,105
            227,762



Adjust
thermostat
by
2
degress
    91,105
         182,210
            455,524


Buy
a
more
fuel
efficient
car


                                  455,524
         911,049
           2,227,622

(+10
MPG)

Value Chain
                                      DistribuAon

                                        Website

  Development

    Sofware

                    Our
Company
                                    Friends

                                                                    Family


  Intellectual
         Game
                           Retail

                                                      Customer

   Property

                      Developer

                                       Corporate
                 Game
Review

  Standards,

                                        Partner
                    Website

  Technology





                                      InsAtuAonal

         Game
Console
                  Partner:
      OUR

         Manufacturers
               Government
                                        or
NGO

                                                     PRODUCT


                          Gaming

                          Consoles

Competitive Advantage
                                                                           Image
           Future

Game
         The
Sims
2
            SimCity
          Ci6esXL

                                                                            Earth
           Flow

Company
          Maxis
            Tilted
Mill
     Monte
Cristo
        Microsof
       Microsof


                                                                        Serious
game,
 Serious
game,

Type
         life
simulaAon
      city
simulaAon
 city
simulaAon

                                                                          simulaAon
     simulaAon


Units
Sold
    100
Million
         10
Million
                       Not
yet
released


Price
              $19
                $49
            Not
yet
released,
most
likely
$39‐$49

              •  Realism
        •  Complex
         •  MulAplayer/     •  Console
      •  Console

              •  Users
can
      •  RealisAc
           Online
         •  Climate
      •  Climate

                 generate
and
   •  Users
can
       •  Social
            change
          change

                 share
their
       generate
and
       networking
     •  EducaAonal
   •  EducaAonal

Benefits
         own
content
       share
content
   •  Complex
        •  RealisAc
     •  RealisAc

                                                        Economics

Financing
Projec6ons
      Year
1
         Year
2
         Year
3
      Year
4
       Year
5


Revenue
                 $0
    $27,342,000
 $18,963,000
 $57,388,702
 $37,926,000


Gross
Profit
             $0
    $23,892,106

 $16,570,332

 $50,147,647

 $33,140,663



Op.
Profit
     ($1,254,249)
     $7,143,176

 $2,255,120

 $13,518,823

 $5,376,794


Units
                     0
       558,000
      387,000
    1,171,198
      774,000


Employees
               10
               20
         25
           30
           35


EOY
Cash
         $401,097
     $10,851,761
 $12,457,745
 $18,523,811
 $22,393,928


New
Equity
     $1,680,000
      $7,730,000
           $0
           $0
           $0

Thank You!

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Macrocosm Venture Plan: Presentation

  • 2. Mission Create a world that works for everyone, in the shortest possible time. Make tools that: – Empower the individual – Leverage Mass Collaboration – Focus on the biggest problems
  • 3. The Problem •  Climate change is one of the greatest challenges ever to face mankind •  Individuals want to educate themselves and have a direct impact •  Organizations want to engage " the public •  Very few solutions meet these needs!
  • 4. Trends •  Fast-growing interest in climate change •  Explosive growth in electronic game market •  Not ONE mass-market sustianability focused game
  • 6. Customer Need Contribute my ideas towards solving global climate change Customer
Need Imp Sat Opp Contribute
my
ideas
towards
solving
global
climate
change 7.3 0.0 14.5 minimize
the
amount
of
6me
it
takes
to
learn
how
to
contribute
my
ideas… 4.5 1.1 8.0 minimize
the
amount
of
specialized
knowledge
required
to
contribute… 3.6 1.1 6.2 increase
the
number
of
solvable
climate
change
challenges
that
I
can
contribute
my
ideas
to 3.6 0.5 6.7 increase
the
number
of
people
that
will
interact
with
my
ideas 6.8 1.1 12.6 increase
the
amount
of
knowledge
that
I
possess
about
solving
global
climate
change 8.6 3.7 13.6 increase
the
amount
of
monetary
compensa6on
that
I
receive
from
contribu6ng
my
ideas 5.5 1.1 9.9 increase
the
amount
of
posi6ve
feedback
that
I
receive
about
my
ideas 4.5 1.1 8.0 minimize
the
6me
necessary
to
track
my
contributed
ideas 3.6 1.1 6.2 increase
the
likelihood
that
my
ideas
will
have
a
direct,
measurable
impact
towards
solving
 8.2 0.5 15.8 global
climate
change
  • 7. Target Customer “Enviro-Gamers” Target
Customer
 Descrip6on
 Target
populaAon
size
 10,122,766
 Age:
35‐55,
Income:
$40,000+

 Demographic
CharacterisAcs
 Play
video
games,
60/40
Male/Female
 Frequency
of
performing
the
job
 2‐3
hours
per
week
 Willingness
to
pay
 $334.00
 Purchase
decisions
 Influenced
by
raAngs,
friends,
family

  • 8. Solution PlaYorm
 •  SoZware
Simula6on
Game
 •  Unit
Sales
to
retail
customers
 Biz
Model
 •  Direct
online
distribu6on/ publishing
 •  Real‐World
 •  Expert
Challenges
 Features
 •  Learning
Simula6ons
 •  Massively
Single‐Player
 •  World
Builder

  • 9. Value Add Exis6ng
 New
 Customer
Need
 Sa6sfac6on
 Sa6sfac6on
 Value
Add
 minimize the amount of time it takes to learn… 1.1
 1.1
 0.0%
 minimize the amount of specialized knowledge… 1.1
 1.3
 1.26%
 increase the number of solvable climate change challenges… 0.5
 2.0
 3.75%
 increase the number of people that will interact with my ideas 1.1
 2.5
 7.36%
 increase the amount of knowledge that I possess… 3.7
 3.8
 2.06%
 increase the amount of monetary compensation " that I receive… 1.1
 2.0
 4.82%
 increase the amount of positive feedback that I receive… 1.1
 2.0
 4.82%
 minimize the time necessary to track… 1.1
 1.4
 1.77%
 increase the likelihood that my ideas will have a direct, measurable impact towards solving global climate change 1.1
 2.0
 3.75%
 Added
Value
 29.47%

  • 10. Addressable Market Target customer population 10,122,766 Frequency of purchase (times per year) 0.5 Willingness-to-pay to get job done perfectly $334.00 Discount for satisfaction level your product will achieve 20.00% Discount for competition 74% Discount for customer buying power 100% Other discounts 100% Potential price point $49.21 Annual potential addressable market $250,194,279
  • 11. Unit Economics Unit
Price
 $49.21
 Gross
Margin
 87.38%
 Life6me
Value
 $30.90
 Acquisi6on
Costs
 $24.17
 Economic
Value
 $6.73

  • 12. Sustainability Percent
of
addressable
market
 who
make
lifestyle
changes
 5%
 10%
 25%
 Number
of
people
 91,105
 182,210
 455,524
 Behavior
Changes
 Tons
of
CO2
Saved
per
Year
 Buy
products
with
recycled
 9,110
 18,221
 45,552
 content
and
recycle
at
home
 Replace
10
lightbulbs
with
C/F
 45,552
 91,105
 227,762
 Adjust
thermostat
by
2
degress
 91,105
 182,210
 455,524
 Buy
a
more
fuel
efficient
car

 455,524
 911,049
 2,227,622
 (+10
MPG)

  • 13. Value Chain DistribuAon
 Website
 Development
 Sofware
 Our
Company
 Friends
 Family
 Intellectual
 Game
 Retail
 Customer
 Property
 Developer
 Corporate
 Game
Review
 Standards,
 Partner
 Website
 Technology
 InsAtuAonal
 Game
Console
 Partner:
 OUR
 Manufacturers
 Government or
NGO
 PRODUCT
 Gaming
 Consoles

  • 14. Competitive Advantage Image
 Future
 Game
 The
Sims
2
 SimCity
 Ci6esXL
 Earth
 Flow
 Company
 Maxis
 Tilted
Mill
 Monte
Cristo
 Microsof
 Microsof
 Serious
game,
 Serious
game,
 Type
 life
simulaAon
 city
simulaAon
 city
simulaAon
 simulaAon
 simulaAon
 Units
Sold
 100
Million
 10
Million
 Not
yet
released
 Price
 $19
 $49
 Not
yet
released,
most
likely
$39‐$49
 •  Realism
 •  Complex
 •  MulAplayer/ •  Console
 •  Console
 •  Users
can
 •  RealisAc
 Online
 •  Climate
 •  Climate
 generate
and
 •  Users
can
 •  Social
 change
 change
 share
their
 generate
and
 networking
 •  EducaAonal
 •  EducaAonal
 Benefits
 own
content
 share
content
 •  Complex
 •  RealisAc
 •  RealisAc
 Economics

  • 15. Financing Projec6ons
 Year
1
 Year
2
 Year
3
 Year
4
 Year
5
 Revenue
 $0
 $27,342,000
 $18,963,000
 $57,388,702
 $37,926,000
 Gross
Profit
 $0
 $23,892,106

 $16,570,332

 $50,147,647

 $33,140,663

 Op.
Profit
 ($1,254,249)
 $7,143,176

 $2,255,120

 $13,518,823

 $5,376,794
 Units
 0
 558,000
 387,000
 1,171,198
 774,000
 Employees
 10
 20
 25
 30
 35
 EOY
Cash
 $401,097
 $10,851,761
 $12,457,745
 $18,523,811
 $22,393,928
 New
Equity
 $1,680,000
 $7,730,000
 $0
 $0
 $0