Choreosity is a mobile app that allows parents to define chores and rewards for children to earn points towards. The document estimates the market size for such an app in the US, finding a total addressable market of 4-5.6 million families based on surveys. Revenue is estimated at $4 million from premium apps, $1.5 million annually from ads, and $2 million from in-app purchases, with opportunities to improve through iterations based on market research.
2. What is Choreosity?
A new way for parents to incentivize kids to
complete their chores, and for kids to
accumulate points toward long-term rewards
Choreosity is a mobile app that allows parents
to define tasks and rewards to be completed.
The kids’ version of the mobile app presents
tasks and rewards.
3. The Problem
As any one with children knows, getting kids to
complete chores can often be more trouble
than doing it yourself.
Choreosity addresses several psychological
problems with getting kids to do chores:
• Creates clear and pre-defined
rewards, that are immutable.
• Kids can see a record of what
they have done, helping them
understand cause and effect
• Can help remove negative
emotions that teaching
responsibility can incite.
4. The Market
The market for family apps continues to grow as
children have increasing access to mobile media at
younger ages.
There are surprisingly few high-quality mobile apps
that have successfully captured this market.
5. Value Propositions
Take the "nagging"
out of, and make
chores and
responsibilities fun.
Have fun with other
Tweens/Teens through
an interactive game
that reward points
can be used in.
Acts as a "commitment
mechanism" for
parents/Tweens/Teens'
long term go
Teach Tweens/Teens
good lifestyle habits.
Save time and
improve the quality of
relationship with
Tweens/Teens.
6. Customer Segments
Parents who have children aged
eight to sixteen.
Tweens / Teens
Caregivers (e.g. nannies, babysitters)
Educators (e.g. teachers, after-school
instructors, coaches)
7. Revenue Streams
•Targeted in-App
advertising in free version
•Premium ad-free app sales
‘Freemium’ model
Markup from selling in-app
rewards that parents can
allow children to redeem
for a definable amount of
points / task completions
Sale of Aggregated
Unidentifiable data
Revenues from
professionals for premium
content displayed in private
parent community
8. Market Size Estimate
Focus on three revenue streams:
Premium-version App Purchases
Free-version In-App Advertising
In-App Purchases for both versions
Potential Revenue Streams not Analyzed
Sale of aggregated data
Sale of premium expert content space on parents’ private
community to relevant professionals (i.e. child
development)
Focus on US market
9. Estimating Market Size
US Population (US Census 2010):
78.8 million families
21.6 million families with children 5 – 17
Individual Smart-phone ownership (Nielsen 2012)
By Age:
Age 18-24: 62% (80% of new subscribers)
Age 35-44: 58%
Age 45-54: 45%
Age 55-64: 33%
Assume overall: 50% smart-phone ownership per family
Conservative estimate, as using individual ownership
statistics
11. Estimated Families with Kids
and parents with iOS or
Android Smart Phones
Estimated population of families with children 5-17
with at least one parent owning an iPhone or Android
9.3 million families
= 21.6 million families with kids * 50% smart-phone
penetration per family * 86% of smart-phone owners
who use iOS or Android
13. Estimated Internet Access for
Kids
Statistics for younger kids on smart-phones are not
available
Kids’ Internet Access
75.9% of individuals live in a household with internet
access (US Census 2010)
Estimate may be conservative
Using 2010 data
Evidence from our surveys indicate 90% of individuals
14. Potential User Population
Families with kids (age 5 – 17):
22 million families
Families with kids, and parents own smart-phones:
9 million families
Families with kids, parents own smart-phones, and
kids have access to the internet:
7 million families
15. Estimating User Population
36%
31%
33%
Would a mobile app
help with the
“chores issue”?
Yes
Aren't
Sure
No
Nearly 80% of
parents are open to
having technology
assist them in chore
completion
Only 4.8% of parents
have no apps or do
not ever want to use
apps
About 50% of
parents would want a
freemium model for a
chore app
Internal Research Based on survey of
55 parents
16. Total Addressable Market
(TAM)
TAM = Assume Choreosity has 100% of market share for
chores apps amongst wired families with kids
Our survey results:
Nearly 80% open to using technology in chores
5.6 million families
36% think a mobile app would help with chores
2.5 million families
67% either think a mobile app would help with chores or
aren't sure
4.7 million families
Total Addressable Market Share: 2.5 – 5.6 million
families
Assume 4 million families
17. Premium App purchase
Revenue Estimate
Assume 20% of families buy premium version
Assume premium app costs $5 per family
$4 million revenue from download of paid app
18. Mobile Ad Revenue Estimate
2012 ad revenue estimates from best-selling game
Fruit Ninja
In-App Ad Revenue: $0.24 per user per year
Assume 2 Choreosity users per family
Assume 80% use free version
Mobile Ad Revenue:
$1.5 million / per year
19. In-App Purchase Revenue
Estimate
In-app purchases will drive 41% of app store
revenues in 2016, up from 10% in 2012 (Gartner
2012)
Assume each family spends $10 on average
Choreosity in-app reward purchases
Assume 3% Choreosity revenue on in-content purchases
In-App Purchase Revenue:
$2 million / year
20. Choreosity Revenue Estimates
With 100% market share:
Premium App Purchases: $4 million
Free App Ad-Revenue: $1.5 million / year
In-App Purchases: $2 million / year
With 50% market share:
Premium App Purchases: $2 million
Free App Ad-Revenue: $0.75 million / year
In-App Purchases: $1 million / year
21. Opportunity Analysis
Our estimates suggest that there is a potentially large
market for an app like Choreosity.
We further analyzed this opportunity through an online
survey, and from group / individual surveys*.
55 Responses from online survey
2 Group interview sessions with parents
16 Individual Interviews with parents, children, and
educators / professionals
* Full survey results available at: goo.gl/JlBLL
* Interview notes available at: goo.gl/xcHJo
22. Take-aways from Opportunity
Analysis:
Professionals
Professionals
Sooze Protter, M.A. - Teen Life Coach, Parenting Advisor,
and Jewish Community Education
“Seeing many children with issues stemming from
digital media, it's important for parents to embrace it
and use technology for their benefit.”
Holly Pedersen, PhD – Parents Place, Director of
Community Education
“For today's child, digital media is their playground, and
parents need to accept it. By embracing the new digital
landscape, parents will be able to ‘reach’ their children,
and teach them on their terms.”
23. Take-aways from Opportunity
Analysis: Parents
Chores create a pain point
The online surveys and interviews confirm our
assumption that there is a pain point for parents and kids
in consistently getting chores done
Kids complain of too much “nagging”
Parents complain of inconsistent chore completion and
not being able to get chores done without “emotional
trauma”
24. Take-aways from Opportunity
Analysis: Tweens / Teens
Surprisingly, having a game within the app was not the
primary motivating factor, but rather it was the point /
reward aspect.
Universally they liked the texting, picture-taking and
video-making features to avoid their parents’ nagging.
Kids older than 10 preferred to not invite their friends
because they wanted to keep home life private.
Kids are motivated by points in app leading to rewards
rather than having an in-app game or competing with
friends.
25. Take-aways from Opportunity
Analysis: Children
Surprisingly, having a game within the app was not the
primary motivating factor, but rather it was the point /
reward aspect.
Universally tweens/teens liked the texting, picture-taking
and video-making features in place of their parents’
nagging.
Kids older than 10 preferred to not invite their friends
because they wanted to keep their home life private.
Most kids would like to participate in the app because
their parents tell them to.
26. Iterations resulting from Market
Research
Including an in-app game where points can be used is not
necessary.
Choreosity is well-suited for families with special-needs
children.
Parents will be purchasing Choreosity for their children. We
need to educate parents on benefits of Choreosity.
Aesthetics and usability are very important.
Integration on facebook should be optional and needs to be
controlled by kids if enabled by parents.
We should consider an option that allows friends to go online
and encourage each other to finish tasks.
27. Potential Price Points based
on market research
Current alternatives to Choreosity are low-cost or free
The alternatives are either verbal instructions or printed
chore charts
Most parents (50%) want a Freemium model
Another (32%) would pay less than $20 / year
Parents of special needs children would be willing to
pay significantly more than the average parent
28. Summary
There is a market for Choreosity because the essence
of what it solves is the age-old problem that every
parent or adults working with children face, that is,
how do you help your child develop good habits and
skills that is important for success
Our market size estimates suggest that Choreosity is
an opportunity worthy of continued pursuit.