[퓨리소프트]project witchme 2010_09_24_배포용
DESCRIPTION
TRANSCRIPT
유저 나이
아이들VirtualWorlds
성인Social
Networking
Source: Facebook’s Social Ads Platform
USA Facebook Users
As of 1/04/09
Age Users Percentage
0-17 5,674,780 13.5%
18-24 17,192,360 40.8%
25-34 11,254,700 26.7%
35-54 6,989,200 16.6%
55+ 954,680 2.3%
Unknown 23,480 0.1%
▶ 미국의 인터넷신문 eMarketer에 따르면 2011년까지
5천만명에 이르는 미국, 캐나다 초등학생의 53%가
Club penguin과 같은 가상현실게임을 할 것으로 예상하고 있다.
Survey: Where kids ages 7-10 go online. ( Jan 2010 )
Kids make money◦ “BabySitter” Effect
(Average monthly US unique users in millions, Jan-Oct ’08)
WebKinz ClubPenguin Neopets IMVU SecondLife
(Source: comScore Networks, J.P. Morgan estimates)
(-video here-)
Decorate
크래프팅스페셜 아이템 획득
몬스터 잡기 마법 이벤트
요리 만들기마나 회복
미니게임 월드 탐험요리 재료 획득코인 획득
Super Item
Other
Club Penguin Moshi Monster
Habbo Hotel Barbie girl
“Transformation”
The appeal of
growing up.
둘이서 즐기는 멀티 미니게임
일반화 된 아이템 시스템과 보상 시스템
발전된 플래시 기술
Easy & Fun for kids, 100% Safe
Stage 1:
- Development Finalize
- MarketingDeployment Research
- Launch (09.15)
Stage 2:
- USA Office Setup
- USA Partner Orientation
- “Viral Marketing Tools”Development
- Marketing Prep
Stage 3:
- Four Target Marketing
• Portals• Dress-up• Direct• Minigames
Trimester Financials(total over four month period)
Part Sep – Dec Jan - Apr May - Aug Sep - Dec
Costs
Development $130,700 $119,900 $119,900 $119,900
Marketing $30,900 $119,300 $122,117 $180,231
Service & Support $15,000 $37,247 $142,492 $418,754
Total Cost $169,100 $276,447 $384,509 $718,884
Income
Unique Users 750 28,744 204,153 664,590
Revenue $0 $38,718 $314,482 $1,308,611
Profit -$169,100 -$237,728 -$70,027 $589,726
Notes Setup Intial Marketing BEP Expansion
(Note: See budget sheet for detailed budget)
0
100,000
200,000
300,000
400,000
10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Cost
Revenue
기준 : 달러 ($)
보수적인 매출 추정 :
같은 계열의 타 게임들 성장자료 기준:
ClubPenguin, OurWorld, Spine World, Moshi Monsters
3 of every 10 ClubPenguin users
-or- based on growth to 10% market share
전체 게임 User 중 프리미엄 User 10% 목표
Month