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Ed Up

Presented by Lara Cakir

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Market Opportunity

Other video games on the market…

  • Do not emphasize the importance of education
  • Serve as distractions for students
  • Are detested by parents due to graphic content
  • Are repetitive + mundane

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The Game Changer

Ed Up will motivate students to develop a positive attitude towards education.

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Our Customer

40%

60%

Gender

6-18

Age

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Key Activities

Base game with over 5 intricate levels

Power ups purchased through game coins

Key Resources

Social media accounts (Instagram, Twitter, Facebook, etc.)

Smartphone app

website

Value Propositions

For students, our ‘product’ provides the opportunity to have fun and acknowledge the true importance of education.

Customer Relationships

App download

Purchase of powerups + premium packages

Sale of console disc

Channels

Cellphone app

Computer app

Video game console (e.g. Xbox)

Customer Segments

Students aged 6-18

Male + female

Key Partners

Concept artists, 3D modelers, front-end artists, and technical artists

Composers, sound designers, audio engineers, voice actors, and music supervisors

Software engineers

Cost Structure

Development

Software, software licenses, and data needed for development

Equipment for development

Exponential cost growth of the game

Advertisements

Revenue Streams

Cost of game console disc

Cost of power ups

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Measures of Success

  • # of downloads
  • In-app surveys
  • Social media traction
    • Gained followers? Got lots of story views and DMs?
  • $ generated from in-app purchases

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Thank You!