Ed Up
Presented by Lara Cakir
Market Opportunity
Other video games on the market…
The Game Changer
Ed Up will motivate students to develop a positive attitude towards education.
Our Customer
40%
60%
Gender
6-18
Age
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
Measures of Success
Thank You!