• Fun missing from education.
• Educational value missing from games.
• Parental demand for involvement in online activity.
Learning is Changing
• Compelling engagement with quests and adventures
• Virtual pet encourages learning and emotional attachment
• Accelerates learning in core subjects
An Online 3D Learning Adventure(in a market worth $93 billion)
Revenue Stream Global Value
Europe North Americas
Asia Latin America
Australia
U-13Population 540M 65.5M 52.5M 136.4M 36M 3.8M
Virtual World $1.09B $290M $570M XXXXXX XXXXX XXXXX
Virtual Goods $2.939B $297M $567M $1.917B $90.7M $67.5M
Merchandising $78.8B $21.5B $22B $15.1B $3.1B $1.54B
Total Market Value 2011
$93.1B >$22.8B >$23.13B >$17.17B >$3.19B >$1.607B
Key Regions
High Value Markets
Market Value
Routes To Global Market
• Tell & Share fuels viral growth
• Potential Partnership engagement– Telefonica– Publishers– Enterprise Ireland
• 200 UK school endorsements
Virtual Goods
Products & Merchandising
SubscriptionsPremium Access: €6, £5 or $7.50
Education English Learning Entertainment
Enhanced Game Play Consumables
Mobile Apps Toys
Business Model
Meet The TeamNeil Gallagher | Founder & CEO• 15 years of business and industry experience• Proven record of creating a successful business
James Lane | Head of Education• 10 years experience in school leadership• Former chair of Haringey Head Teachers’ Association
Mohammed Abdeali| Chief Technical Officer• Extensive experience leading large software projects• Specialist in online MMO architecture
Conor Murphy | Chief Creative Officer• Strong background in mobile apps and game design• Coordinating creative output with teams in Hungary and Poland
Q&ANeil GallagherMob +44 77406 05648Twitter www.twitter.com/nelzer_1999Email: [email protected]