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This is the slide shown in the business plan competition in Austin in 2002
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Table of content
Market- Decline of entertainment- Data phone growth- Market size- Data phone features- Data phone everywhere
Business- Business Model- Mechanism- Advertising integration
Management Team- Management Team
Marketing- Free membership- Monthly membership- Premium membership
Competition- Value proposition- Barriers-to-entry
Finance- Revenue projection- Exit
Q & A- Answers
Live role-playingexperience via mobile phones
Nob Seki, President & CEOSyncWorld, Inc.
(Carnegie Mellon University)
Entertainment in Japan30 million bored young people
Sing KaraokeCatch a movie
125
130
135
140
145
150
155
1998 1999 2000
153
135
CAGR-6%
47
48
49
50
51
52
53
54
1998 1999 2000
53
49
CAGR-4%
But movie & Karaoke customers declining…
Young people are looking for new fun!
Platform for multiplayer entertainment experiences via data phones
Data phones
PlayerPlayer
Our role-play experience include:1. Solving mysteries2. Finding clues3. Working with teammates4. Competing against teams5. Exploring the real world
Data phones growing 48% annually
0
200
400
600
800
2000 2002 2005
Millionusers
Others39%
US8%
Europe26%
J apan26%
Source: eTForecast, except Japan’s subscribers estimated by SyncWorld
Japan uses 26% of all data phones(60 million data phones)
40
225
730
CAGR48%
With data phones costing a penny,all teenagers have one
Hundreds of models are available…
1¢ 1¢ $25
128 bytes: 3/10 ¢
A color photo: 8 ¢
Data phones are always in their hands
On the town Hanging outSubway & trains
Target: teens & young adultswith data phones
Japan: 25 millionGen X&Y users
Tokyo: 10 millionGen X&Y users
Tokyo
New generation cell phone: Data phone
2. Built-in digicam
1. High-speed
8. Harmonized Ring tones
3. Video conference
7. Electronic Payment
9. Digital Music
10. GPS Proximity
4. Email/Schedule
r5. Web
6. Java™
Extremely reliable network(email delivered in 5 sec)
Delivering a scenario viareliable cell phone network
Deliveringmissions
Mission
Solve the mystery of Easter Island
Email network(on mobile)
Reportingkeys
Communicatingwithin the team
Any ideaon thisstatue?
Networks combine content & sponsors
Audience/Consumers
Televisions
Movieprograms
Regularprograms
Moviecontent
Advertisers& Sponsors
Networks
TV
SyncWorld creates a networkfor game scenarios
Audience/Consumers
TVCable
Data phones
Premium scenarios
Monthly scenarios
Network
Advertisers& Sponsors
Gamescenarios
Integrate advertising into scenarios
Plot integration
- Product/ad woven into plot
Regular advertising
- Banners in messages
- Jingles / logos
See CNN.com & solve issue
Mission #2The clue is…
Feelthirsty?
Captain,we are …
Product/ad placement
- Reference to product/ad
- Clues aside product/ad
Vendingmachines Billboards
Marketing stage 1: Free memberships seed the market
Free membership– Access to sample
experiences (teasers)– Free of charge
Reach the first customers = viral marketing
– Media PR (game magazines/websites)
– Free events at college clubs & festivals (52% of colleges in Tokyo)
Marketing stage 2: Monthly memberships develop paying customers
Can you play “the Game” with us?
I’m not a member, but wait a minute.So let’s play!
Select service
Games: 1.SyncWorld 2. …
Welcome!
You play1. free?2. paid?
Sign up for paid service?($2.5/month)1.yes 2.no
Press
Press
Press
Monthly Membership– New scenarios monthly– $2.50 monthly fee– Sponsored scenarios– Easy, instant enrollment
Marketing stage 3: Premium annual memberships increase commitment
Premium Membership– Premium pay-per-play scenarios– $25 annual fee– Group enrollment discount
… to find a birthday treasure box
Explore Tokyo …
Value proposition for partners
Phone makersget
demand for newtechnologies
Advertisersget
ideal consumersfor advertising
Mobile carriersget
increased datatransactions
Scenario providers get
“one-stop” servicein real settings
Potential partners show high interest
NTT DoCoMo“In my opinion, this game concept really works and is
attractive” – Norihiko Hirose, VP, Business Development, DoCoMo USA
Dwango (game content company)“The idea of this game sounds familiar, but nobody has
implemented real-world games combined with real-world props, materials and advertising” – Hideki Mori, EVP, Development, Dwango
MJ (consumer marketing firm)“We researched a similar marketing approach with
favorable consumer reactions, but SyncWorld’s approach is better because it’s scalable” – Taka Kitamura, Director & Co-founder, Marketing Junction
Ideal team for this business must haveexpertise in six areas …
EntertainmentMedia/ad
experienceConsumer marketing
TechnologyStrong
networkingBusiness acumen
Management Team fits this business
Entertainment Media/ad experience Consumer marketing
Technology Strong networking Business acumen
Nob: Co-founded an Internet-based entertainment community A.N.D. in 1993
Nob: Designed & developed the business model of Nikkei’s site ITPro
Kaori: Experienced consumer product at Japan Tobacco.
Leading marketing project for a Ford SUV
Nob: Graduated in engineering
Covered in high-tech industries
Nob: Served as magazine editor in Tokyo & Silicon Valley since 1994
Nob & Kaori: MBA candidates at CMU.
Completed the Entre. course at London Business School (LBS)
Nob, co-founder & CEOKaori, co-founder & VP Marketing
Experienced advisors in key areasfully support management team
Entertainment Media/ad experience Consumer marketing
Technology Strong networking Business acumen
“Cyber Elite” selected by Time Magazine
Founder & CEO of a high-tech incubator Neoteny
Based in Silicon Valley & professor at Cornell
Author of High Tech Start Up
Co-founder of a marketing firm MJ
15 year experience in consumer marketing
Taka Kitamura
John Nesheim
Joi Ito
Four familiar barriers to entry
Reputation rating (eBay)
Friend network (AOL Instant Messenger)
Customer database
Partnerships (TV networks)
Technology platform (PlayStation)
Real-world platform (Disneyland)
Integrated network/platform
Social network for young people (Karaoke)
Grass-root, community oriented (Linux)
Branding
Team expertiseRight mix of management & advisors
Four revenue sourcesgenerate $89M in 2007
(20)
0
20
40
60
80
100
2003 2004 2005 2006 2007
US$in Millions
Operating Income
25% ($25M)Advertising
18% ($16M)Outsourcing
20% ($18M)Commissions
37% ($33M)Registration& play fees
34x projected return to early investors
Stage 1Early adopters
Stage 2Paying customers
2002 2003
Stage 3Long-term commitment
OrganizationInfrastructure
Round A (Aug/02): $2.5M
Projected return: 33.78x
Round B (May/03): $4M
Projected return: 16.89x
MilestonesFree members: 50,000Paid members: 2,500
Exit: Tokyo is an active market
M&A
Trade saleActive investments such as acquisitions– Konami: 4 invests. in 1 year– Microsoft: 6 invests. in 3 years– Electronic Arts: 5 invests. in 3 years
IPOTokyo: heart of game & mobile– 4 game companies & 7 mobile
solution companies went public in the last 6 months
Four components of success
Vast market opportunity
Diversified revenue stream
High barriers-to-entry
The team that fits the business
Q & A: You may want to ask …
Business- Detailed revenue model- IT Platform- Ad scenarios- Site operation & support- Market size & customers
Competition- Price comparison- Strategic positioning- Growth strategy- Int’l expansion
Key data (SyncWorld)- Customer acquisition cost- Expenses- Headcount- Break-even analysis
Key data (customers)- Data cost of players- ROI of 3rd parties- Karaoke decline
Supporting slides follow
Sync a world you want to play ™
Thru partnerships
•Education
•E-guided tours
“I’d like to teach the world to play”
“Just play it”
Business modelFour revenue sources
•Promotional fees•Advertising fees
4: Sponsors Advertisers
•Customization fees•Outsourcing fees
3: CorporateCustomers
•Subscription fees•Play fees
1: Individual customers
Monthly member
Premium member
Create scenarios
Exploit our infrastructure
•Play fee commissions
2: Scenario providers
SyncWorld’s IT platform helps game experiences and marketing
Scenario ServerGame
Database
CRM system GAME system
Customer Database
ScenarioProviders
VARsResellers
Endusers
Game scenarios
TricoderWebChat
SyncWorld Platform
Billing
Marketing (CRM)
Ads management
Running scenarios
Managing client devices
Individual/team results
Peer feedback
Acquired skills
Platform (2) Site Operation supports players at front-end and back-end
Call Center
Customer Supports
Game Masters
?
Players
Facilitators
Navigate players
Check sites
Front-end back-end
Target: teens & young adultsData phone & portable game users
Japan: 5 millionGen X&Y potential users
.80 million (17%)by 2007
.25 million (16%)by 2007
Tokyo: 2 millionGen X&Y potential users
SyncWorld games are a bargain
$0
$5
$10
$15
$20
$25
Monthlygame
Premiumgame
Karaoke Movie
$6.2
$19.8 $19.4
$14.4
Data transmission cost is insignificant
Monthly game
On-site game Karaoke *1 Movie
Total cost per month
$6.2 $19.8 *2
$27.8 *3
$19.4 $15.0
Typical duration 1 hour 2 hours 2 hours 2 hours
One time play fee - $16$24
$19.4 $15
Monthly subscription
$2.5 $2.0 - -
Data cost $1.0 $1.8Play frequency 4 1 1 1
Messages from/to host
24¢ (12 msgs)5¢ (6 msgs)
48¢ (24 msgs)10¢ (12 msgs)
Messages b/w team 19¢ (24 msgs)5¢ (6 msgs)
38¢ (48 msgs)10¢ (12 msgs)
Pictures 24¢ (3 pics)24¢ (3 pics)
40¢ (5 pics)40¢ (5 pics)
*1 Ginza Big Echo, weekend *2 In-house game *3 3rd party game
Free members account for 17%, paid for 16% of targeted customers
0
100
200
300
400
500
600
700
800
900Ja
n 2
00
3
Jul
Jan
20
04
Jul
Jan
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Jul
Jan
20
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Jul
Jan
20
07
Jul
Monthly members
Free members
Premium members
Assumptions
•Free members follow DoCoMo’si-mode adoption curve
•2% - 20% switch to paid membership
•20% renew premiummembership first time
People in thousands
Target teens & young adults:5 million in Japan & 2 million in Tokyo
Data phone users
… 20.1% of them are active mobile phone game players
Source: Telecommunications Carriers Association, NTT DoCoMo, and CESA 2001 Survey
50.4% are teens & young adults …
50 million in Japan
5 million targeted users in Japan
20 million in Tokyo
2 million targeted users in Tokyo
Positioning: Through Niche followed by expansion like Netscape
Game Social Entertainment
Game console•PlayStation•GameCube
Low
High
Arcade game•Driving game•Experiencing
Amusement Park•Disney World
•Universal Studio
Gathering•Party
•Karaoke
Exposure to other people
Portable game•GAMEBOY
•PocketStation
SyncWorld
Theatre•Movies•Plays
Growth strategyExpand applications to other industries
Education/training companies– “edutainment” experiences for children– Training experiences for employees
Travel/tour companies– Electronic guided tour experiences
Social/dating network companies– Dating arranging experiences for singles
SyncWorld– Focus on game experiences– Host the outsourcing service
Growth strategy: Expand partnerships that start their own experiences
Various scenarios– Ad-driven to professional scenarios– Education, training, tour-guide, etc
Various occasions– PDAs, portable PCs, arcade games– Instant message (chat), TV, radio, etc
Various locations– Municipals, local communities, etc– International deployment
Expand advertising partnerships
Net-kiosks at convenience stores– Every store has a couple of the
kiosks– More than 15,000 stores in Tokyo– Selling music, tickets, print-out, etc
We increase visiting customers
Ad posting
Weave ads into plots Get ads before posted
Scenario generation– Generate stories &
plots based upon advertising
Advertisers
Scenario delivery
•Active reading
•Photo capturing
Decoding & messaging
Processing new events
Japan: Heart of new entertainmentthat the world does enjoy
Cartoons Karaoke Electronic games
Data phones?
International expansion depends upon countries’ readiness
Infrastructure Consumers Corporate
Asia Europe North America
Customer acquisition cost: $50 to 30Average CLV = $890
$0
$10
$20
$30
$40
$50
$60Ja
n 2
00
3
Jul
Jan
20
04
Jul
Jan
20
05
Jul
Jan
20
06
Jul
Jan
20
07
Jul
Customer acquisition cost (weighted average)
Customer Lifetime Value (CLV)
Premium member: $1,200Monthly member: $ 270Average of the mix: $ 890
Monthly expenses
Monthly expensesR&D, S&M, Customer Support & GA
0.0
0.5
1.0
1.5
2.0
2.5
J an
2003 J u
l
J an
2004 J u
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J an
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J an
2006 J u
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R&D
Sales & Marketing
Customer Support
Administration
Monthly payroll
0
100,000
200,000
300,000
400,000
500,000
600,000
700,000
800,000
J an
2003 J u
l
J an
2004 J u
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J an
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J an
2006 J u
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R&D
Sales & Marketing
Customer Support
Administration
US$
Headcount: R&D and S&M
0
20
40
60
80
100
120
140
160
180
Jan
2003 J u
l
J an
2004 J u
l
J an
2005 J u
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J an
2006 J u
l
R&D
Sales & Marketing
Customer Support
Headcount
Administration
Value proposition to mass mediaHelp them reach the audience
TV programs (CBS, etc)– Live shows by the audience
– “Survival in the city”
Online providers (AOL, MSN)– Live chat from game players
Advantages against partners
Independence of
infrastructure
Expertise in media &
advertising
Two-way relationship w/consumers
On-site
staffoperation
Expertise in the latest
technology
Adagencies
Mobilecarriers
Gamepublishers
Mobile carrier revenues moving to data services worldwide
100,000
120,000
140,000
160,000
180,000
0
20,000
40,000
60,000
80,000
US$ in millions
1998 1999 2000 2001 2002 2003 2004 2005
Service/ApplicationDriven
Data
Voice
Source: ARC Group
3rd parties get 192% ROI in creating a game to SyncWorld …
Game working rate: 90% 80% 70%
317%
ROI192%
104%
$0.0
$0.2
$0.4
$0.6
$0.8
$1.0
$1.2
$1.4
$1.6
$1.8
Better Base Worse
US$in Millions
R&D
Marketing
Profit
60 corporate customers in 2007Mostly through sales channels
0
10
20
30
40
50
60
70
2002 2003 2004 2005 2006 2007
Direct sales
Thru sales channels
Assumptions
•Sales commissions: 100% of sales of the first month
Premium scenarios are played constantly
0
50,000
100,000
150,000
200,000
250,000
300,000
350,000
400,000
450,000
J an
2003
J an
2004
J an
2005
J an
2006
J an
2007
Players of Premium scenarios
Premium members
Assumptions
•Each site holds up to 7,680 players
•If the working rate > 80%, a new site is added.
Break-even in 12 monthsPremium members generate $790/year
Base case
Aug/03 (12 months)
Profit (Loss)$ (000)
Totalpayingusers
Worse case
Jan/04 (17 months)
0
(100)
(200)
(300)
(400)
300
200
100
Annual net profit
@Premium: $790 (86%)@Monthly: $180 (60%)
Monthly: 1,930Premium: 3,860
Monthly: 18,894Premium: 0
Cumulative cash positive in 36 monthsreaches $43 million by 2007
(5)
0
5
10
15
Jan
2003 J u
l
J an
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J an
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US$in Millions
Aug/2005 (36 months)
Cash flow gets positive in 13 months6 month cyclic business
(2)
(1)
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2
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4
Jan
2003 J u
l
J an
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J an
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J an
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US$in Millions
6 month weighted average
Cash flow from operations
PositiveSep/2003 (13 months)
Cash position is sensitive to6 month cyclic business
0
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9
Jan
2003 J u
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J an
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US$in Millions
Server renewal
Server extension
Game scenario sales are seasonalAssume similar pattern to real data
0
1
2
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5
6
7
8
J an Mar May J ul Sep Nov
Real data of 2000 game sales
Target: teens & young adultsData phone & portable game users
Japan: 5 millionGen X&Y potential users
.80 million (17%)by 2007
.25 million (16%)by 2007
Tokyo: 2 millionGen X&Y potential users
Portable games dominate market
Source: CESA, game devices sold in units in Japan and North America, 2000
47%53% Portables
PlayStation2PlayStationNintendo64Dreamcast
Japan
PlayStation
PlayStation2
Nintendo64
Dreamcast
49%51%
PortablesPlayStation2PlayStationNintendo64Dreamcast
U.S.
not only in Japan but also U.S.
Karaoke: Decline not due to recession
Karaoke stores
30
35
40
45
50
55
60
65
70
1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000
0
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Karaoke visitors
Recession started