Lets play games!! Games Start-up Pitch Deck
Company Introduction
The start-up is based out in the USA. Client was the founder of a game company. Games these days are getting brutal, production is costly and many users are unhappy with games these days. His games were professionally made and was looking for ideas from users too so that he can use it to make games. Also he was working on games which are user friendly and innovative.
The client was looking for a pitch deck enclosing their business plan, market research and financial model in order to raise funds.
Blockseed’s Approach and Solution
Blockseed conducted market research to gather information on the gaming industry. The research was focused on the video games industry, worldwide games users and overall spending’s on games. Based on the founder’s requirements and the findings from market research and financial model was developed.
In the end, market research and financial modelling were used to compile a pitch deck for the client.
Gaming industry Market research
Industry Analysis
An industry analysis is a business function completed by business owners and other individuals to assess the current business environment. In 2018, the gaming market was expected to be worth approximately 115 Billion U.S. dollars and the source projects the industry revenues to surpass 138 Billion by 2021. Revenue in the Video Games segment is projected to reach US $92,633 Million in 2020. This Revenue is expected to show an annual growth rate (CAGR 2020-2025) of 1.9%, resulting in a projected market volume of US $101,539 Million by 2025. The market’s largest segment is Mobile Games with a projected market volume of US $55,315 Million in 2020.
Worldwide spent on games
Gamers worldwide spent an average of over $123 on gaming over a three month period in 2018, which includes purchases on full games, downloads, and supporting live- streamers. In 2014 survey, 14% of devoted gamers admitted they played their favourite game five times or more within 24 hours, and 21% did it twice in the same time. About 12.5% of respondents said they would sleep less in exchange for more gaming time. An average player spent approximately $5 in the same measured period.
Number of Gamers Globally
There were almost 1.82 billion video gamers across the world in 2014, this figure is expected to rise to over 2.7 billion gamers by 2021. Highlighting a significant opportunity for this platform if it attracts a sizable number of players in the market.
Number of Gamers Regionally
Notably, the Asia Pacific region is at the heart of the global video gaming industry. According to estimates, there were over 1.2 Billion video gamers in the region in 2018, generating a combined revenue of 71.4 Billion U.S. dollars. This represents more than double the revenue generated in the second largest region, North America. In 2018, gamers accounted for 66% of the general U.S. population, up from 58% just five years earlier. While gaming is classically seen as a hobby of the young and the male, data suggests that the love of gaming is shared by young and old alike.
TAM, SAM & SOM
TAM or Total Available Market is the total market demand for a product or service. Serviceable Available Market is the segment of the TAM targeted by your products and services which is within your geographical reach. Serviceable Obtainable Market is the portion of SAM that you can capture.
As of 2020 the TAM in the gaming industry is $131.23 Billion, while the SAM is estimated to be $55.31 Billion.
Landscape Analysis
The success of any start-up largely depends upon understanding the competitive landscape of the industry. The concept focused on finding a cohesive and consistent view of the main organizations and initiatives in some analysed area of operations and analysing chosen key aspects of them. For the interest of the client, the competitive landscape was segmented into four categories namely
Publisher
Streaming Platform
Mobile Platform
Devices
Pitch Deck
The draft of the above findings was shared with the client and based on their input, the pitch deck was compiled.
PROBLEMS
STAKEHOLDERS
OUR SOLUTION
INDUSTRY ANALYSIS
GLOBAL GAMES MARKET
REVENUE VIDEO GAMES
WORLDWIDE SPEND ON GAMES
HARDWARE VS SOFTWARE
PACKAGED VS DIGITALLY DISTRIBUTED
NUMBER OF GAMERS GLOBALLY
AGE OF PLAYERS
REGION WISE REVENUE
NUMBER OF GAMERS REGIONALLY
REVENUE OF COMPANIES
TAM, SAM & SOM SWOT ANALYSIS LANDSCAPE ANALYSIS TEAM CONTACT OPERATING EXPENSES MONTHLY REVENUE COST AND REVENUE DISCLAIMER APPENDIX Book your pitch deck now at www.blockseed.co/shop
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