KIZBAT

MAKE VIDEO GAMES REAL

PROBLEM

Video games have become so realistic

but the link between gamers remains TOO VIRTUAL

SOLUTION

Getting entertainment back to REAL LIFE !

MARKET

MARKET / Overview

VIDEO GAMES

Big market : $100bn in 2016

Cultural fit between robotics and gaming

MARKET / Ecosystem

MARKET / People

HARDCORE GAMERS

16 - 35 year old

spend > $500/year in video games

~ 50 million in USA+EU

PRODUCT

PRODUCT / Overview

Players control a robot instantly, from anywhere

directly from their web browser / mobile app

PRODUCT / Robot

PRODUCT / Love

DATA

DATA / Business Model

SUBSCRIPTION

Premium users play

more often

DATA / Acquisition

DATA / KPI

NUMBER OF FIGHTS / PLAYER / WEEK

We focus on retention

DATA / Scale

BUILD MORE ARENAS

STORY

STORY / Timeline

STORY / Plan

FINAL

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KIZBAT - September 2016

by mehdibaz

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Public - 7/26/16, 9:21 AM