3. Elevator Pitch
The bet can be based on immediate
events, e.g. ‘Who will score the next
goal’, or long term events, e.g. ‘Who can
get the fastest time in a Triathlon’.
The bet can be set between 2 or more
friends and will involve a there being a
goal to achieve to decide the winner and
a forfeit for the loser.
BICBY allows friends to set up a bet, or a
wager, of any type through the app and
offer an invitation to accept the bet.
Young adult males friends have an inherent
competitive streak and are always competing
with each other over things like sport, work,
money, etc.
4. Market Opportunity:
This is what the experts say:
Canalys (April 2012): in Q1 2013, there were 13.4 billion downloads, up 11 percent from Q4 2012, creating revenue of
US$2.2 billion (that’s before app stores take their substantial cut of the proceeds) from paid-for apps, in-app purchases and
subscriptions (up 9 percent from Q4 2012).
ABI Research (March 2013) expects: apps to generate revenues of $25 billion in 2013; $16.4 billion will come from
smartphone apps and $8.8 billion from tablet apps. Of this $25 billion, 65 percent will come from Apple’s iOS ecosystem, 27
percent from Google’s Android, and the remaining 8 percent from the other mobile platforms.
Portio Research (March 2013) estimates: full-year app revenues of $12 billion in 2012, forecasted to grow to $20.4 billion in
2013 and $63.5 billion in 2017.
5. Competitive Environment
Betting is big business but it’s a crowded market
- BET365, William Hill, Paddy Power, Betfair, Sky Bet and Ladbrokes between them have it cornered
- Online-only Betfair has a clear leadership in sports betting, holding 23% of the total market last year.
- Sky Bet announced a 37% increase in revenues this year largely attributed to mobile
- Most are predicting mobile traffic to take over desktop in 2014
- None of them have truly embraced the mobile experience and still have clunky apps, no social layers and awkward to use
6. Competitive Environment
There are apps out there trying to disrupt the market
- Still predominantly in the sports betting market and focus on ‘real’ sports betting
- Most notable - Favourit https://www.favourit.com/
- A social layer built on top of traditional sports betting with some additional functionality
- Recently received $3.6million funding
- Uses companies like Paddy Power for the actual transactions
7. Competitive Environment
You Bet Me - Our closest direct competitor
“A social betting app that allows you to bet and challenge friends on anything and
everything in a matter of seconds!”
- Launched their iOS app on 22nd Oct.
- Includes additional functionality
- betting by sms
- a ‘social betting stream’
- real sports news/scores and betting
- Investors see potential in this area - You Bet Me has raised $1.2million in angel
funding
- Currently US only so we can be the app to fill the European gap
8. Revenue Model
Digital goods can be downloaded and consumed instantly and have neither additional
production, shipping or inventory costs nor major quantity limitations.
ADVERTISEMENTS
BICBY's free version will include
advertisements.
Hence,
BICBY's free version will
generate revenues through
advertisements. In terms of
generating
revenue
from
advertisements, we will link up
with a mobile publisher and we
would be able to sell the
inventory around the £0.50
CPM.
PAID VERSION WITHOUT
ADVERTISEMENTS
IN APP PURCHASE
BICBY will set “Global Challenges” where users will
be able to play against someone in a different part
of the globe. Winners of “Global Challenges” will
win a prize, which will have been previously
sponsored by a brand. The cost of these Global
challenges has not yet been defined, but it will be
in the £5.00 mark.
BICBY's paid version will allow
usage without advertisements. A
number of users will be converted
into paying customers, who will
generate revenues by purchasing
the paid version at a rate of £1.50.
9. Revenue Model
eMarketer forecasts the following amounts of smartphone users:
2013: 30.9 million
2014: 34.6 million
2015: 37.8 million
As per ComScore 33.3% of smartphone users played games with their smartphone in 2011.
If 10% of users played Global Challenges just once
If 10% of users paid to use the add free app at a rate of £1.50:
a year at a rate of £5.00:
Year
Total users
Challenges
Challenges
Revenue
2013
10,289,700
1,028,970
£ 5,144,850.00
2014
11,521,800
1,152,180
£ 5,760,900.00
2015
12,587,400
1,258,740
£ 6,293,700.00
Year
Total users
Ads Free
Ads Free Revenue
2013
10,289,700
1,028,970
£ 1,543,455.00
2014
11,521,800
1,152,180
£ 1,728,270.00
2015
12,587,400
1,258,740
£ 1,888,110.00
With this forecast 90% of users will receive advertisements, providing even more revenue. Linking up with a mobile publisher
we would be able to sell the inventory around the £0.50 CPM. As a result, per every 83k users who see an advertisement 50
times per month, we would get £25k revenue per year.
10. Our Customers
Apps are big business, and the biggest app business is games. In 2012, revenue generated from apps reached $10bn, with
games accounting for 80% of this.
There is already an established customer base within the UK for online gambling :
• Betting accounts for 72% of 3.7 million UK online gamblers
• 2.7% of the British adult population regularly bets online
• 1.3 million people bet online at least once a month
And Globally:
• By 2015, the social gambling market is predicted to grow to $2.5 billion
• and the mobile app market is predicted to top $38 billion. The global total spend on virtual goods is expected to reach $4.1
billion by 2016.
11. Our Customers
Our target demographic will me men 18-34. This is based on research telling us that the current mobile gambling audience
is
− 87% male
− 62% aged 18-34
We have also found that 72% of mobile betters are ABC1 - the future of betting via mobile is now very much a middle class
past-time. Betting is no longer synonymous with smoky betting shops – it now the past time of young professionals!
With the advent of social betting, betting categories will not longer be niche - such as football or horse-racing, but varied,
interactive and consumer led.
Indeed the appetite for personal interactivity is best summarised by the dramatic growth of social gaming, which now
accounts for 26m unique users in the US alone spending roughly 25 minutes a playing games peer to peer.
12. Our marketing and sales strategy
Product to be free, but for a week only. It would contain ads. Additionally, if a user is to purchase a product/ service through our app
or twitter page we get money via affiliate partnership scheme.
Compatible with iOS and Android. Available in the relevant app markets: free week-long trial, which then prompts the user to buy it
either for a tweet or GBP 2.00. The idea behind this is to encourage customers tweet the app, promoting within among like-minded
people.
Allowing Twitter users to purchase the ad-free version of the product for the price of a Tweet would create a mass viral effect.
We will buy 100,000 Twitter followers (from, say, http://buyfollowerstwitter.co.uk/buy-twitter-followers/ ), which will cost us GBP 280.
We understand most of these will be fake accounts, but it is in order to create an image of a popular product.
As well as an additional, say, http://socialmediamen.co.uk/products/gold-business-package/ - 50,000 Twitter Followers, 50,000
YouTube Views, 10,000 Facebook Likes.
Launch Facebook app, which will have access to publish the results of the bet on FB wall of the organizer. With an option to create a
FB page from the app just for a one-off betting event, showing results on the group’s wall, offering an option to share with all friends,
even those not involved in the initial betting.
13. Our marketing and sales strategy
Why so much of a Twitter-based campaign?
Twitter is booming as a social media destination for young people - according to a study about online behaviour. “The key is that there
are fewer adults, fewer parents and just simply less complexity,” said Amanda Lenhart of the Pew Research Center, one of the study’s
authors. More than 60 percent of the teens with Twitter accounts said their tweets were public, meaning anyone on Twitter can see
what they write and publish.
The entire U.S. smartphone market has just passed 50% penetration (as per Forbes, Sep 2013) so there is nothing but growth there.
Same goes for UK, see below:
We chose to target primarily smartphone users aged 18-34 is because between 2011 and 2017, 18- to 34-year-olds will have the
highest percentage of smartphone users among mobile phone users, as well as By 2017, smartphone user penetration among mobile
phone users ages 12 to 44 will be between 94% and 98%.
14. Why is this a good investment?
Bet I Can Beat You is a new mobile application, placed in a growing market, targeted to an
existing audience group, built on previous success and delivered in an untapped market.
Existing Audience
Market Growth
The mobile industry is growing with smartphone
handsets overtaking feature phones for the first
time this year, in the UK.
By 2015, there will be an estimated 37 million
smart phones in circulation in the UK alone, 33%
of which will play games. With a 10% penetration
in this market we would have have over 12 million
users in the UK alone.
The current gaming audience is aged 18-34, male and
accounted for $8 billion turnover. In the UK alone, 2.6
million (72% of the gambling audience) UK online gamblers
are betting users, with 1.3 million users betting at least once
per month.
72% of mobile betting is carried out by the ABC1
demographic, our application allows us to welcome this
audience whether they are located in the office, bar or
home. Our applications removes the need for niche, predetermined betting and opens the market to bets of all
varieties between friends, family and colleagues..
15. Why is this a good investment?
First Mover Advantage
Multiple Revenue Streams
With the recent launch of youbetme in the US we
know the time is now to launch the UK equivalent.
Due to the nature of the application,
revenue can be generated by both
selling advertising space on a CPM or
CPC basis or by removing the
advertisement altogether for a set fee.
Multiple revenue streams, less financial
risk.
youbetme received the financial investment of
$1.2 million, the concept gained the interest from
such investors as Zynga. Zynga, a Facebook
games publisher now caters for over 11 million
users playing social based games per day.
The combination of such credible investors and an
untapped market makes this a very promising
investment.