"Do I really need 10 different apps to reach all my friends? And one app per media provider?"
One app per
One app that
All apps look &
work differently -
One customizable design / UI for all content & devices
Always register &
share my data?!
Registration with one click, data control & protection
Full of text &
Almost no text -
playful & easy
Useless effort: Desired content
Cross-provider content search
Too technical, full with unknown symbols
like in real life
on every device & in 2D/3D/VR/AR
No forced ads,
only one app to update
Rarely used app:
Saves memory & less installations chaos
Highest level of
privacy & data protection
What do you think: Why are Amazon, Netflix & Facebook so successful?
We believe: Users want content - not apps. So we integrate all content in just one app.
mouse over text below a
picture to show our solution
for all video, audio, internet & print
own platform for media partners
makes their content available in VR/AR & on every device (incl. PS4)
cross-provider content searches
e.g. video-player: YouTube, PayTV, all TV channels, video calls, social media
but also for Shopping,
Services, Games, Pets,
Education, Travel, etc.
all contacts & chats in one app
(mail, SMS, other messengers)
cross-network chat history
cross-network news feed & postings
video calls, avatars, AR-stickers
synchronized on all devices
mouse over for info
3D/VR/AR for ...
- extremely intuitive to use
- immersive experience
- social (avatar-system)
- playful (optional, serious too)
- maximum customizable
- free VR/AR availability of their
(media) content: new target group
- gamification: longer usage
- VR experience: more sharings
- big data (needs users consent)
- almost no competition
- new market & future ready
- endlessly expandable
- starting point VR/AR/BCI
- over 8 revenue streams
... but it's optional!
(also in 2D)
... thanks to groundbreaking
breakthroughs in VR genetics
even with legs!!! :-O
(hold left mouse button
pressed to move around)
2D photo to 3D avatar
connect offers more than just entertainment. Among other things, the integration of numerous media, messenger services, social networks, online shopping and much more.
connect: use cases beside entertainment
Advantages of connect's realism
connect should become an interface for all digital content. Like a browser, but 3D-capable - the Spatial Web - and for all content & functions and not just webpages.
not only VR game - but
interface for all content
Because we don't have Mickey Mouse graphics, it will be easier for us to reach adults and users outside the entertainment industry and maximize our target group.
realistic: adult &
bigger target group
Our avatar system includes the latest technical developments and strives for graphical realism. We will also offer flirt and adult content as well as business functions.
realistic: modern & adult avatar-system
mouse over for info
There are e.g. thousands of photorealistic real estate visualizations that have been made only for the sale of apartments and could be reused by us as virtual homes.
realistic: integration of more existing content
Especially manufacturers of products want to present their goods realistically, which is why our claim to realism makes it easier for us to connect their VR shops (we offer a template).
realistic: allows VR shopping integration
Realism has always been the standard for most 3D models (e.g. www.turbosquid.com)
and ensures that no graphic mix is created despite getting content from different artists.
realistic = standard for user content (no mix)
Realistic 3D models are available for almost all products and we can integrate them as product placement. However, this requires a realistic(!) appearance of the environment.
realistic: allows e.g. product placement
Product Placement & Ads, Data, Polls: reaches all users
In-App-Purchases: average of all users: $ 8.8 (ARPU)
(focus Asia: +40%) up to $ 550 average per paying user
Location Features & VR Shopping: reaches ~10-30%
Combines the huge user numbers of social networks with the high revenues of games & market places!
TAM 2D/3D: 3,484 billion
SAM 2D/3D: ~2 billion, because all devices, worldwide available, useful for everyone
SOM 2D/3D: ~1 billion, because unique as Multi-Messenger & App-Aggregator
(Competitors don't integrate all messages / news into one chat / feed, but only have tabs to switch between different providers, which has little advantage over using browser tabs and doesn't solve the 10 problems we've shown above.)
Focus on 2D/3D/AR:
Web, Android & iOS
AR Pets & Objects
SOM VR: only 3-10 millions, but unique opportunity
little competition: stores will push us
focus PlayStation: ~40 free VR apps
and 4 million potential VR users (and 90 million PS4 users for 3D)
grow with the market as pioneer
VR Store: reaches all VR users & devices
In-App-Purchases: higher ARPU: "build your perfect world
and enjoy it or share it with all your friends (also via 3D)"
Product Placement: more content (e.g. on social places)
VR Shopping: reaches more users in VR (~50-80%)
Location Features: 3D objects as decoration (not only AR)
Taxes & Land Sales: in 2015 alone, Second Life had an estimated GDP of $ 500 millions (similar business model)
Ads, Data & Polls: new chances in VR with low competition
Many business models of the real world can be transferred to the digital, virtual world and are without any competition there. The Spatial Web will replace the 2D Web at the latest with 5G & BCI in the next 10-20 years and connect will play a key role.
*right timing is the key:
having a VR independent value for billions of users gives us the chance to build a huge community in non-VR and - thanks to our 2D/3D/VR/AR live-switch - convert them to new VR users at any time without the need of installing a different app version
... become the starting point for VR
collect users & wait for the right timing*
2 Main Markets: Apps & VR
Biggest value of social networks: many other users (cf. FB vs. MySpace)
-> address wide target group
-> all devices, stores & niches
(niches: e.g. mails or SMS on the PlayStation)
-> Multi-Messenger: reach more
people than in Facebook
(because FB and others are integrated)
& solve chicken-egg-problem
of new & empty networks
Multi-Messenger with Gamification
TRACTION & TIMELINE
(8) Ads, Data & Polls + Partner Content
(3) VR Shopping & (4) VR Store & (6) Land Sells + Virtual Homes & User Content
(2) Product Placement + Avatars & Social VR
(7) Location Functions + Multi-Messenger
(5) Media Partners + Multi-Media-Integration
(1) In-App-Purchases + Customization
VivePort VR-Store: Popularity Rank 15
out of 1700 VR apps
after 6 Weeks
Release PlayStore (Android)
Release Steam (PC/VR))
Release Web-Version (PC/VR)
Release Oculus Store (VR)
Release PlayStation (3D/VR)
Release AppStore (iOS)
> 40.000 downloads
up to 4000 monthly active users
no marketing measures yet (MVP first!)
currently only on PC (Steam & Viveport)
PHASE 1: Optimize everything
(1) optimize app experience with tester feedback
(2) release app in all stores for all devices (incl. PS4)
(3) if necessary invest up to € 100k in ASO, SEO, influencers & YouTube to get 30,000 active users
(4) prepare all growth hacking tricks of phase 2
(only programming, low costs) & run small tests
PHASE 2: Turn every user into an influencer
maximize people in each cycle
... because it is much more fun to start doubling user numbers with 30k than with 6k ...
PHASE 3: Free media reports worldwide
wait for the right timing (e.g. VR market or big enough) & get free media reports worldwide (in return for our interface)
> 200,000 media contacts + interesting topic + prepared mega stories = last kick to get the snowball rolling
ready to rock? ->
start media support!
5 Tricks to turn every user into an influencer (3 examples):
"sent by connect"-link attached in our Multi-Messenger (emails, SMS, FB, WhatsApp, Skype, LinkedIn, etc.) If you suddenly read "sent by connect" everywhere, wouldn't you get curious and ask or click on the link?
rewards like limited virtual pets or games for Multi-Messenger-sharings (e.g. media links, 360° videos or screenshots of the virtual home or stickers)
mobile: trigger word of mouth with AR pets or games, realistic ring tones (e.g. fall of a coin) & our secret safe
(1) Maximize the number of people every user reaches:
Multi-Messenger-chats with the entire network & sharings
in all other (social) networks to reach hundreds of contacts
(2) Maximize frequency with which users promote connect: different tricks that appeal to different target groups and
work in different setups (e.g. also outdoor), as well as
extremely exciting & rare rewards for unaware promotion
Together we first 3 have ...
> 30 years experience
as game & software
> 10 years with VR
> 20 own games
> half a million users
All 3 serial entrepreneurs with ...
> 40 years leadership
> 10 own companies
> 50 million turnover
Interested in joining our mission?
There's always room for the best!
Freelancers are also welcome!
VR is waiting for "the killer feature". We know what it will be & we are working on it. After signing an NDA we will tell you more about it.
We will develop an AI that searches the Internet for certain content like videos & makes them available in connect completely independently.
We have prepared a story for media that is so exciting that thousands of media will report about us. A bomb, ready to detonate.
We maximize our target group through (1) a very different selection of integrated, popular content like media, social networks, shopping, games or messengers, (2) maximum customizability for every taste, (3) maximum device support (incl. 2D/3D/VR/AR) and (4) no language barriers and intuitive operation (even for older people). Since we hardly create own content, we can also scale faster. SOM: 3 million VR users (low competition), TAM: 3 billions (2D/3D Smartphone & PC).
5 unique growth
(1) Messages sent to other networks via our Multi-Messenger contain a link to connect. In this way, active users will make all their contacts aware of connect (multiplier effect). We also reward sharings with e.g. unique virtual pets or games. (2) If media partners want to make their content available in connect (e.g. for big data, VR-support and to reach all devices), they must report about us (we have over 200,000 media contacts worldwide). There are 3 more growth hacking tricks - ask us!
great team &
great first traction
Test-release in a smaller VR-store in January: Popularity rank 15 out of 1700 VR apps after 6 weeks. Only organic: 40,000+ downloads in total. All major store releases (and their potential) are still pending. Together as a team, we 3 co-founders have