1 Minute Overview
5 Minute Overview
Imagine color-coded music building blocks, like musical “Tinker Toys” or “Legos,” that allow even small children to play, master and create real music naturally.
Like Crayola impacted the artistic imaginations of millions of children for generations, Music Play Land can do the same, with musical games that teach music like a native language.
Our music video games are built on over 30 years of research on developmental linguistics as applied to teaching music as if it were a native language. Piano Wizard has proven amazingly effective, with hundreds of glowing reviews, and incredibly moving testimonials over a decade of use. This one particular example led to the impetus to further investigate the therapeutic, cognitive and healing powers of music.
This technology and method is being licensed for the mobile platform and dramatically expanded on to create a suite of music apps that teach the “Elements of Music” in ways that interact with each other following the internal logic and math of music. Without the children needing to know any theory, notation or to even read yet, they can still play, create and perform music on a rich level as naturally as they learned to speak their native languages.
|Music Play Land Inc. Executive Summary
This is not an offering of securities, which can only be made by directors or officers of the company with full legal disclosure and documentation.Business Structure-C Corporation
|Why Music Play Land?
-Significant Milestones include:
–Minimum Viable Product Demo Available to test
–Alpha testing completed, ready for market commercialization and migration to multiple mobile platforms.
–Key Strategic Partners identified and engaged, signed LOI with global partner.
–Strong Development Team in place
–Key Patents, Trademarks, Licenses secured
–Experienced Management Team identified
Software gaming platform poised to change the way people of all ages and skills learn to play the piano and master music composition. All versions provide for rich content upsells. Future version offers a collaborative multi-player MMO subscription gaming platform.
-Educational, Mobile Gaming and Cloud MMO Entertainment
|Strength of Concept
-Cloud Subscription allows parents, teachers, schools and service providers to access breakthrough music learning games providing native language level fluency at a fraction of the time and cost.
-Musical game facilitates sometimes dramatic positive cognitive development in all ages.
-Platform engine (Elements of Music App Suite) rich in upsell & cross-sell potential.
-Catalog of over 100,000 popular and classic tunes available for download for game variation and enhanced game of play
-2nd generation IP, and key licenses to leverage proven and established IP. Alpha test completed and market validated.
-Team identified. Key Strategic Partners in the current markets can move immediately into sales.
-Working single player game on the IPhone, iPad version in final stages of development and ready for commercialization. Enhancement for, Android, MS Surface and Amazon platforms to follow.
-Universal Music Literacy for young and old alike, with the “Music Advantage” of cognitive development and mastery for playing piano designed for all ages and levels.
-Teach music as if it were a native language to millions of children worldwide through games.
-To allow all skill levels to learn to play real music within the game and transfer that skill to real instruments, quickly and easily without cost or frustration of traditional music lessons.
-To engage and enroll millions of new customers for life, selling new content, songs, sounds, etc.
-Shift the paradigm for MMO competitions from combative and empire building genre to music performance competition, and marry the populist love of talent competitions with arena game competitions
-$500,000 angel bridge convertible note, to complete the first 4 Apps, and bring to global market, followed by $3M Series A round
-Gaming Market $115B by 2020, 2/3rds of which is Mobile/MMO/MOBA, i.e., Mobile and Online
-App Gaming Market estimated to be $40 Billion by 2017
-Educational Mobile Market: $40 billion by 2020
-Overlapping Educational Mobile Gaming: $4 billion by 2020
-Tween/Teen Market overlaps the above, and they spend $50 Billion a year on apps and music.
-MMO $19.8 billion in 2016, roughly 60% of all digital PC game revenue.
Licensing partners for beta testing, refinement and initial distribution and revenue.
-Download single player application
-In-app purchase for additional songs for enhanced integrated game play
-In-app purchase of different game environments
-Upsell and cross-sell of new modules to existing game owners and as an integrated full function music play & composition training environment
-MMO subscription and competitions
-Year 1: $294 K Year 2: $1.4 M Year 3: $5.9 M Year 4: $20.6 M Year 5: $ 48 M
(Projected revenue does not include estimates for MMO competition, contact company officers for full strategic plan and pro forma)
-Opportunities include: Public and private companies, including Fast Track Kids (signed LOI), Sylvan Learning, Kinder Music, Hal Leonard Corp, Disney, Billy Joel, and more
|Existing Key Customers
-Relationships with large Home School groups, consumers and enrichment for autistic children and teens.
-Joint Ventures, Strategic Partners, Marketing online and traditional media advertising with a strong integrated Cognitive Development PR campaign, localization
-Multiple License opportunities (Educational, Entertainment, Foreign and Music Channels)
-Up Sales Through App Store for more songs, sounds, and other musical content
-Cross Sales to existing customers as each new app is released. (see strategy diagram)
-Strategic education, entertainment partners & direct marketing, including TV ads, Foreign licenses
-Core interim financial/admin/sales team in Boulder, CO
-Outsource with best of breed vendors for non-core competencies (e.g. Legal, Software, Development, Manufacturing, Distribution)
|Management / Advisors
-Professional / expert and start up experience including raising capital, building companies, licensing deals, and software marketing and distribution.
|Strengths / Opportunities
-Technology and interface built for rapidly adaption to other platforms, languages and cultures.
-Multiple recession resistant markets, Education, Entertainment, Mobile Apps and Tween/Teen
-Accelerated branding and market penetration through strategic partners and Media Fund source
-Exclusive Master License to layered intellectual property protection, (multiple patents, trademarks, copyright, etc. owned by US Company). Multiple Patents Filed. Awarded & pending US & WW.
-Core IP already developed and tested. Ready for full commercialization
-Revenue ready with app, extensive song catalog, and gaming environment
-Multiple revenue streams with download purchase, in-app purchases and add on modules
-Strong customer retention due to dynamic game play change with each level of advancement, additional song added to personal player library, and virtual game environment change
-MMO marketplace is rapidly growing with potential to move beyond action/combat games to new demographics with music / talent competitions
|Weaknesses / Threats
-Capital needed to complete commercialization and multi-platform port of version 1 MPL
-Subsequent A-round of capital needed to complete full modular set of music wizard elements
-Speed to market dependent on development timelines that are sequential yet integrated.
-Need identify team member and partners, and funding for rapid growth in operations and strategy and execution for MMO opportunity
A project of Music Wizard Next Gen