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WE ARE GAMING Company presentation 2017 WHO WE ARE We are a young - PDF document

J WE ARE GAMING Company presentation 2017 WHO WE ARE We are a young company with huge ambitions and drive to grow within our sector. Tenno Networks Ltd is the company behind the Tenno Network, the worlds first social media network for


  1. J WE ARE GAMING Company presentation 2017

  2. WHO WE ARE We are a young company with huge ambitions and drive to grow within our sector. Tenno Networks Ltd is the company behind the Tenno Network, the world’s first social media network for gamers. The company is registered in the UK overseas territory of Gibraltar. At its core, we are an IT-company that develops solutions we implement into our own social media network. As a social media network, we are different in that we only focus on the gaming industry and gamers, while other established social networks, such as Facebook and Google+, don't have a focus or target a single market (They want everyone to register for their service). We are not interested in that. Our focal point is that we specialize in gamers and the gaming industry. As a company, we have the experience and specialized knowledge of how the world of gaming works; we have a long history as active gamers. Our social media network offers all the functions you might expect from modern social media in terms of abundant sharing functions, support for various media file formats (photos/videos/sound etc.) and communications to interact with friends.

  3. OUR OBSESSION Our idea is simple and straightforward. We have identified an opportunity in virgin territory within the Gaming sector. As pioneers, we intend to take advantage of the massive growth of this industry. We offer gamers around the world their own social media network, (freemium business model), focused on gaming, where they can find likeminded people that have the same interests as they have. Today there is no such thing as a social media network that offers them this and the idea is to provide a single hub for everything gaming related. Our obsession is to offer billions of gamers a single home for finding new friends, staying in contact with their old friends and offer a platform where they can share the most epic moments of their lives through the power of social media. Today the gaming world is spread across multiple platforms, several different websites, etc. which makes it cumbersome to stay connected with your gaming friends and gaming communities. On top of that, the more established social media sites are becoming less attractive to the younger generation as more middle-aged and elderly join social media to air their views. The younger generation no longer feels that such sites represent their lives. Such sites do not relate to gamers at all, as they are all mainstream with no particular focus on certain demographic groups, such as gamers. In a nutshell our passion lies in making it simple for gamers to stay connected with their existing friends, meet new ones and share the exciting life moments that really matter to them.

  4. THE MARKET THE MARKET THE MARKET There are currently 1.2 billion gamers in the world today and the numbers are There are currently 1.2 billion gamers in the world today and the numbers are There are currently 1.2 billion gamers in the world today and the numbers are quickly growing, (according to research & markets) [1] . The Global Digital gaming quickly growing, (according to research & markets) [1] . The Global Digital gaming quickly growing, (according to research & markets) [1] . The Global Digital gaming market is expected to grow at a CAGR of 17.2% between 2015 and 2020. In 2016 market is expected to grow at a CAGR of 17.2% between 2015 and 2020. In 2016 market is expected to grow at a CAGR of 17.2% between 2015 and 2020. In 2016 the current gaming market generated $91 Billion in revenues. the current gaming market generated $91 Billion in revenues. the current gaming market generated $91 Billion in revenues. e-sport is in rapid growth and now the large elite European football clubs [2] , e-sport is in rapid growth and now the large elite European football clubs [2] , e-sport is in rapid growth and now the large elite European football clubs [2] , (soccer), are moving into the market, starting up professional gaming e- sports (soccer), are moving into the market, starting up professional gaming e- sports (soccer), are moving into the market, starting up professional gaming e- sports teams in attempt to create an e-sport league in the same manner as they run teams in attempt to create an e-sport league in the same manner as they run teams in attempt to create an e-sport league in the same manner as they run football leagues. football leagues. football leagues. Current market size for e-sports only is: Europe: $269 million, North America: $275 Current market size for e-sports only is: Europe: $269 million, North America: $275 Current market size for e-sports only is: Europe: $269 million, North America: $275 million, Asia: $328 million, rest of the world $19 million and the sector is growing million, Asia: $328 million, rest of the world $19 million and the sector is growing million, Asia: $328 million, rest of the world $19 million and the sector is growing considerably [3] . In all, the different sectors of gaming, such as PC gaming, console considerably [3] . In all, the different sectors of gaming, such as PC gaming, console considerably [3] . In all, the different sectors of gaming, such as PC gaming, console gaming, mobile gaming, virtual reality and gaming videos are in rapid growth gaming, mobile gaming, virtual reality and gaming videos are in rapid growth gaming, mobile gaming, virtual reality and gaming videos are in rapid growth which is something we intend to take advantage of. which is something we intend to take advantage of. which is something we intend to take advantage of. 85% of the market is male gamers and 15% female gamers and the demographics 85% of the market is male gamers and 15% female gamers and the demographics 85% of the market is male gamers and 15% female gamers and the demographics show that the biggest representation is the 13-44 age group. show that the biggest representation is the 13-44 age group. show that the biggest representation is the 13-44 age group. Gamer demographics (age) Gamer demographics (age) 13-17 | 15% 18-24 | 46% 25-34 | 23% 35-44 | 12% 45-54 | 2% 55-64 | 1% 65+ | 1%

  5. THE NETWORK Tenno Network is a social media network that focuses exclusively on the gaming industry and is a pioneer into this specific segment. On the social media network, Users can perform actions such as share various image formats, videos, connect to friends, and share their data, chat, video chat, create groups and altogether interact with the members on the network as well as other functions such as micro blogging straight from their user profile. We maintain demographic data in user profiles such as age, gender, personal interests, gaming profiles (what games they are playing etc.) and whatever the end-user enters into their profile for focused advertising. Currently in BETA version, we continue to add features and improve the user experience as our user database grows.

  6. WHAT WE OFFER ADVERTISING: We offer your company access to a powerful active consumer group with great purchasing power and the will to buy. Contact us if you are interested in purchasing ad-space on our network. We will help you with finding the tailored solution that works best for you and secures your goals to generate a successful campaign. OTHER SOLUTIONS: We are currently developing solutions for the corporate segment and the consumer segment. We will announce these developments on our company website and through email distribution once we release these products to the public. EXPANSION PLANS: We are planning to expand our network with several powerful features as we grow and will release more information about that in the near future.

  7. MANAGEMENT FOUNDER/CEO & CHAIRMAN: Our founder, Daniel Sundbeck, has been a successful entrepreneur. He has also worked in sales/marketing and the financial/banking industry for several years. He is also an avid gamer in his spare time. Daniel’s first Computer was a Commodore 64 which started his gaming career.. Team Members: Web developer: Alex Lauridsen has spent most of his life fiddling with computers, and his first computer was an IBM XT. The hobby of gaming never left him, as he went on to study web development later on. He stays up to date on what goes on in the web development world, honing his coding skills on whatever catches his attention. Technologies: PHP, HTML5, CSS, JavaScript, jQuery and network administration, Windows/Linux server administration.

  8. CONTACT US Interested parties and individuals that wish to receive more information beyond the scope of this document can contact us using the information below. ADDRESS: Company: Tenno Networks Ltd 186 Main Street, PO Box 453, GX11 1AA https://tennonetworks.com publicrelations@tennonetworks.com Social media network address: https://tenno.network CONTACT THE BOARD: boardofdirectors@tennonetworks.com (For general inquires please do not message the board as they will not be answered) Sources: [1] http://www.marketwired.com/press-release/global-digital-gaming-market-estimated-grow-cagr-229- analysis-trends-forecast-2015-2020-2098742.htm [2] https://www.nytimes.com/2016/12/11/sports/soccer/esports-video-gamers-elite-clubs.html https://www.theguardian.com/media/2016/jul/06/manchester-city-esports-kieran-kez-brown-fifa-16-twitch- youtube [3] Superdata.com

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