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Startup Leauge-The way ahead 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Prepared by Tanya Singh   
1. BRIEF DESCRIPTION 
Startup League is an educational gaming platform with headquarters in Canada, acts as a training
resource for educators and trainers in the higher education system. Startup League is creating
economic access for students across the globe by gamifying fundraising. We make educational games
for students to compete for fundraising dollars. The company focus on developing empathy,
independent thinking through gaming. The focus is on students​ who can compete daily on the app for
fundraising dollars from outside their local communities​. The platform engages teachers and
consultants to provide soft skill training to their students and groups. The team has raised VC money.
and the company did over $125,000 in revenues last year

2.​MARKET EXPANSION
Reuter’s report​ ​states that the US is one of the highest online buying gaming countries. The
game-based learning market research report in the US further analyzes the market’s competitive
landscape and offers information on several companies, ​It identifies multiple leading drivers of that
growth, including AI, XR learning games, high private investment, global distribution, and mobile
games, among others. Game based-learning continued to rise over the past year. The other factors
influencing the growth are social media influence, rising access to high-speed internet.
Below is the key product by the company Startup league called Q-UP

Below is the segmentation of the target market


 

● The product has​ a unique initiative that rewards our most promising, early-stage startup
clients. It is designed to provide a wide range of support, through a bouquet of free goodies,
marketing support and sponsorships.
● The US market not has been tapped yet. Remote learning for K-12 focussing on soft skills are
still in the nascent stage. ​Improvements in User Interface of Smart Phone, Laptops and
Personal Computers and Increasing Number of the Internet or Social Game Players May
Further Augment the Marke​t.
● The integration of gaming into e-learning apps doesn’t require a hefty investment or heavy
equipment students or working professionals just need to have a working mobile device to
access study materials from any part of the world which saves heavy capital investmen​t

OPPORTUNITIES  
Major players focus on AR/VR experience not purely in gaming. The format is one of a kind with its
popularity in the base country, the US States too would benefit from them. The ​real-world relevance
helps us to immersive experiences that support real-world connections to lessons and help students
develop soft skills employers increasingly demand which a bonus for all stakeholders.
KEY CHALLENGES

Virtual reality helps us to learn and engage. One can digitally learn a lot more than just
memorizing the thought process. The key challenge is developing a key emotional connection
while inspiring them to ask questions and participate. It acts as a facilitator to the schoo​l

Strategies for overcoming challenges


Kickstarter is a great way to inform about the product and leads to fundraising outreach.
The public domain helps people to come on board. The thought process is refreshing, web-seminars
will lead to essential partnerships for the long run, community outreach is the major takeaway. The
VR experience is more engaging but content development and hardware cost are exponentially high.

 
 
KEY COMPETITORS  
A. zSpace​ a key player for K-12 education and soft skill development has booked annual
profits with over 61% new user increase. zSpace has a new growing partnership with
schools and districts into their curriculum.​zSpace empowers students to work in
groups.
The use of AR put as there is no more worry about the material costs as the VR act
as an additional effect with an overall knowledge provider. The California based
company is well established in the USA with the cover on 15 states across
zSpace is planning to expand with a corporate tie-up to increase partnership

B. Elevate-​Elevate is a type of training tool designed to build communication and analytical


skills. Elevate has been selected by Apple as the App of the Year. Since launching in May 2014,
Elevate has been downloaded more than 25 million times on the App Store and Google Play.
The reach of the application with ease to use interface and brain-teaser and communication
tools serve a dual purpose

COMPETITIVE ADVANTAGE
4. ​ MARKET EXPANSION PROJECT

The US is realizing the potential of soft skills and technology. Unlike Canada, the native citizens look
for loyalty for long before trying a new product. Promoting and encouraging online gaming as a
knowledge enhancement for school and university students will lead to growth and expansion in the
USA

1. Lack of Edtech impact on delivering a noticeable improvement in students’ attainment.


2. Broken Edtech keeps the new innovation and early boomers(entrants ).
❖ Essential tie-ups with many institutes will lead to growth. Bring your own device
program has gained momentum in US high schools , students can go through the
interface easily which will lead to more signups. Startup leagues focus on funding and
acquiring customers is generally by referral.
❖ Market entry in the US can be via accelerators and webinars. The US market has
accelerators with a focus on gaming. They and incubators generally run 12 weeks
program for startups to find opportunities for networking, meeting potential investors
❖ Conferences too essentially help in building AR/VR sales. The market-ready scaleups
help new players to foothold for their operations.

BUSINESS DEVELOPMENT OBJECTIVE

The international objective an MVP as a final product to built the app as a soft skill offering an app,
collecting real-time reviews will guide the evolution of our product. The content of the app should
cover topics ranging to K-12. Articles, videos, and podcasts for premium. Edtech enterprise will be
able to evolve educational solutions. The need to solve /impact one thought of why, how frames the
thought process the behavior of educators. One person’s ‘onboarding’ is another person’s ‘professional
learning’ is the key idea
5.FINANCIAL AND RESOURCE TEAM
To build an effective e-learning ecosystem, we need to choose an outsourcing development team

A​ ​QA developer who can work closely with us for troubleshooting issues with the product. He will be
able to test solutions for back end process for cloud-based capabilities

Marketing Analyst, who can delve into third party data to research behavior of American population
/users. The staff would be multi-dimensional hence will be able to act as an internal /external
communication representative The founding members will be able to work with them on the funds
generated by the core -team. The team can be assisted by interns who can act for building architecture
for security with developers for expanding business scale . The financing and cost has to be estimated
on the basis of project and feedback received on the rollout in crowdfunding

The seed funding raised initially for Canada has to be the target here too for US market
6 KEY PARTNERS FOR MARKET
❖ The presence of the application of Indiegogo and Kickstarter is a huge platform for E-learning.
Signup help in finding potential investors. The integration with social media helps in spreading
the word of mouth which could help in growth by 2x.
❖ DonorsChoose, Kaltura is working in the same space.DonorsChoose, an NGO has connected
classroom programs for fundraising. It will support the project of Startup Leauge for
fundraising and soft skills for communication skills. They have raised more than 1 million
dollars with Bill Gates as an advisor.
❖ The California based learning arm has been working from the past 10 years. Potential
transactional advertising for” e-learning games”.Search Engine Optimisation for performance
tracker, foundational growth and performance tracker.Marketing automation for identifying
audience segments and care needs.
❖ The focus of the incubator is to build cooperation between startups and bridge the gap between
the education sector and empowering entrepreneurs

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