9 responses to “A3: Venture Pitch – VR Brain Games”

  1. Nik Ottenbreit

    This is an exciting prospect considering the advancements and integration of VR technology. The fact that the VR market has gone up 700% in the last seven years shows that this is a new wave that can be capatalized on, and having an affordable option for VR content in education could be the way to do it! I imagine that by 2030 VR will have become much more commonplace in the clasroom. With proper marketing and content development, VR Brain Games could be one of the leading ventures.

    Speaking of content, I am wondering how many games you think VR Brain Games could conceivably offer in the short term? I don’t know much about video game development, but I would think it takes quite a bit of time and money to produce quality products. If you predict to have your team consist of 12 people in the coming months, is that enough members to consistly produce new and innovating VR experiences?

    Cool idea!


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  2. meagan kelm

    Review
    VR Brain games is an exciting offering that I think does a great job to address educational challenges and capitalize on the growing demand for VR in education. Looking at this pitches strengths and challenges I think it’s success is going to depend on navigating potential barriers for adoption and maintaining quality relevant content in a competitive market. There will be a need for continued high quality content development which will require significant resources and expertise. Maintaining engagement and relevance with the product will be crucial for continued growth and success. Some of the strengths I see in this product include the positive results immersive learning has on retention and transfer of learning and this products ability to offer diverse learning support.
    I would want to look into the competitors a little more before I invest as it could be a large sum of money to invest in this venture but overall I see it as a good potential investment and I probably would invest.


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  3. Bianca Therese Joson

    FEEDBACK:
    Hi Braden,

    I think the business has a strong argument for using VR and games to boost student engagement and possibly information retention. I can see the bulk of the work is with developing these experiences and games. Based on the path to integration, it seems to be quite quick assuming that you have to build the VR experiences from scratch. As a potential investor, I’d like to see the amount the startup is asking in order to make this project come to life. I’d also like to see information about some steps on creating these VR experiences. What kind of professionals will be involved in developing the experiences? To start, what subject matter or topics are you focusing on first?


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  4. Devon Bobowski

    FEEDBACK – Really like the idea of focusing on engaging learners as being a key element of this. VR definitely has a lot of potential. To play the role of the (cynical) devil’s advocate, VR has also been pitched as a revolutionary tool for education for a long time. I date myself by admitting that I remember a big buzz around the topic in the 90’s. I personally want to believe that technology has evolved to the point where these ideas are now viable on a large scale; I think if you gave more details on how you see your product functioning, it would help convince potential investors that this is more than a buzzword. (not implying you don’t have a concrete vision, just that it may need to be expressed in pitch more explicitly).


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  5. Bradley Miller

    REVIEW

    Hi Braden,

    Big thanks for letting us in on your venture pitch. VR’s buzz in the EdTech scene is undeniable! Just the other day, I found myself in Peru at the Museo Andres Del Castillo in Lima, where they kick off the visit with a VR rollercoaster ride through mining caves on a Meta Quest. Learning about minerals and their origins in such an immersive way was an absolute thrill – definitely a memorable first plunge into educational VR for me.

    Now, about your pitch: it seems you’re setting sights on crafting VR immersive experiences, correct? The emphasis on comparing VR headset costs and features threw me a bit, though. It almost felt like the pitch was veering towards selling VR equipment or promoting VR in general, leaving me a tad unclear on the main thrust of your business. As far as I can tell, you’re looking to create VR content, right? The mention of both game development and VR experiences has me trying to pinpoint exactly what your end product is.

    What’s also missing for me is the specifics on the investment you’re seeking and how you envision using those funds, especially with the ambition of turning profitable within a year. Given the competitive landscape of VR content creation – ventureradar.com lists 21 top players in immersive XR content alone – what’s your game plan to stand out? You mentioned DNA modeling, an area that seems well-trodden, with plenty of free resources already available.

    In sum, zeroing in on the niche you aim to fill, the problem you’re tackling, and providing a detailed breakdown of financial needs and strategies for ROI are key to drawing investors’ eyes. That’s the secret sauce to making your venture irresistible!

    Cheers!

    Bradley


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  6. Daniel Edwards

    Hey Braden,

    VR is an excellent prospect in educational technology, and gamified learning is another exciting market. Your part in the venture pitch on the immersive nature of VR was compelling. The elevator pitch was also engaging and captured my attention. I found your comparison of similar products and the market share to be thorough and eye-opening. I liked your thoroughness of this and your comprehensive information for your hardware and software, which gave me a good idea of your financials, along with the predicted market share.

    From an investor’s perspective, I would like to see the planned numbers for funding. From a customer’s perspective, I would be interested in getting this product.


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  7. Rich

    Hi Braden,
    It did not escape me that your pitch was exactly 1 minute, well done. However, like mine, I felt it went a bit too fast. In my case I couldn’t figure out the editing to slow individual bits down, not sure if you ran into that with Canva. The venture itself was interesting. I can see that you picked a topic that you are passionate about. One thing I appreciate is how you were clear that your product was not just digitizing existing materials but adds differentiated content and experience. The only thing that threw me a little bit with your venture is that I wasn’t certain if your company involves selling the hardware and if so are you involved in the manufacture, or is it strictly a software venture. Other than that, it was interesting and you made me think once again about the question of the role of VR in education.
    Thank you
    Rich


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  8. Andrew

    FEEDBACK:

    I found your pitch to be quite solid overall. What intrigues me is my frustrating experiences with your direct competitors in the market. I look forward to a larger volume of material for VR, especially considering your intention to offer both hardware and software solutions. This dual approach presents a potential for two revenue streams, which is promising. After reading Carlo’s pitch on EduSphere, I believe there could be a connection between your projects, and I suggest exploring a partnership to create collaborative content. 😉

    While it’s challenging to provide hard numbers in a venture pitch of this nature, I agree with previous suggestions that including an estimated ROI would add value to the pitch. Keep in mind, I say this as I’m also working on refining this section of my own pitch.

    Thank you for sharing your idea! It’s a great concept with high potential.


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  9. Noor

    This was a very nice presentation (elevator pitch and venture pitch)
    Very precise and clear. Gamification, VR Games, Trivia or anything that uses the concept of games makes a great investment in the field of education. It is efficient and provides the internal learning motivation and that supports this idea as an investment. I love the “path to integration” part that reflects your business grow plan

    My only concern with VR is the health issues concerned with their use. What are the concerns and what are the plans to solve these issues?


    ( 0 upvotes and 0 downvotes )

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