Short business plan developed at the e-Boot Camp at BASES (Business Association of Stanford Entrepreneurial Students) last week.
"Started in 2009, the Entrepreneurial Boot Camp is a week-long intensive program that provides participants with an intimate knowledge of the processes and challenges that any entrepreneur will face. Through this program, participants will acquire the management and leadership skills necessary to excel in a business environment. Topics covered include:
Ideas, Creativity and innovation; Evaluating Ideas - The Venture Capitalist Way, Implementing and Idea, Market Dynamics and Customer
Development, Entrepreneurial Finance; Getting Financing, Venture Capitalists, and Business Plan. "
Rock Games - EXECUTIVE SUMMARY
Mission
Use the leverage of addictive gaming to inspire teenagers about problems in science, technology, engineering and mathematics (STEM).
The Challenges
One current challenge of education is to attract K-12 students towards science, technology, engineering and mathematics. Computer games are excellent at their most captivating users. However, the attention span in computer games is rarely used to inspire interest in the complex scientific and engineering problems . Why not use the leverage of addictive games to get teenagers hooked on mathematics, science and engineering?
Our Solution
Rock Games aims at developing game scenarios that emuLate complex scientific and engineering problems while creating an addictive educational experience. The problems used in our games come directly from our partner research institutions and industries, which participate in the agile development of The Game rules. Our games will be continuously updated based on current research findings and on the solutions found by the players. The research partners will be featured in the tutorial videos that explain the core concepts relevant to The Game scenarios. Players are encouraged to participate on the community forum to collaborate with peers to share strategies and insights. We ENVISION our games being used as tutoring tools and support for curricular activities.
Our Impact
Through our games, teenagers are not only hooked on STEM problems, but they then apply their Scholastic learning to real world problems. As a result, our customers have an opportunity to improve their knowledge while understanding the significance of class material with a global perspective. In turn, the research community can use The Game results and feedback from The Game community to educate, gain insights and revise the models.
Financial Model
Games Rock has three main revenue streams. First, we collect subscription fees from our customers who receive a knowledge edge and can potentially increase their performance in class. Second, we collect fees from our research partners, who use our games as a compelling recruiting tool and marketing to attract the next generation of talents. Third, we collect marketing fees from media companies to advertise support for relevant material. After the first three years of release, we aim at capturing one percent of the World of Warcraft subscribers which corresponds to over one million users, and over $ 1 billion in revenue.
Team
G. Pferdt spring is a research assistant, lecturer and advanced Ph.D. candidate at University of Paderborn and a visiting scholar at the Center for Design Research at Stanford. Leticia Britos is an advanced Ph.D. candidate from the School of Medicine, with experience in teacher training and curriculum development. Shinozaki John is a master's student in Mechanical Engineering with a focus in design and entrepreneurship. Karl Axel Strang is a PhD student at Stanford University in the Department of Aeronautics and Astronautics.
Let's rock education! 8-)









































