Short business plan developed at the e-Boot Camp at BASES (Business Association of Entrepreneurial Stanford 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 will face tout entrepreneur. 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 financement, capital-risqueurs; 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 of current challenge is to attract education K-12 students towards science, technology, engineering and mathematics. Computer games are excellent at captivating their users. However, the attention span in computer games is rarely used to inspire interest in complex scientific and engineering problems . Why not use the leverage of addictive games teenagers to get hooked on mathematics, science and engineering?
Our solutions
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 development of agile The Game rules. Our games will be continuously updated based on current research on the findings and solutions found by the players. The research partners will be featured in 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 and strategies to share insights. We enVision our games being used as tools tutoring and support for Curricular activities.
Our Impact
Through our games, des adolescents ne sont pas seulement hooked on STEM problems, but they also 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 and results The Game The Game feedback from community to educate, gain insights and revise the models.
Financial Model
Rock Games has three main revenue streams. First, we collect subscription fees from our customers who receive a knowledge and edge peut potentiellement augmenter leur performance en classe. Second, we collect fees from our research partners, who use our games as a compelling marketing et de recrutement tool to attract the next generation of talents. Third, we collect fees from marketing media companies to advertise for support matériel approprié. 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.
Équipe
G. ressort Pferdt 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. John Shinozaki 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 Aeronautics and Astronautics.
Let's rock education! 8-)










































