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ReplayLocker Chronicles

 

chapter 1. 

In 2012 replay locker was originally designed to instant replay to the fans in the stands. In 2013 NFHS changed the rules to allow for this technology on the field in the hands of coaches during the game. So we adopted it to be a coaching tool and started leasing units out in 2014. We leased so we could retrieve data from the units that were used. In 2015 we started selling. We sold 30 units with only one sales person. Now it's 2016, we are searching out Capital to take the technology full scale, taking advantage of the "low hanging fruit" (high school market) first and ultimately dominate a much grander and phenomenally lucrative market; game day experience in professional venues across the globe. 

 

Chapter 2. 

The age of millennial's. 

There are case studies, white papers and articles on the multi-millions of dollars being spent by stadium and venue owners to revamp or create anew the networks inside their structures. Part, in creating the infrastructure to handle in-house communications and data transfer, AND in no small part to enhance the game day experience for the fans in the stands. 

Stadiums have seen and are seeing a decline in attendance to live events because the millennial generation has nothing to "interact with". This generation would rather stay home to watch the game where ready access to [digital] social interaction is available. Where the last seconds of the game can be easily replayed if missed or debated or worthy of see it again, and also to mention the best close up angle view better than front row tickets. 

Millions are being spent to build serious infrastructures to serve as backbone for all in-house telephone communication, digital signage, video displays, marketing, credit card machines, surveillance cameras, ticket taking scanners, environmental monitoring systems, inventory tracking, TV video in the box seats, audio, the list goes on and on. Almost everything inside the stadium utilizes the network. 

 

But the problem of "internet at my seat" is still apparently... a problem. The issues lies with the bottle neck at the point where inside data goes out to the World Wide Web. Anyone arriving at the game early has experienced a decent internet connection, only to become slow or unusable after the game starts and the stands have filled with fans all attempting to do the same thing (access the Internet). This many devices in one physical location quickly eats up the bandwidth. All these simultaneous attempts to get out to the www creates the bottleneck much like all the cars will be doing in the parking lot after game. Everyone attempting the same thing at the same time equals bottleneck at the gates. 

Millennials, given the choice will simply not attend a live game if they aren't able to [digitally] interact. 

 

Chapter 3.

Get rid of the problem? 

But the internet is fast, why can't the internet company just send more internet access the stadiums? Much in the same way the stadium and cities can't just make more exits or more highways to handle the traffic. It's a lot of time expense: construction costs alone are reason against, but even after that cost is hurdled now the cost of more guards and ticket takers to man the gates. The politics get in the way: large infrastructure revamps that involve the cities counties and states bring along all the red tape and as such additional costs that come along with said tape. 

Work around the problem! 

What fan attending a live game would not watch (and interact) with a replay, given the opportunity? Better yet, what millennial would not?  The answer is, THEY WILL. 

The more fans a venue can guarantee will have the best view from any seat in the house, the more fans will actually attend. As for the elusive millennial generation, the more millennials are able to [digitally] interact, the more millennials will fill the seats. 

 

Chapter 4. 

Why is Replay Locker a win-win-win scenario? 

Win-

The stadiums see attendance increase: 

Happier fans make happier buying decisions. Not only the price of admission but concessions as well.

Win-

The fans (including millennials) receive an enhanced game day experience: 

Remember when there was no TiVo or DVR to pause or rewind? If you missed the play on TV because you were talking to your neighbor or heaven forbid nature called and couldn't wait, it was gone! You had to hope you didn't miss the commentator's replay or the experience was lost forever. Now you have the ability to rewind the live game, at the game. AND take it home with you to relive again and again and share for as long as you choose to keep it on your device

Just as there came a day when it is now confoundedly inconvenient not to be able to "TiVo" the game, there will be a similar day when it will be confoundedly inconvenient to not be able to "see that again" when at a live event. 

Win-

ReplayLocker monetizes the marketing opportunity to a new market:

Views per thousand or CPM is the factor for converting targeted marketing to dollars. 

Fans in the stands at a specific event or game are a definable target audience. Marketing presented to actual fans in the stands during the game is comparable (in CPM) to that aimed at the podcast audience. The audience is of a specific persuasion and interest. Where podcasts obtain in the neighborhood of $100 per thousand views, for the purpose of ReplayLocker assumptions, we use half that at $50 CPM. Using this number, along with 20 impressions per game, the Total Adressable Market>Service Addressable Market>Service Obtainable Market, ReplayLocker projects an annual $330M market in high school and amateur venues alone, with the market dollars doubling to $600M annually when professional venues are added to the equation.