Month: December 2015

Hang W/ launches successful crowdfunding campaign

https://www.crowdfunder.com/hangwith/invest

Please help spread the word, Hang W/ is an awesome technology.

Disclaimer: I am an advisor.

Hang w/ sits at the intersection of several powerful digital, social and pop culture trends. Live streaming video has burst into the technology scene and is resonating at the next big trend. Monetized digital video and mobile advertising are already a multi-billion dollar industry looking for better engagement with audiences. And the cult of personality is at an all time high. Hang w/ has the technology, the team and the track record to weave all three trends together into a product that generates significant revenue through monetized live content.

What is the difference between Hang w/ and Periscope?

Hang w/ aims to occupy a very different space from Periscope. They are a live social media app with no monetization strategy – and no opportunity for users to generate revenue. We are a live content distribution platform – with an opportunity for users to generate revenue from their own content.

How does Hang w/ make money?

Today, Hang w/ generates revenue in three ways. • Pre- and Post-roll advertising generates a CPM (cost per thousand views) from advertisers and ad networks. • Pay Per View Digital Tickets allow users to sell tickets to digital content. Hang w/ keeps a percentage of all ticket sales. • Digital Tipping allows users to gift one another digital coins with real monetary value. Hang w/ keeps a percentage of the value of gifted coins.

How can a Hang w/ user make money?

Broadcasters keep a percentage of revenue from the Pre- and Post-roll advertising shown on their channel. • Broadcasters keep a percentage of revenue from their own Pay Per View Digital Tickets. • Broadcasters keep a percentage of revenue by redeeming their gifted coins for cash. • All payments are made to users using PayPal.

What will the funds raised be used for?

• Deepen our focus on music and grow the platform where it is strongest with events, sponsorships, and a focused marketing campaign. • Extend the Hang w/ platform into a number of targeted verticals. • Improve platform functionality with new features that can be implemented across the vertical ecosystem. • Build our our sales and business development team and create custom marketing integration opportunities. • Legal, Misc Fees, General Admin • Technology infrastructure, server costs, maintenance, streaming, etc.

What is the exit strategy?

The platform is expected to generate significant cash flow upon scale. The strategy is to exit through acquisition by a major media company, social media company, or content-based technology provider.

Why are you the team to do this?

Members of our team have collectively developed more than 300 mobile applications – with many of them reaching as high as #1 on the Apple App Store. • Our team has collectively driven tens of millions of downloads of mobile applications. • We have been innovating in the live streaming space and fine tuning our product for more than two years.

 

HIGHLIGHTS

  • Backed by 50 Cent, Timbaland, Elton Brand and Larry the Cable Guy
  • Millions of users with more than 3,000,000 live broadcasts
  • Average user session as high as 17+ minutes at 2-3 sessions per day

ELEVATOR PITCH

The most advanced live-streaming mobile platform – with major celebrity endorsement, millions of users and revenue generation built into the model.

TRACTION

Millions of users with more than 3,000,000 live broadcasts

NOVEMBER, 2015

Achieved 1 Million users in the first 9 months – faster than Twitter and Facebook

NOVEMBER, 2015

Average user session as high as 17+ minutes at 2-3 sessions per day

NOVEMBER, 2015

Patents filed over 2 years ago ahead of Twitter’s Periscope and other live streaming services

NOVEMBER, 2015

Users were found to be 361x more likely to “Tune In” on Hang w/ than to “retweet” on Twitter

NOVEMBER, 2015

A Hang w/ 50 Cent concert from SXSW resulted in 50,000+ simultaneous live streams

NOVEMBER, 2015

Official Live Streaming Partner for events such as Style Fashion Week, Cupid’s Undie Run, Bottle Rocket and Mysteryland

NOVEMBER, 2015

WE HAVE BEEN SAYING IT FOR A WHILE NOW- B2B IS STILL PERSONAL

Few B2B companies are implementing truly effective customer experience programs and achieving higher revenue growth, with the majority surviving but not exactly thriving according to a new study.

An Accenture Strategy report, 2015 B2B Customer Experience, surveyed 1,350 B2B sales and customer service executives in ten countries and found that only 23% could claim to be achieving a strong return on their customer experience investment.

Some 20% were generating little or no return with the remaining 57% somewhere in between.

These three groups were categorised as Leaders, Strivers and Laggards. Accenture’s research indicated that Leaders generated an average of 13% annual revenue growth and Strivers managed 6% while Laggards recorded a decline of -1%.

“B2B companies overwhelmingly recognise the importance of customer experience to their corporate strategy and bottom line, but the majority are wasting their investments on changes that are delivering mediocre results,” said Robert Wollan, senior managing director, Accenture Strategy.

“With consumer-like expectations and a substantial threat from new entrants, B2B companies must be ready to design and execute a transformed customer experience or not invest in such improvements at all,” he declared.

More than three quarters of survey respondents thought higher customer expectations for tailored B2B solutions would have a substantial impact (78%) and that customers are now more knowledgeable, self-directed, and continually evaluating suppliers (76%).

But only one third (32%) of executives felt they were equipped with the skills, tools, and resources necessary to deliver the desired B2B customer experience.

They pointed to a lack of C-suite attention, customer experience processes, and necessary cross-organisational integration as factors that needed to be addressed.

“Strivers are ‘racing to become average’ and average is a precarious position to be in these days,” observed Wollan.

“Leaders see after-sales service as a critical part of the customer lifecycle and they invest not just in new digital technologies, but in traditional customer connection points too,” he said.

“Leaders realize that a multi-channel approach is needed to reach B2B customers seamlessly and consistently.”

NOT SO FAST BRANDS! YOU CAN’T IGNORE VR AND AR

AUGMENTED REALITY WILL ‘REPLACE THE SMARTPHONE’: The future of mobile technology is in augmented reality (AR) — not virtual reality (VR), according to a recent report by Citi. While much of the recent commotion surrounding wearable headset devices has been focused on VR, AR technologies will likely be the most likely to disrupt major digital markets like e-commerce and m-commerce, gaming, and even smartphone hardware.

Citi estimates that, by 2025, the combined VR/AR industry will represent $674 billion. The AR industry alone is predicted to be worth $120 billion in 2020, while VR will be worth $30 billion, according to separate predictions made by Digi-Capital. Eventually, AR technologies will replace smartphone handsets, notes Citi.

Two reasons in particular explain why AR is a much greater potential disruptor to the current mobile market than VR, according to the report:

Prospects are good for AR applications. While VR content may give users a fully immersive experience for gaming and entertainment, AR technology is better suited to integrate digitized reality into the settings of the physical world; meaning, AR systems can be used without wholly interfering with work and everyday life. This could be compared to using a smartphone to watch a movie, rather than going to the cinema.
AR will prove particularly useful in enterprise settings. Although gaming and other entertainment-oriented content may be the immediately obvious use case for AR technology, enterprise and commercial applications present a much more lucrative industry in the long term. Furthermore, they are much more suited to AR. The benefits of using AR in the workplace could include facilitating work in factories and manufacturing plants, operating machinery and electronic equipment, and in areas such as material handling in warehouses and at distribution hubs.
For the time being, AR hardware is too cost prohibitive for mass consumption. While VR headsets are slightly better, they’re still too expensive for most consumers. The average price of VR headsets will likely range between $350 and $500. This price may not include other parts or the cost of a computer powerful enough to run the headset. Meanwhile, Microsoft’s promising AR device, the HoloLens, is priced at a whopping $3,000. As the prices of these devices decline over the next several years, they’ll become more popular in the consumer market.