Untitled - Angel Investors, Business Funding, Startup Funding

Transcription

Untitled - Angel Investors, Business Funding, Startup Funding
Foreword
Truly, the world of today is rapidly changing and with every advance in
technology has come an astonishing new wave of progressively more detailed and
complex video games. They can be very exciting and certainly, due to their animation, art
content, and marketing are very appealing, if not addictive and expensive.
Most parents fail to make the distinctions of the long term effects of allowing total
immersion of young children into the video world whilenot encouraging as strongly the
non-video games available.
Often, a busy parent will use the immense hypnotic draw of the video game to act
as an occupational time sink to leave a child unattended while that parent is then freed to
perform tasks varying from their own self-centered pursuits to something as vital as
going to work to earn a wage for the home.
A dangerous pattern is created as young children lose out on social opportunities
and absorption of abstract knowledge. Children become complacent as a video games
have too limited a degree of problem solving and far too easily acquired objectives. The
result is a child who may expect every problem to be solved with the push of a button.
Their gauge of reality, cause and effect, and consequences to their actions is highly
diminished. In addition, their creative energies are depleted processing all the rapid visual
effects presented by the video platforms.
Odyssey Games LLC
Odyssey Games LLC is the beginning of many projects and initiative to bring an
education-oriented entertainment offering to the young people of today. We want to be
different from the rank and file that sells its soul to be a part of the destructive marketing
wave enthralling kids today.
Odyssey Games LLC’s first strike will be Odyssey Games Hobby and Event
Center. This will be a ‘safe haven’ for our customers to enjoy popular entertainment free
from violence or drug influences. We will strive to make an atmosphere that supports the
community and encourages good traditional neighborhood values making our social
hobby gaming center a destination for enthusiasts of all ages.
Executive Summary
With the surge that has accompanied video entertainment, our target market,
adolescents and teens, have lost much of the hidden benefits that result from pursuit of
‘old-school’ games: Social interaction, basic planning and reasoning, basic
management of assets, manual dexterity in creative skills and manipulations, and last
but not least, focus and dedication to craft that translates into work ethic and habits
later on in their professional lives.
Odyssey is being formed to present its customers with an exciting new approach
to the discovering and enjoying the type of games & hobbies once commonly found in
stores of yesterday. It is our intention to provide not only the products which will be
necessary to compete in our retail market, but to provide a forum for the use of our
products and direct services to support and foster growth and enjoyment in the games and
hobbies that we sell. This is an exciting opportunity for game enthusiasts and families
seeking clean entertainment to receive the best value for their spending dollars.
Equity investment is now being made available to outside investment sources.
An initial offering of $150,000 is the required seed capital in a leasing scenario.
This investment offering will be necessary capital to purchase our location, open
the hobby center to the public, cover operating costs and ensure a successful launch
through to month twelve (12).
Odyssey plans to repay venture capital and experience uncanny growth by
fostering new & repeat business through proven recruitment sales techniques and follow
up skills training that will be made available at low or no cost to the customer.
Successful implementation of Odyssey’s business plan and marketing efforts will
produce sales revenue in excess of $300,000.00 in year one and will show steady
increases to $350,000.00 at end of year two. These figures are conservative and will vary
with the effectiveness of our marketing strategies.
Mission
Odyssey Games’ mission is to bring back forms of entertainment to the base of
kids in America. We believe that for American kids to compete in a world market, they
need to have a balance between their manual, technical, and logical applications and the
modern technological applications made too abundant by computers and video interfaces.
While we recognize the benefits of modern technology, we want to ensure that
good choices are available to parents to involve their kids in a rounded exposure to
developmental models of all kinds. We believe that at the basic level that starts with
reading rules, interaction and debate of facts with peers, throwing dice to learn risk, and
acceptance of competitive growth as a means to victory rather than total annihilation of
the opponent.
Description of Our Business
Odyssey Games is an LLC, Limited Liability Corporation, guided by its owner
and a select staff of business professionals devoted to the completion of its mission and
the profitability of its business practices. Odyssey is a new player in its market and will
present as a retail storefront and hobby event center.
Odyssey Games, LLC will direct the general management, training, sales,
advertising and financial responsibilities. Gaming supplement manufacture production
and e-presence business will be out-sourced through strategic partnerships.
Odyssey will be open 7 days a week every day except Christmas Day, although
exceptions may be made at management discretion. We will sell a diverse array of game
and hobby products which will expand in selection over the first three years of operation.
There are several groundbreaking aspects which will set Odyssey apart from the
competition in the valley. These are described in detail below.
Odyssey Games will operate with a LLC business filing and sales tax license
(transaction privilege) and if necessary, a food handling license.
We will offer gaming products for the all of the various genres such as:
War Games (table top battle simulations using miniatures, counters, etc.)
Role-Playing Games/RPGs (storyteller, active participants).
Social Gaming (card games, chess, etc,)
Traditional Board Games (Monopoly, Risk, etc.)
And by end of year one, if not precluded by lease agreements or locational relationships,
we will deal in used computer games (both console and PC, buy/sell/trade)
In a logical segue to War Games and RPG hobbies that may include modeling, we
intend to cater to hobbyists and model crafters with kits and supplies ranging from plastic
car kits to model railroading & remote control kits by end of year two.
To further punctuate product support, the last development phase of inventory will
be to carry genre based toys, comic books, graphic novels, and books. We want to sell
products specifically associated with these groups that all have crossover interests into
each others’ retail spheres. We believe that presenting these products at a large centrally
located facility that is made to host a variety of events related to the products will foster
an environment that results in a loyal and satisfied customer base.
Odyssey Games will become a destination and, with the right emphasis, the most
popularly thought of solution for good traditional entertainment.
What Are Social Hobby Games?
Social Hobby Games are the games that most generations grew up with in modern
America. In addition to the standards like Chess, Backgammon, Monopoly, Risk,
Battleship and ‘Hoyle’ card games, there are games of similar design which flesh out the
pieces and rules to a greater degree. Different manufacturers over the years have
produced more and more complex board games which eventually evolved into the
different categories described below.
Several Board Games expanded to include simulations and scenario challenges.
Axis & Allies, for example was released in 1982 by Milton Bradley and took the
familiarity of Risk, a popular board game of the 60s, 70s and 80s and combined it with
the historical landscape of World War II. Each player in this game was responsible for
deploying the forces of a major world power and vying for resources and territories in a 2
versus 3 game to re-enact the conflict. The game brings in the staple of economic power
to be calculated in support of military assets. Avalon Hill in the 70s and 80s produced
many games similar to this, most of which are out of print.
A different spin on a social hobby game is an ‘RPG’ or Role-Playing Game. Most
popular among these is Dungeons & Dragons, originally released in 1977 by TSR. The
game is now manufactured and distributed by Wizards of the Coast, a division of Hasbro.
In “D&D” as it is called by hobbyists, players generate worksheets with physical
characteristics of fantasy characters and then gather about tables in a social role-play
scenario, reacting to the story told by a storyteller called a Dungeon Master. The
characters may be represented by miniatures on a mapped playing surface and throw dice
to resolve conflict or apply chance. Several similar types of storyteller/role-player games
exist in this genre from science fiction and Star Wars based stories to superheroes and
comic book style action.
War Games are another social hobby game type. A war game is similar to a roleplaying game, and often the two are combined and by the casual onlooker, they are
sometimes confused. A war game is different from an RPG in the aspect that each player
is the supreme commander of a tactical force represented by multiple miniature models
each with different statistical attributes similar to RPGs, but simpler in detail to provide
for use in massive combat simulations. A war game is usually played on a table top that is
no smaller than four feet square. Models of trees, buildings and other terrain appropriate
to the scenario are used, providing addition effects based on cover, line of sight, or
difficult or impeded movement.
Local Competitors and Market Exposure
There are currently five other retail stores in the Greater Phoenix Metro valley
who present a similar offering in the manner Odyssey Games intends.
These are the stores and locations currently in operation:
Imperial Outpost, 51st Avenue & Thunderbird Road in Glendale
Game Nightz, inside Metrocenter Mall (28th Drive & Peoria Ave) in Phoenix
Game Depot, McClintock & Southern Avenue in Tempe
Gamer’s Inn, Stapley & Southern Avenue in Mesa
Empire Games, Greenfield & Baseline in Gilbert
In this particular market, independent retailers have not previously worked
together consistently to promote the growth of this retail segment. The area is a natural
for this market due to the outdoor heat that prevails six months out of the year.
The Phoenix metro is also among the highest population markets for the
demographic age group that plays hobby, role-playing, and strategy games of the fantasy
or science fiction based genres.
However, community cohesion has been difficult to achieve, mostly due to the
absence of hobby gaming centers, distance between existing retailers, poorly advertised
community events, and animosity amongst previous owners. The lack of true advertising
and willingness to create advertising pools has hurt the exposure to the mainstream of the
product market.
With the advent of the video game and the overwhelming availability of that
media to our target demographic, these factors have potentially harmed the overall
survival of this type of product in the greater Phoenix market.
Statewide, there are no similar offerings in the state north of the Phoenix metro
and two similar offerings in Tucson. It is known that there are dedicated game enthusiasts
in Flagstaff whose regional store closed in recent years with no alternative to travel or
online ordering. It is Odyssey’s intention, to locate strategically in a convenient area in
the northeastern corridor of the valley to market to Northern Arizona towns and
eventually expand to the outlying areas of the state. Online competition exists, however
the need for a loyal local customer to resort to using an online retailer will always stem
from product availability.
The keys to overcoming these obstacles are diplomatic application of inter-store
tournaments amongst the customer base and valley-wide goodwill towards the creation of
a strong market share nationally. Retail partnerships with these local competitors in the
pursuit of inclusive market-wide high-end advertising such as television and radio
commercials will boost public awareness.
Area of concern: Odyssey Games must provide a cohesive base of operations and
work in tandem with ‘competitor’ stores to present valley-wide event marketing. Failure
to achieve a unified market will over time affect the store’s profitability with a need to
maintain an increased marketing budget.
Objectives
Once open for operations, Odyssey has set reasonable benchmark goals:
Sell an average of $30,000 product per month by month twelve.
At least $350,000 in retail sales by end of year one.
Increase the average sales revenue by 20% by end of year two.
Develop stable retail partnerships with suppliers & other merchants.
Development of direct sales through monthly subscriptions, memberships.
Web-based marketing and merchandise e-sales.
Accumulate qualified data lists for business development & advertising
Create & offer advertising services through co-branding, partnerships, and
community activism.
Internally produced games & products for sale by end year one.
Staff & Operation
The quality of Odyssey’s management and creative resources is reflected in the
focus and desire demonstrated in the creative team supporting the venture.
Odyssey Games will run as a retail store with a General Manager, an Assistant
Manager, and several Hobby & Game Specialists, called “Hobby Champions”. Two to
four of the most senior Hobby Champions will actually be employees of the store on its
regular staff as Hobby Specialists; any additional Hobby Champions will be, on a
volunteer basis, at-will participants in store events as needed and may be reimbursed for
the participation with a product discount at the discretion of management. Regular staff
will wear uniforms, as the store wishes to present itself as an upscale location with a
professional outlook.
Hobby Champions will be required to maintain membership in the store’s
Argonaut Club and actively promote their hobbies to receive benefits.
Key Staff
It should be of special note that the staff members at Odyssey Games are all
seasoned professionals in the field of hobby retail, three of whom were previously high
performing employees of the largest retail hobby chain specializing in the genre of Hobby
War Gaming and Miniature Collectibles, Games Workshop. The fourth staff member was
a qualified candidate in consideration for a position on that team prior to the retail
presence of Games Workshop withdrawing from the Phoenix greater metropolitan area.
All staff members in this description are qualified experts in the various aspects of
hobby gaming, including painting, sculpting, scale modeling and schematic rendering and
have filled instructional roles in developing new hobbyists across the valley through
training seminars and hobby events. Through their combined experience and sound
application of proven sales principles, in addition to new ideas not yet experienced by the
local market, Odyssey Games stands to achieve the best results.
The team members are:
James Bishop – Owner/General Manager
Mr. Bishop is a veteran hobbyist and game player who has been involved in the
genre for nearly thirty years. Possessed of a degree in Visual Communication and
Graphic Design with a Multimedia emphasis and also an Honors Graduate of
Collins College, Mr. Bishop has maintained a vision of creative products which
can be furthered through establishment of a retail outlet as a base of operations.
He is well-versed in many game systems and products and has a great depth of
understanding the target customer’s desires and needs regarding the products. He
has worked in retail models and filled the role of project specialist and manager in
many points of his career. He is an adept and experienced Art Director across
several types of media, and is highly qualified to train others to these pursuits.
His experience is best served in leadership and guiding the business ethos to
successfully gain a foothold in the marketplace.
Joshua Watts – Assistant Manager
Mr. Watts is also a veteran hobbyist and game player who has been involved in
the genre for just over twenty years. With a degree in Business Management from
the University of Advancing Technology, and just over 7 years of staff and
resource management, Mr. Watts is a valuable member of the team whose
personable and patient demeanor is supported by a professional and consistent
work ethic. His knowledge of the various game systems, products, and sales
technique makes him a perfect fit to assist Mr. Bishop with this endeavor.
James McGrath – Staff Hobby Champion
Mr. McGrath is an experienced hobbyist and game player who has been involved
in the genre for twelve years. He is currently enrolled in college and as an
undergraduate is studying in the field of Anthropology and Cultural Development.
Passionate about the hobby, he is a plethora of information regarding product
trend and customer behavior. His upbeat demeanor, customer service skills, and
experience in organizing and executing game events in the valley makes him an
invaluable asset to the team.
Jason Rausch – Staff Hobby Champion
Mr. Rausch is an experienced hobbyist and game player who has been involved in
the genre for nearly nine years. The youngest member of the staff, Mr. Rausch’s
enthusiastic approach and helpful nature will support his ability to assist in the
profitability of the store. Mr. Rausch has a special focus toward collectible card
enterprises and is especially adept at organization and execution of related events.
His college study is currently in general study, but has been planned to pursue
medical training until he is able to obtain his Doctorate in physical conditioning
and therapeutic medicine.
The store may have two additional part-time staffers who will be selected from a
qualified candidate pool to be established by applications received in the pre-opening
preparation phase.
Team Sales Summary
In the Games Workshop retail model, successful implementation and retail growth
was due to a customer-oriented training regimen underwent by staff and application of
the sales strategy properly. The sales model promotes healthy retail sales through hands
on involvement in the development of hobby skills and consistent planning and execution
of events for the customer base. The key personnel at Odyssey Games have all underwent
this core training and are practiced in the techniques from the Games Workshop model.
The key to success will be the effectiveness of this sales training strategy
implemented through its personnel. The sales push will be supported by promotional
campaigns centering on seasonal and monthly events, retail partnerships with suppliers, a
developed online presence for conducting e-commerce, and the eventual release of
company produced games and peripheral products, industry advertising and co-branding,
are all facets of the marketing strategy described below.
Area of concern: If staff do not acquire, practice and execute sales training and
techniques, this may cause a decrease in sales. Management will review tracking data
and provide feedback, review or possible disciplinary action in the event that staff
members are not meeting individual goals that hurt the store’s profitability.
Advertising & Creative
Materials Support
Staff is qualified prior to opening and
will, in the immediate, offer graphic design,
creative and advertising support, and branding
communication & collateral design to Odyssey
Games such as posters, flyers, direct mail
pieces and web advertisement. This is often a
costly service to source out and will help the
store’s operations realize an instant cost
saving. These services will also be offered to
investment partners and any other customers
who may be acquired through them at a
discounted rate.
Policies & Procedures
Odyssey Games, LLC will follow embedded procedures to support its mission:
All regular staff will be paid a competitive hourly wage, and benefits will be made
available when possible. Regular staff will have an ID card identifying them as such and
will be provided with security password for the business network systems for cash
management and inventory control.
The store will be open Mondays through Thursdays from 11AM to 9PM, Fridays
and Saturdays from 10AM to Midnight, and the store will be open Sundays from 10A to
9PM. Occasionally, the store will be open at hours with attention to special events as held
which may include “lock-ins”.
A computer network will house a local intranet to manage store inventory, store
employee records, manage rentals, maintain premium customer accounts, track gaming
space, and maintain a local security interface; all within an inter-relational database.
Inventory will be kept secure.
Overall costs will remain under control through emphasis on best use and thrift of
hobby equipment and materials, labor hours being strictly enforced, and inventory being
monitored for sales trends and adjusted to gradually reflect trends.
Task production will be managed at the end of the day. All staff will refer to the
Daily Production Checklist. Quality will be assured and managed by the General
Manager in weekly meeting review and compilation of Checklist materials.
Calendars will be planned once per month and provided to our customers to take
as needed, upon request, or by suggestion at the time of sale. A ‘whiteboard’ will be
posted conspicuously reflecting a more detailed at-a-glance view of weekly events and
promotional information.
Staff will use the Daily Sales and Core Promotion Tracking sheet to help compile
data for entry into our database.
Customer Reimbursement will be made available within reason so long as the
customer maintains their sales receipt and returns merchandise unopened, unless
damaged, and signs a record indicating their receipt of refund. Damaged items will
follow the ‘Known Loss’ procedure if a returned item can be used by the store staff to
further enhance the store display.
Regular sales will be sold at suggested retail price. It is possible that programs the
store may offer can result in discounted pricing or that participation in special events may
have the effect of discounted merchandise being offered as prize support.
Invitations to events for new hobbyists will make available a special discount if
the new customer returns to the store at the event time and brings the invitation with
them. A staff member will sign the invitation at that time and the discount will be valid
the remainder of the day for that customer.
Customers wishing to participate in store events and open gaming may do so for
free, unless fee is required with advance notice. The customer will be required to observe
the Open Gaming Sign In and Agreement policy and affirm with their signature or the
signature of the responsible parent. By signing the agreement, the customer agrees to
observe and respect the policy of the store.
Use of store materials by customers is also available by agreement and will
require the customer to observe the same policies of the Open Gaming Sign In and
Agreement.
Product Order and Restock will occur once per week at the completion of a
weekly assessment of inventory. Staff will monitor and discuss trends to hone in on the
accuracy of the product order, also taking into account special events, releases and
promotions, as well as store needed material for in store display advertising and support.
“Bitz” Ordering (the ordering of partial kits and smaller pieces not available for
sales off the rack) will occur each afternoon that the order exceeds an amount based on
shipping. This type of ordering for products ensures the least amount of wait time for
special orders needed by the customer. The amount necessary is typically minimal and
can usually be met by a single customer need.
Ideally, UPS/Product order will occur on Mondays in the morning, and the
UPS/Product shipment will arrive Thursdays in the morning. This is subject to change
upon actual opening of the business.
End of Day processing will include a balancing of sales, cash drawer float, and
remaining excess deposited into the local bank drop box by closing staff. These fiscal
procedures must be done daily, no exceptions.
A ‘Known Loss’ report will be included in the final daily report. When the store
needs to use materials or petty cash, receipts will be kept for such expenditures and added
for tally. A log will be kept of these expenditures in a separate ledger which will be
reviewed by management.
The store’s Anti-Theft Policy is to be a strict one. If an individual is caught
shoplifting, they will be prosecuted to the fullest extent of the law. Summarily, the
individual committing the offense will be banned from returning to the premises. Any
individual who observes an act of theft and reports the person responsible before the
offender leaves the store may receive a reward for their vigilance at the discretion of
management.
Applications for Employment will be made available at request of any potential
candidates. These applications will be reviewed as necessary by management.
Accident/Injury Report forms will be available to employees and must be
completed when any injury or accident occurs within the store, regardless of the injury
being suffered by employee or customer.
OSHA and Department of Labor postings will be posted in a conspicuous place
pursuant statute and observed as required.
Amenities
Odyssey will have a ‘bar & stool’ style counter for hobby development adjoining
the counter hub so that it is easily staffed for guidance lessons given by hobby staff. An
area with regular tables will also be located near the sales counter. This area will serve as
both a break area and an overflow area, if needed, for casual social gaming and roleplaying games.
A microwave oven and a refrigerator unit for prepackaged and enclosed
beverages/sodas will be maintained. These items will be available for sale comprised of
prepackaged snack food and beverages purchased in bulk and will be cold-served or
microwavable to avoid the necessity of a food handler’s card. Prepared food will be left
to outside businesses to provide to the customer.
Food & beverages are permissible on the gaming floor with the understanding that
this practice is a privilege. If located in a mall, food from the food court will be allowed
to be enjoyed in the snack area as well. Food at the gaming tables themselves will be
discouraged.
Use of Space
Odyssey Games wants to offer another innovative approach to service delivery:
Massive space to provide a haven to the gaming community. Each section of product
would have a reasonable area set aside around the retail hub based on popularity of the
genre and space necessary to facilitate not only the retail aspect of the gaming or hobby
function, but also a dedicated space to promote the healthy enjoyment & play of the
games themselves.
For example:
- A role-playing game section will include four (4) stations, each with one (1) round
4’ table and up to eight (8) chairs. This could accommodate up to 7 players per table
and a story teller.
- A table top war games section should offer no less than twelve (12) 6’x 4’
tabletops with 4 stools at each location. In addition, this area would have benches and
caddies for materials.
- A social games section should offer no less than six (6) comfortable seats situated
in pairs at three (3) small coffee tables. This area would be ideal for chess, checkers,
backgammon, light reading, or a coffee break as well as double as a waiting area for
the uncomfortable girlfriend of a fanatical enthusiast or the mom waiting for her child
to finish making his wish list…
This would easily surpass or rival the capacity of any other local store in our
competition and would enable Odyssey Games to hold unparalleled events to generate
interest and revenue.
Area of concern: If the gaming area does not contain sufficient space allocated to
each genre, execution of high profile events will be compromised due to crowding and
hygiene exacerbation and product theft risk will be heightened due to impaired visibility.
Management must maintain the open gaming spaces to properly support a clean and
appealing aspect to the store’s aesthetic presentation and visibility to shelf products.
Products and Services
Odyssey will maintain a healthy stock of the following entertainment products for
consumption by the general public:
First Phase:
Hobby War Games – Games Workshop, Privateer Press, etc.
Miniatures from various game lines
Role Playing Games – Dungeons & Dragons, etc.
Collectable card games – Pokemon, Magic the Gathering, etc.
Classic board games – Backgammon, Checkers, Chess, etc.
Traditional board games – Monopoly, Sorry, Clue, Life, etc.
Group/Family games – Taboo, Outburst, Scattergories, Pictionary, etc.
Traditional card games – Poker, Pinochle, Skip Bo, Uno, etc.
Also, support materials and collateral such as:
Model Kits from various manufacturers for gaming and hobbying
Brushes and tools for modeling/painting
Paint of various manufacturers
Textures for diorama building/hobby scenery materials
Glue, putty, and clay
Dice, gaming mats, hobby bags
Measuring tapes
Custom Maps (Odyssey’s First Store Generated Product Line!)
Second Phase (Materials will be limited to those that support our genre of games):
Toys/Action figures – GI Joe, Transformers, Spider-Man, etc.
Books – Science fiction & fantasy related to store genre, Harry Potter, et al.
Novelties - Coloring books, markers, crayons, colors, marbles, jacks, etc.
Comic books/Graphic novels – Marvel, DC, some others
Third Phase (in locations providing services that do not overlap with co-tenants):
DVD Movies – Genres of Science Fiction and Fantasy, i.e Star Wars, Troy, 300, Narnia,
others…
Computer games – PC based software games(MMO/RPG/FPS/RTS/TBS)
Console/TV games – Xbox 360, Sony PS3, Nintendo Wii
Model Kits for muscle car/remote control/railroad enthusiasts
Odyssey Games wants to do what few others have ever attempted to do and do it
even better with an innovative approach to service delivery and product availability.
Because it is a gaming environment intended to provide enjoyment, Odyssey’s
personnel have been selected from the target customer base and comprised of hobby and
gaming “professionals” who are enthusiastic about their specialties and will encourage
growth and sales.
In tandem with the correct choices for staff members and the structure of the
environment are the services which create the best formula for the business.
The following is a sample of the support and services Odyssey will offer to sell
and promote the games and hobbies of its patrons:
Regular Events will be scheduled to entice customers to return to the retail environment
to participate in the hobby they choose. The events will have prize support to validate
the importance of the event. Prize support may include trophies, hobby products or even
cash prizes for winners of various tournaments or competitions.
On Demand Free Demonstrations of gaming products to encourage new customers to
purchase products. Engaging the customer who is interested will easily result in sales.
These demonstrations will be available with all products offered by Odyssey Games.
Painting and Gaming Lessons will always be available for gamers and hobbyists who
want to gain greater skills. Basic lessons, skills and demonstration classes for FREE at
anytime and upon request. Advanced techniques may be for a fee and scheduled by the
staff providing the training.
Game Hosting for a Fee from staff and volunteer staff.
Party Hosting for a Fee from staff and volunteer staff. (Birthdays, etc.).
Special Catalog Ordering and Mail Delivery Drop Shipping.
Game and Miniature Buy/Sell/Trade for store credit.
On a limited basis, some game and miniature trades for store credit will be refurbished by
staffers for use as Day Use Rental or Loan product for gamers without their own
materials. These items may be resold if a customer shows interest.
Knowledge Base - A special offering of service will be that Odyssey Games wants to
ensure that if the customer is looking for it, we can find it. We always want to have the
answer to the question. The business will make every effort to locate the product being
sought if it falls within the scope of the genre of products that Odyssey offers. If a
product cannot be located or is no longer in print or production, Odyssey will notify the
customer and educate them to the circumstance of/or the product’s extinction or lack of
availability and, if possible, offer an alternative.
The Argonaut Club: A Way to Expand into the Future
The Argonaut Club is an entity that will operate within Odyssey Games business
structure and will be comprised of regular staff and other primary participants in the
Odyssey games community.
In base function, the club will be a way for customers of the store who wish to
hold events and maintain contact to organize into a regularly scheduled theme. This will
give the customer base a sense of belonging and ownership which will result in greater
return business and spread good reputation into the community.
Members will pay dues and wear attractive T-Shirts at their option which will
coincidentally provide further advertising. The club will observe from its membership
those hobbyists whose skills progresses to near professional levels. These select
hobbyists will be the hobby champions who given a period of longevity and development
will be most apt to continue in the participation in product development and also be the
primary candidates for employment should the need arise.
Argonaut Club will participate in development of internally produced gaming
products for sale at Odyssey Games. These items will be exclusively offered by Odyssey
to help fill gaps in genre to bolster sales opportunities.
Eventually stand alone products will also be introduced. Currently, Odyssey has
several products are in the early development stage and ready to see further development.
(DAD system, Iliad Comics, and Theater of War strategy card game, etc.)
Market
The hobby and game market could be described as steady, experiencing surges of
growth and matching decline from generation to generation, with niche supporters and
die hard enthusiasts maintaining status quo. In many ways, this market is comparable to
the comic book market, with the primary difference being that the comic book market is
suffering from the decline of the print industry while hobby and games are not. The
market for hobby gaming tends to be hidden from view by the overwhelming marketing
by the video game market. The hobby game market is large enough, if marketed
aggressively for expansion.
Technological changes have and continue to be taking place that have impacted
the industry as foundries are able to generate more detailed miniatures at cheaper costs
and in greater numbers.
The main thrust of our products and service is aimed at adolescent children who
are just discovering their interest in creative hobbies upward through high school &
college age (8-21 years). There are many customers who are adults who had similar
interests when they were younger that have carried over into their adult lives to various
degrees also the many parents who participate with their children as hobby enthusiasts.
We cast a wide net for the availability of our products which pinpoints people virtually of
all ages and a variety of interest, ensuring Odyssey Games’ products will be exposed to
the bulk of the public’s spending dollars. By offering a wide spectrum of products,
encouraging crossover sales to customers and by instilling confidence to the novice, we
will expand the customer base.
Annual sales from this hobby market are approximately 32 million dollars
monthly1 for Games Workshop alone. Market share is divided among many participants,
however, the organizations that operate multiple stores in many markets are few in
number and it is Odyssey’s goal to reach this elite group.
Currently, there is only one company with what could be considered a national
brick & mortar presence and none in the United States with the same scope of offerings
of services that Odyssey proposes outside local market independent retailers.
Aggressive advertising and promotions have led to increased public awareness in
the industry. Games are a popular source of entertainment and advertising targeted at
younger generations, and historically a wealth of ideas for the film and television
community.
The average hobbyist is part of a very large market with ample amounts of
disposable income. This segment is our country’s teens and college age students. Teens
ranging in age from 10 to 19 are avid hobbyists and collectors. This represents a total
hobby customer base of several million potential customers to web-direct retail clients.
The average collector has income to spend. Teens from ages 10 - 14 have an
average of $27.70 earned income weekly and an average allowance of $9.20 totaling
$36.90 weekly. Teens from 15 - 19 average $90.00 earned income and an allowance
averaging $18.30 totaling $108.00 weekly. Also 62% of teens in this last age group are
employed full or part-time. Of these teen hobbyists, 93% regard their hobby as highly
entertaining. Parents also rate the hobbies as high in entertainment value and generally
will be willing to help offset cost to participate themselves. 52.7% parents actively
participate in helping their child to foster the hobby regularly or sometimes or provide
available funding.2
Parents obviously want to approve of the content and entertainment value their
children are investing their dollars in. There is often an incentive related to school
performance or participation in work in & around the family home.
There are thousands of products sold on a monthly basis in the United States. The
larger companies manufacture dozens of product lines each month, and distribute into
more than 500 points of purchase in the direct market, most of which are independent
retailers, but include large chains such as Games Workshop and the Hobby Bench, and
also stores like Waldenbooks, Barnes Noble, and Borders who retail game books and
rules supplements in their offerings.
Currently there are three very large manufacturers, which occupy the majority
market share and have been producing game& hobby products in the industry for
decades. There are several other smaller manufacturers emerging and gaining in
popularity among the dedicated game and hobby base. With each new product is a new
system of play and excitement.
Marketing & Advertising
The marketing to support retail growth promotional campaigns centering on
events, retail partnerships with suppliers, a developed online presence for conducting ecommerce, and the eventual release of company produced games and peripheral products,
industry advertising and co-branding, are all facets of the marketing strategy described
below.
Our main thrust of paid advertising will derive from profits diverted as available
to contribute to an initial budget set aside for the use in advertising in local mediums
from newspaper to radio. A marketing specialist is being keyed to manage the marketing
and will receive funds from this account to contain costs. It will be the responsibility of
this specialist to assist in determining media placements and collecting data for planning
further advertising objectives.
Our ‘unpaid advertising’, word of mouth and point of purchase, will be generated
by exposure to the community from store locations. When tallying the sale, the
salesperson will remind customers of upcoming events that relate to their purchases.
Events, seasonal and monthly, will be posted on a visible calendar, which will also be
available as a flyer at point of purchase.
Product suppliers have pre-committed to making available at no cost
professionally rendered POP display advertising and also offering generous prize support
for promotional events featuring their product lines.
Web Based Markets, Data Collection and Sales
At point of purchase, sales will be recorded into the store database which when
interfaced with customer profiles will provide useful on site demographic data collection.
The development of an Odyssey Games Web Site is absolutely imperative to the success
of this venture. In this day of computer and email, onsite presence is paramount to good
advertising and marketing. Search engine optimization will ensure that Odyssey Games
will return on the first page of searches when entering keywords related to our products,
local zip code numbering and location words like Phoenix and Arizona.
Using this investment to its utmost, Odyssey must consider marketing new &
used merchandise via the web also. This convenience will build increased revenues, but
also help to collect data to identify what products are in demand providing the crucial
information required to maximize marketing and distribution efforts.
Event Marketing and Word of Mouth
Regular events, contests, trade shows, and convention appearances will all add to
the exposure of the business. Odyssey stands to become a virtual “Mecca” of hobby
entertainment with exposure to and the creation of word of mouth advertising. Events that
are held daily will maintain a steady reputation of Odyssey as a fun place to be, a
destination where low-hassle enjoyment comes at a reasonable price. During these events
we will hold contests and offer mild prize support to stimulate interest.
Popular events often manifest in the form of ‘campaigns’ which are on-going
games that are played in successive individual scenarios held on successive weekends in
the store. Campaigns likely culminate in large invitational tournaments in which game
players statewide will come to compete.
Informational Release to School Organizations:
Getting Parents Involved
Odyssey will also bolster its exposure to school districts in the area by posting
material to the parent-teacher organizations where present. In this manner, parents and
local educators will be able to best provide information to our younger demographic
markets and participate in an informed decision on the involvement of their children.
Odyssey wants children to be educated, develop strong work habits, and learn to
evaluate and plan for their futures. We believe that our brand of entertainment encourages
these values. Our brands require good concentration, knowledge and commitment, but
have a less mesmerizing effect unlike the video game counterpart.
Children participating in the hobby will be able to distinguish when they need to
put the toys away and listen to mom and dad, also unlike their video game counterparts…
Parents who are constantly looking for clean entertainment will find that the
investment normally pumped into video and online entertainment products can be three to
four times the cost of our product base and depreciates at a far greater rate. The value of
investment into hobby gaming grows with the hobby; our products actually appreciate
with skill development after base investment.
Compare the average cost of a brand new console system and two games to a
basic game kit and supplies from Odyssey. Figures provided are pre-tax:
Console Video Games MSRPs:
Xbox 360 Arcade - $199.00
Xbox 360 Elite - $299.00
Xbox 360 Final Fantasy XIII Pkg - $399.00
Nintendo Wii - $199.00
Sony PlayStation 3 120GB – $299.00
Sony PlayStation 3 250GB – $349.00
Each game new release price for any of these three systems - $59.99.
By comparison, our products are much more cost effective.
Hobby Games MSRPs:
Starter Boxes - Games Workshop
(includes everything needed to play: dice, rules & pieces) - $75.00
Starter Boxes – Privateer Press
(includes everything needed to play: dice, rules & pieces) - $60.00
Plastic glue for any models - $6.00
Paint Set with Brush -$25.00
Each new release price for average book or unit - $24.99.
In addition, while the investment into a video game console and library will find
eventual end to the game content of each game purchased, a hobbyist will never
experience an ‘endgame’; the supply of opponents, encounters, and scenarios is endless,
ever-changing and completely within the control of the customer thereby protecting his or
her investment.
Location for Facility
Odyssey Games will purchase a large retail space consisting of at least 3500
square feet. By obtaining such a space, Odyssey will ensure that it will have more than
enough room to offer a complete spectrum of services.
Odyssey Games will be served best if located in a neutral area not occupied by a
five mile radius to its competitors in the valley and close regionally to power centers with
exposure to high spending dollars. Proximity to local high school age demographic is also
of high importance.
These areas, which represent high densities and low availability of like services
which Odyssey will offer are identified are as follows by major intersection:
N. 7th St & E. Bell Rd. in Phoenix, Southwest Corner
N. 7th St & E. Bell Rd. in Phoenix, Southeast Corner
N. Tatum Blvd & E. Cactus Rd. in Scottsdale, Northeast Corner
Other retail areas have been considered and were met with different deficiencies
based on researched demographics. These centers were all considered, but were cost
prohibitive, space deficient, overly congested, distant, under population density threshold
for demographic need and/or unavailable:
N. 44th St & E. Camelback Rd. in Phoenix, Northeast Corner.
N. 44th St & E. Indian School Rd. in Phoenix, Northwest Corner.
N. 48th St & E. Indian School Rd. in Phoenix, Northwest Corner.
S. 51st Avenue & W. Baseline Rd. in Phoenix, Northeast Corner
Loop 101 & Camelback in Glendale, Westgate area
N. Tatum Blvd & loop 101 in Phoenix, several possible centers
The real ability of Odyssey Games to attract and sustain a clientele is clearly
based on its ability to sustain a high in-store population at peak times of operation and by
offering an attractive and accommodating home to all customer types.
Key Events Which “Make It Happen”
Raising “seed” capital
Lease or purchase of space.
Pre-Opening Store Preparations
Marketing Burst to promote Grand Opening
Successful Grand Opening Event
Argonaut Club launch and promotion
Daily Events and On-Going Marketing
Free instruction in hobby craft ANYTIME
Hit sales goals
Release Store produced gaming supplements
Payback Venture Capital
The Last Word
Odyssey believes if it can
grow and foster all these ideas by
regenerating interest and confidence
in the target demographic and also
(ambitiously, at a future date) through
eventual expansion into other retail
markets in the United States, the
opportunities that exist for cobranding with educational and nonprofit groups oriented toward
fostering the proper growth and
development of children will follow.
The scheduled opening of
Odyssey for products and services
will attract new customers and a retail
loyalty base within a short period of
time in an area with no similar retail
offerings. After a year of operation in
this location, Odyssey will be a
favored destination from its customer
base and capture an area of the
Phoenix metro largely uncontested by
its competitors.
1 From Games Workshop annual report 2009 sales; averaged
over 12 months to arrive at total.
2 Figures extracted from Time Warner/DC Comics Media kits
2002-2005 regarding hobby collectibles in the US Market.
The following section is taken from the Games Workshop Group PLC Web Site.
Games workshop is the primary manufacturer whose WARGAMING products will
be featured at Odyssey Games:
Information for investors
Games Workshop Group PLC, a London Stock Exchange quoted company listed in 1994,
has been in business for 30 years.
What do we do?
At the core is a niche business - Games Workshop. This business designs, manufactures,
distributes and markets a hobby based upon collecting, modeling, painting and tabletop
gaming with model soldiers (“the Hobby”).
Our brands
Its key brands are the high fantasy Warhammer and dark future Warhammer 40,000 game
systems. Headquartered in Nottingham, UK, the company also has wholly-owned
subsidiaries in the US, Canada, France, Germany, Spain, Australia, Japan and Italy.
How do we sell?
Products are sold via the company’s own 350+ Hobby centres worldwide and in more
than 3,600 independent outlets internationally. The Hobby is also supported by a variety
of international events, such as the annual Games Day convention and Golden Demon
painting competition, held each year in the UK, USA, Canada, France, Spain and
Germany.
What else do we do?
In addition, Games Workshop Group PLC has other companies which also design and
market niche product which appeal to hobbyists who appreciate fantasy worlds and
imagery. These include BL Publishing which is a publisher of novels, graphic novels,
artbooks and background books set in the worlds of Warhammer and Warhammer 40,000.
Group sales from January to May 2009 were £125.7m, or $195.1m
The following section is a market research survey from Wizards of the Coast, the
primary manufacturer whose ROLE- PLAYING products will be featured at
Odyssey Games:
Adventure Game Industry Market Research Summary (RPGs) V1.0
Release Date: February 07, 2000
Summary prepared by
Ryan S. Dancey, Vice President, Wizards of the Coast;
Brand Manager, Dungeons & Dragons
Permissions: This file is Copyright 2000, Wizards of the Coast. This file may be freely
redistributed or quoted in whole or part, provided that this attribution remains intact.
Methodology: Wizards of the Coast regularly surveys various aspects of the adventure gaming
channel; distributors, retailers and consumers to better understand their preferences, concerns, and
needs. That data is regularly reviewed and distributed internally to senior management. The
contents of this file are excerpts from those sources; the source materials themselves are
confidential internal documents and are not available to the public. You have my assurances that
to the best of my ability, the information presented in this document represents a fair and accurate
representation of the data.
Sources: The primary source is a market segmentation study conducted in the summer of 1999.
No confidential information provided by non-Wizards companies was used in the preparation of
this report.
Exclusions: The internal information gathered by Wizards is considered an important competitive
advantage. Therefore, not all the information available to Wizards is incorporated in this
document, and there may be areas where substantial, significant information is purposefully not
included. An effort has been made to ensure that the absence of any portion of this confidential
information would not render the material provided herein inaccurate or invalid.
Pokemon Effect: As this study was conducted just as the Pokemon TCG phenomenon was
gathering speed. For this, and several internal reasons, I have elected not to present information
on the TCG component of the industry at this time.
Updates: From time to time, I intend to revise and update this file to reflect our ongoing efforts
to understand the industry. When an update occurs, the version number of the document will be
changed, as will the “release date”. Interested parties can write to me at [email protected] to
request an up to date copy of this document.
——————————
SECTION 1: THE SEGMENTATION STUDY
Since so much of this data is derived from the ’99 Segmentation Study, it is important that the
reader understand how this data was gathered.
For the purpose of the 1999 study, the following methodology was employed:
A two phase approach was used to determine information about trading card games (TCGs), role
playing games (RPGs) and miniatures wargames (MWG) in the general US population between
the ages of 12 and 35. For the rest of this document, this group is referred to as “the marketplace”
or “the market”, or “the consumers”.
This age bracket was arbitrarily chosen on the basis of internal analysis regarding the probable
target customers for the company’s products. We know for certain that there are lots of gamers
older than 35, especially for games like Dungeons & Dragons; however, we wanted to keep the
study to a manageable size and profile. Perhaps in a few years a more detailed study will be done
of the entire population.
Information from more than 65,000 people was gathered from a questionnaire sent to more than
20,000 households via a post card survey. This survey was used as a “screener” to create a general
profile of the game playing population in the target age range, for the purposes of extrapolating
trends to the general population.
This “screener” accurately represents the US population as a whole; it is a snapshot of the entire
nation and is used to extrapolate trends from more focused surveys to the larger market.
A follow up survey was completed by about a thousand respondents from the “screener”. The
follow up survey is an extensive document with more than 100 questions. The particular
individuals chosen to participate in this expanded survey represent the population, as determined
by the screener. In other words, the small detailed survey group can be reasonably extrapolated to
the larger screener group, and the larger screener group can be logically extrapolated to the public
in general. This is a common, standard, and accepted methodology within the market research
field.
The data from the detailed survey was collated and prepared by the Wizards market Research
Department, in conjunction with an external consulting firm. We believe that the data is a fair and
accurate representation of the hobby game consumer profile and that it does statistically correlate
with the population as a whole in the US for the target age bracket.
——————————
SECTION 2: BASIC TERMS
As a part of the detailed survey, the following terms and examples were provided to the
respondents:
Term
(*)Paper RPGs
Card Games
Trading Card Games
Word/ knowledge
Puzzle computer games
Non-competitive problem solving
Puzzle table games
Class board games
Action/Shooter/Arcade
Miniatures table-top fantasy/sci-fi
Games that use miniatures
War games
Simulations
Strategy games
Social/party games
Strategic sport simulations
Other non-sport games
Example
Dungeons & Dragons
Bridge, Solitaire, Uno, Poker
Magic, Pokemon
Scrabble, Trivial Pursuit
Tetris
Sim City, Myst
Jenga, Dominoes
Chess, Monopoly, Go
Doom, Mortal Kombat
Warhammer
Battletech
Historical
Flight/car Simulators
Risk, Civilization
Charades, Pictionary
Madden, MLB
N/A
Specific questions were also designed to separate users of “computer Role Playing Games” vs.
“paper Role Playing Games”.
(*) For my own purposes, I choose to use the term “Tabletop RPGs” in this document; the term
“paper RPGs” was used in the study. The terms are synonyms; my choice is simply personal. I
believe that in the fairly near future “paper” RPGs will hybridize with computer assistance – not
becoming “computer RPGs” as that term is commonly understood, but not being games played
simply with paper anymore either. Consider this a “forward looking” terminology.
The term “D&D” is used herein to describe all flavors and types of D&D play; from old “white
box” players up to people play-testing 3rd Edition.
SECTION 3: BASIC DEMOGRAPHICS
The study provides the following information about the basic demographics of the tabletop RPG
marketplace:
Size:
Gender:
Crossover:
6% play or have played TRPGs (~ 5.5 million people)
3% play monthly (~ 2.25 million people)
19% are female (monthly players)
17% of the total play MWGs monthly
46% of the total play computer RPGs monthly
26% of the total play TCGs monthly
The study provides the following information about the basic demographics of the computer RPG
marketplace:
Size:
Gender:
8% play or have played CRPGs (~7.3 million people)
5% play monthly (~4.5 million people)
21% are female
Crossover:
33% of the total play tabletop RPGs monthly
21% of the total play TCGs monthly
13% of the total play MWGs monthly
The study provides the following information about the basic demographics of the MWG
marketplace:
Size:
Gender:
Crossover:
4% play or have played MWGs (~3.7 million people)
2% play monthly (~1.8 million people)
21% are female
37% play tabletop RPGs
40% play computer RPGs
29% play TCGs
The age breakdown of players within the marketplace is:
Age
12-15
16-18
19-24
25-35
TRPG
23%
18%
25%
34%
MWG
27%
17%
24%
32%
CRPG
23%
16%
23%
37%
All Gamers(*)
11%
7%
13%
29%
(*) “All Gamers” means people in the study population who reported playing
>any< of the game types monthly, not just TCGs, RPGs, MWGs or CRPGs.
Conclusions:
1. Few “General Gamers”:
The first, most notable conclusion we can draw from this information is that the mythical “hobby
gamer” who plays TRPGs, CRPGs, MWGs and TCGs comprises a very, very small portion of the
total market. A minority of gamers play more than one category of hobby game; very few play all
three. The largest overlap, though still a minority, is with CRPGs and TRPGs.
This is an exciting conclusion, because it indicates that a company can successfully create brand
in one of the three hobby categories, and extend that brand into the other two without
significantly cannibalizing sales. In other words, the people who buy the RPG are not likely to be
the ones buying the MWG or the TCG.
2. There are “Women in Gaming”
Second, it is clear that female gamers constitute a significant portion of the hobby gaming
audience; essentially a fifth of the total market. This represents a total population of several
million active female hobby gamers. However, females, as a group, spend less than males on the
hobby.
3. Adventure Gaming is an adult hobby
More than half the market for hobby games is older than 19. There is a substantial “dip” in
incidence of play from 16-18. This lends credence to the theory that most people are introduced
to hobby gaming before high-school and play quite a bit, then leave the hobby until they reach
college, and during college they return to the hobby in significant numbers.
It may also indicate that the existing group of players is aging and not being refreshed by younger
players at the same rate as in previous years.
Section 4: The Role of Computers
There is an intense, ongoing discussion between publishers and customers about the use of
computers and the interaction between computer game play and adventure game play. The market
research study presented some revealing insights into this ongoing debate.
Internet Gaming:
51% of the TRPG players report that they have ever played a game on the internet.
28% report that they play an internet game monthly.
% Who want to buy software to help manage game and speed up combat: 52%
% Who want to play D&D over the internet with others: 50%
% Who read newsgroups, mailing lists and web sites: 37%
% Who currently play with computer assistance: 42%
What computer do gamers use?
Wintel Platform:
63%
Macintosh Platform:
9%
(The question was essentially “What platform have you used in the last month”, and “none” was
an option, probably accounting for the missing percentage.)
What’s sitting at home?
Wintel Platform:
54%
Macintosh Platform:
7%
Three quarters of the sample use the Internet at least once a week, but only two thirds have access
from home.
“Who plays electronic games?”
Average Age:
26
Education
% 6th-8th:
5
% 9th-12th:
23
% College:
53
% Post Grad:
20
Marital Status
% Single:
52
% Partnered:
46
23
Computer Console/Handheld Both
20
20
52
26
2
27
37
31
5
65
29
76
22
Games electronic gamers play monthly:
% TRPGs:
72
54
% CRPGs:
44
21
% Puzzle Comp:
39
41
% Classic Board:
39
48
% Action/Shooter:
32
55
% Simulations:
25
36
% Strategy Games:
26
26
Computer Console/Handheld Both
57
50
49
44
61
40
32
One conclusion we draw from this data is that people who play electronic
games still find time to play TRPGs; it appears that these two pursuits are
“complementary” or “noncompetitive” outside the scope of the macroeconomic
“disposable income” competition.
Section 5: Tabletop RPG Business
We asked questions of people who play TRPGs to get a better and more detailed picture of that
category. This section explores some of that data.
The market research study provides some useful information on the games TRPG players play
when they’re not role playing:
51% play a non-TCG card game monthly
43% play a puzzle computer game monthly
43% play a classic board game monthly
58% play an “action/shooter” computer game monthly
41% play a “simulation” computer game monthly
The >least< played game types were:
26% play a TCG monthly
24% play a puzzle table game monthly
17% play a MWG monthly
17% play a social/party game monthly
When asked how likely a person was to be the DM/GM, the responses were:
2+ Sessions as DM/GM: 47%
Don’t DM/GM:
41%
When asked to describe a variety of past game experiences, the market provided the following
data:
Question: Result
Used detailed tables & charts: 76%
Included Miniatures:
56%
Used “rules light” system:
58%
Diceless:
33%
Combat Oriented:
86% (*)
Live Action:
49%
House Rules:
80%
(*) Looked at in reverse, this interesting answer tells us that 14% of the
gamers who play an RPG >have never played< a combat oriented RPG.
Of the people who reported playing a TRPG, we further screened for people
who played D&D and asked those individuals some more detailed questions.
This data comes from people who have played D&D, not necessarily those who
play monthly.
Age: <12
Learned D&D: 23%
12-15 16-18 19-24 25-25
41% 15% 12% 9
One conclusion we drew from the data was that if a player had played longer than one year, the
chances they would play another year were greater than if they had not yet been playing for a full
year. In fact, the longer a person plays, the higher the chance they will stay in the game; in other
words, players are >less< likely to quit playing D&D the longer they play, not >more< likely.
Expect another Year:
<=1 Year
40%
>1-5 Years
75%
>5 Years
88%
We asked what the frequency of play was:
Total D&D <=1 Year >1-5 Years
Monthly: 7.2
4.9
13.2
5.9
>5 Years
So we see that the longer a player is in the game, the fewer times per month they play after the
5th year. Once the “acquisition” period (1st year) has passed, frequency of play accelerates
tremendously, then drops. One explanation for this fact may be that since acquisition happens
most often at age 15 or less, “new players” may have a lot of time available for gaming, but as
they age, they have less time per month to play.
We looked at a few other questions based on how long a person had been playing the game:
[ if this chart gets mangled in the formatting, it has three columns of data ]
Typical
4 or More
Average Sessions
Session
Gamers In
before Restart
5+ Hours
Group
(New Characters)
Total
28% 62% 15.4
<=1 Year
10% 48% 8.8
>1-5 Years
14% 60% 12.9
(*)>5 Years
42% 1%
19.6
(*) Remember that frequency of play is down sharply for these gamers)
This data tells us that the longer a person plays the game, the longer the game sessions get, the
more people play in the game, and the longer the game progresses before a character restart. In
fact, if you look at the >5 year group, you realize that the big jump in long sessions and in
average sessions before a restart means that the 5+ year gamers are playing the same characters,
on average, vastly longer than anyone else.
One conclusion might be that it takes 5 years for a player to really master the system and really
figure out what kind of character that player likes to play.
The following financial figures are for TRPG players in general (D&D information, where
available, is provided as well)
This data seems to validate the theory that young gamers, while very active, don’t spend a lot of
money. (The following data is reported by for RPG expenditures) The big dollars come from
adults...
Total spending by age:
12-17: $297
18-24: $850
25-25: $2,213
And, the longer they stay in the category, the greater their total
outlays...
Play <=1 Year: $116
Play 1-5 Years: $562
Play >5 Years: $2,502
And if they can be induced to become a DM/GM, expenditures skyrocket.
Will DM/GM: $2,048
Will not DM/GM: $401
Some breakouts for the D&D population in particular…
Total D&D spending by age:
12-17: $164
18-24: $443
25-35: $1,642
Monthly D&D spending by age:
12-17: $10
18-24: $12
25-35: $14
Total D&D spending by time in game:
<=1 Year: $123
1-5 Years: $338
>5 Years: 1,756
Monthly D&D spending by time in game:
<=1 Year: $7
1-5 Years: $22
5 Years: $16
(Interesting note: Monthly spending in the first five years after adoption of the game is higher
than the spending beyond that point – though the older, longer gamer plays the game more, they
spend less. This may relate to the frequency of a character/game restart.)
D&D DM willingness effect on expenditures:
Will DM: $1,444 total / $21 monthly
Will not DM: $187 total / $7 monthly
(Interesting note here: Even people who don’t DM buy a heck of a lot more than just a PHB...)
Effect of miniatures addition to RPG mix:
Few miniatures owned/used: $139 total RPG spending
Many minis owned/used: $4,413 total RPG spending
We found that players who were ‘lapsed’ – reported that they had played TRPGs but were not
currently doing so; had spent more money than the current players, and had played more different
games monthly – but interestingly, they had spent less money, on average, on D&D than players
who were “current”.
(Current/Lapsed)
Mean RPG
Spending
$1,273 / $1,667
Mean Total D&D
Spending
$895 / $599
Number
RPGs Played
2.2 / 3.3
One conclusion that could be drawn from this data is that gamers who don’t like D&D will spend
a lot of money and try a lot of systems to find something they do like before they quit. Gamers
who like D&D will spend less money and try fewer systems, but will spend more on D&D than
those who don’t.
When asked why a gamer lapsed, the answers (multiple choices allowed) were:
Got too busy with other things:
Too few people to play with:
79%
63%
Not enough time to play:
55%
Found a game I liked better:
38%
Unhappy with the game and the rules: 38%
Cost too much money:
32%
Burnt out from frequent play:
29%
Getting back to the people still playing the games, when asked what games TRPG players play
monthly, the answers (multiple choices allowed) were:
D&D:
66%
Vampire: The Masquerade: 25%
Star Wars:
21%
Palladium:
16%
Werewolf: The Apocalypse: 15%
Shadowrun:
15%
Star Trek:
12%
Call of Cthulu:
8%
Legend of the Five Rings: 8%
Deadlands:
5%
Alternity:
4%
GURPS:
3%
When asked to describe aspects of their games, on a scale from 1 to 5, answers were:
(normally/rarely)
Create Own Adventures:
42% / 11%
Create Own Campaign Material: 29% / 17%
Replay Adventures:
18% / 35%
Use adventures from magazines: 21% / 40%
Follow official D&D Rules
33% / 17%
When we asked RPG purchasers how many had purchased D&D at a particular retail type, the
answers were:
(*)Hobby/game shops:
36%
Book Stores:
27%
Comic book stores:
18%
Specialty toy and game: 17%
Large toy store chains: 15%
Conventions:
4%
(In other words, 36% of the respondents indicated they had purchased a D&D product at a
Hobby/Game shop.)
End report.
Odyssey Games - Brand & Signage
Font - Lithos Pro
Font - Lithos Pro Bold
Odyssey Games - Sample Business Cards
Odyssey Games - Sample Tracking Sheet
Odyssey Games - Sample New Hobbyist Discount Invitation
tolerance for stealing. If you
catch someone stealing and
report it to us before they leave
the store, we will offer
$100.00 store credit to you!
ZERO
Odyssey Games has
SHOPLIFTERS BEWARE!!!
Odyssey Games
Game Table Samples
72”’ x 48” w/ 24” x 48” optional extension/caddy
Table designs created by Tony Walls
Odyssey Games
Argonaut Hobby Game Club
Tee Shirt Graphics
Startup Expenses
Odyssey Games
SOURCES OF CAPITAL
Owners' Investment (name and percent
ownership)
Your name and percent ownership
Other investor
Other investor
Other investor
$
$
$
$
-
Total Investment
$
-
Bank Loans
Bank 1
Bank 2
Bank 3
Bank 4
$
$
$
$
-
Total Bank Loans
$
-
Other Loans
Source 1
Source 2
$
$
-
Total Other Loans
$
-
STARTUP EXPENSES
Buildings/Real Estate
Purchase
Construction
Remodeling
Other
$
$
$
$
-
Total Buildings/Real Estate
$
-
Leasehold Improvements
TBD
Buildout proposed includes bathroom, storage room with
wash basin, lights, slotwalls (full perimeter), and stained
concrete floor, and paint.
$
$
$
$
-
Total Leasehold Improvements
$
-
Capital Equipment List
Furniture
Equipment
Fixtures
Machinery
Other
$
$
$
$
$
5,612.23
2,401.00
-
Total Capital Equipment
$
8,013.23
Location and Admin Expenses
Rental
Utility deposits
Legal and accounting fees
Prepaid insurance
Pre-opening salaries (3 week prep: flat fee)
Second month rent as deposit
$
$
$
$
$
$
6,000.00
500.00
500.00
1,500.00
2,400.00
4,400.00
Total Location and Admin Expenses
$
15,300.00
$
$
$
$
$
$
$
15,612.49
4,383.54
3,590.86
1,416.20
1,500.00
-
Total Inventory
$
26,503.09
Advertising and Promotional Expenses
Advertising Budget
Signage
Printing
Travel/entertainment
Other/additional categories
$
$
$
$
$
5,000.00
7,288.00
350.00
-
Total Advertising/Promotional Expenses
$
12,638.00
Other Expenses
Other expense 1
Other expense 2
$
$
-
Total Other Expenses
$
-
Opening Inventory
Games Workshop Trade Order Specialized Startup
Privateer Press Ranges A, C plus Mats Startup
Battlefront Startup
Spartan Games
WOTC (D&D, Pokemon/Magic, Chessex, etc.)
$600.00 per staff of 4
Popular inventory for 3 ranges (40k, WFB & LOTR) plus 2 paint ranges & supplies
complete starter packages 2 ranges (WarMach & Hordes) plus paint range
recommended start up Popular support 1 range (FoW)
basic starter packages for 2 small Ranges (Firestorm Armada & Uncharted Seas)
alottment for RPG & Card Game Packs
Ad budget
Fluoresco quote for LED cabinet
SUMMARY STATEMENT
Sources of Capital
Owners' and other investments
Bank loans
Other loans
$
$
$
-
Total Source of Funds
$
-
Startup Expenses
Buildings/real estate
Leasehold improvements
Capital equipment
Location/administration expenses
Opening inventory
Advertising/promotional expenses
Other expenses
Contingency fund
Working capital
$
$
$
$
$
$
$
$
$
8,013.23
15,300.00
26,503.09
12,638.00
5,000.00
7,545.68
Total Startup Expenses
$
75,000.00
SECURITY AND COLLATERAL FOR LOAN PROPOSAL
Collateral for Loans
Real estate
Other collateral
Other collateral
Other collateral
Owners
Your name here
Other owner
Other owner
Loan Guarantors (other than owners)
Loan guarantor 1
Loan guarantor 2
Loan guarantor 3
Value
$
$
$
$
-
Description
Day of week
Store Hours
Bishop, James*
Watts, Joshua**
Rausch, Jason**
McGrath, James**
Monday
9:00 AM to 9:00 PM
In
Out
Total
8:30 AM
1:30 PM
5:00 PM
10:00 PM
hours
rate
Bishop, James*
40
$ 12.00
Watts, Joshua**
40
$ 10.00
McGrath, James**
32
$ 9.00
Rausch, Jason**
24
$ 9.00
Gross Wages Weekly Calc
Gross Wages BiWeekly Paycheck
FITW
SITW
Medicare x.0145
SS x0.062
FUTA x0.062
Wkmn Comp 2%
Labor Subtotal
Total Payroll Expense Monthly
Optional Benefits 15%
Wages
Total Payroll Expense Monthly w Benefits
Tuesday
9:00 AM to 9:00 PM
In
Out
Total
8:30 AM 5:00 PM
8.00
1:30 PM 10:00 PM
8.00
8.00
8.00
16
rate2
$ 12.50
$ 10.50
$ 9.50
$ 9.50
Wednesday
9:00 AM to 9:00 PM
In
Out
Total
8:30 AM 5:00 PM
8.00
1:30 PM 10:00 PM
8.00
16
Thursday
9:00 AM to 9:00 PM
In
Out
Total
8:30 AM 5:00 PM
8.00
1:30 PM 10:00 PM
8.00
16
$
$
$
$
$
$
$
$
$
$
$
$
$
$
gross1
480.00
400.00
288.00
216.00
1,384.00
2,768.00
188.00
62.04
20.07
85.81
85.81
27.68
3,237.40
6,992.79
$
$
$
$
$
$
$
$
$
$
$
$
$
$
gross2
500.00
420.00
304.00
228.00
1,452.00
2,904.00
209.00
68.97
21.05
90.02
90.02
29.04
3,412.11
7,370.16
$
$
$
207.60
3,445.00
14,916.87
$
$
$
217.80
3,629.91
15,717.52
*payroll does not provide overtime; employee's 40 hours calculated as salary, not hourly wage
** shifts of 8 hours will require an unpaid thirty minute scheduled meal break.
$
$
$
$
$
FITW1bwkly
46.00
78.00
42.00
22.00
188.00
16
$
$
$
$
$
FITW2bwkly
52.00
84.00
48.00
25.00
209.00
Friday
9:00 AM to Midnight
In
Out
Total
8:30 AM 5:00 PM
8.00
12:30 PM 9:00 PM
8.00
6:00 PM Midnight
6.00
4:30 PM 1:00 AM
8.00
30
Saturday
9:00 AM to Midn
In
Out
8:30 AM 5:00 PM
12:30 PM 9:00 PM
3:30 PM 9:30 PM
4:30 PM 1:00 AM
night
Total
8.00
8.00
6.00
8.00
30
Sunday
12:00 PM to 7:00 PM
In
Out
Total
2:00 PM 6:00 PM
11:30 AM 8:00 PM
4.00
8.00
12
Hours
40.00
40.00
24.00
32.00
136.00
Location
$/SF/yr +NNN
1
7th St & Bell SWC
$
25.25
1980 $
4,166.25 excellent location, high traffic
2
44th St & Indian School Rd.
$
26.00
1400 $
3,033.33 PERFECT location, high traffic, small space!
3a 7th St & Bell SEC
$
26.50
2540 $
5,609.17 good location, high traffic
3b 7th St & Bell SEC
$
22.50
3091 $
5,795.63 good location, high traffic
4
$
28.00
2774 $
6,472.67 excellent location, high traffic, high cost detriment
NEC Tatum Blvd & Cactus Rd
SF
Lease /Mo Comment
Unavailable?
Item(s)
Cost
Gametables
Tower Display Cases
Counter Display Cases
$ 1,500.00 materials to build 12 tables
$ 1,770.00 (6) tower display cases $295.00 each
$
560.00 (2) 6ft Display Counters $280.00 each
$
$
description
799.95 (5) 4ft Counter
99.99 (1) Cash register stand 2ft wide
$
269.97 (3) Corner fillers
Card Tables
$
236.00 (4) Four card tables at $59.00
Folding Chairs
Stools for Painting Stations
furniture
194.63 (12) Twenty folding chairs $14.99 each
(12) Twelve stools for the painting tutorial
$
181.69 stations $20.99 each
$ 5,612.23
Refrigerated Soda Case
Microwave
$
$
Extra Racks & displays
chemicals, brooms/mops,etc.
$
$
POS equipment
**credit card machine**
equipment
$
$
$
source
http://www.specialtystoreservices.com/
http://www.bargainstoreequipment.com
http://www.specialtystoreservices.com/productchild.aspx?gr
oup=3437&img=3436b.jpg&category=3121
http://www.specialtystoreservices.com/productchild.aspx?gr
oup=3443W&img=3443b.jpg&category=3121
http://www.specialtystoreservices.com/productchild.aspx?gr
oup=3445W&img=3444b.jpg&category=3121
http://www.globalindustrial.com/picGroup/picGroupKey/3552
http://www.ikea.com/us/en/catalog/availability/64833108/te
mpe
http://www.ikea.com/us/en/catalog/availability/40059300/te
mpe
Summit SCR600BL Beverage Merchandiser 5.5 cu. ft.
Capacity Re SCR60
452.00 16-18" wide, 5 ft tall
100.00
Contingency funds for magazine size retail
1,000.00 displays
50.00
Samsung ER-650SS Scanning Electronic
http://www.cashregisterstore.com
799.00 Cash Register
*****
2,401.00
total sales week 1
total sales week 2
total sales week 3
total sales week 4
total sales week 5
total sales week 6
total sales week 7
total sales week 8
total sales week 9
total sales week 10
total sales week 11
total sales week 12
total sales week 13
total sales week 14
total sales week 15
total sales week 16
total sales week 17
total sales week 18
total sales week 19
total sales week 20
total sales week 21
total sales week 22
total sales week 23
total sales week 24
total sales week 25
total sales week 26
total sales week 27
total sales week 28
total sales week 29
total sales week 30
GOAL SALES
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
mon
350.00
357.00
364.14
371.42
378.85
386.43
394.16
402.04
410.08
418.28
426.65
435.18
443.88
452.76
461.82
471.05
480.47
490.08
499.89
509.88
520.08
530.48
541.09
551.91
562.95
574.21
585.70
597.41
609.36
621.55
500.00
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
tue
350.00
357.00
364.14
371.42
378.85
386.43
394.16
402.04
410.08
418.28
426.65
435.18
443.88
452.76
461.82
471.05
480.47
490.08
499.89
509.88
520.08
530.48
541.09
551.91
562.95
574.21
585.70
597.41
609.36
621.55
500.00
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
wed
350.00
357.00
364.14
371.42
378.85
386.43
394.16
402.04
410.08
418.28
426.65
435.18
443.88
452.76
461.82
471.05
480.47
490.08
499.89
509.88
520.08
530.48
541.09
551.91
562.95
574.21
585.70
597.41
609.36
621.55
500.00
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
thu
350.00
357.00
364.14
371.42
378.85
386.43
394.16
402.04
410.08
418.28
426.65
435.18
443.88
452.76
461.82
471.05
480.47
490.08
499.89
509.88
520.08
530.48
541.09
551.91
562.95
574.21
585.70
597.41
609.36
621.55
500.00
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
fri
1,000.00
1,020.00
1,040.40
1,061.21
1,082.43
1,104.08
1,126.16
1,148.69
1,171.66
1,195.09
1,218.99
1,243.37
1,268.24
1,293.61
1,319.48
1,345.87
1,372.79
1,400.24
1,428.25
1,456.81
1,485.95
1,515.67
1,545.98
1,576.90
1,608.44
1,640.61
1,673.42
1,706.89
1,741.02
1,775.84
1,325.00
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
sat
1,500.00
1,530.00
1,560.60
1,591.81
1,623.65
1,656.12
1,689.24
1,723.03
1,757.49
1,792.64
1,828.49
1,865.06
1,902.36
1,940.41
1,979.22
2,018.80
2,059.18
2,100.36
2,142.37
2,185.22
2,228.92
2,273.50
2,318.97
2,365.35
2,412.66
2,460.91
2,510.13
2,560.33
2,611.54
2,663.77
1,850.00
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
sun
500.00
510.00
520.20
530.60
541.22
552.04
563.08
574.34
585.83
597.55
609.50
621.69
634.12
646.80
659.74
672.93
686.39
700.12
714.12
728.41
742.97
757.83
772.99
788.45
804.22
820.30
836.71
853.44
870.51
887.92
600.00
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
total
4,400.00
4,488.00
4,577.76
4,669.32
4,762.70
4,857.96
4,955.11
5,054.22
5,155.30
5,258.41
5,363.58
5,470.85
5,580.26
5,691.87
5,805.71
5,921.82
6,040.26
6,161.06
6,284.28
6,409.97
6,538.17
6,668.93
6,802.31
6,938.36
7,077.12
7,218.67
7,363.04
7,510.30
7,660.51
7,813.72
5,775.00
"Sample Date"
4/9/2010
4/16/2010
4/23/2010
4/30/2010
5/7/2010
5/14/2010
5/21/2010
5/28/2010
6/4/2010
6/11/2010
6/18/2010
6/25/2010
7/2/2010
7/9/2010
7/16/2010
7/23/2010
7/30/2010
8/6/2010
8/13/2010
8/20/2010
8/27/2010
9/3/2010
9/10/2010
9/17/2010
9/24/2010
10/1/2010
10/8/2010
10/15/2010
10/22/2010
10/29/2010
Monthly at 2%
Growth
$ 18,135.08
$ 19,629.99
$ 21,248.13
$ 23,459.65
$ 25,393.48
$ 27,486.72
$ 30,347.56
Monthly Avg Per
Specific Week
$
19,066.67
$
19,448.00
$
19,836.96
$
20,233.70
$
20,638.37
$
21,051.14
$
21,472.16
$
21,901.61
$
22,339.64
$
22,786.43
$
23,242.16
$
23,707.00
$
24,181.14
$
24,664.77
$
25,158.06
$
25,661.22
$
26,174.45
$
26,697.94
$
27,231.90
$
27,776.53
$
28,332.06
$
28,898.70
$
29,476.68
$
30,066.21
$
30,667.54
$
31,280.89
$
31,906.51
$
32,544.64
$
33,195.53
$
33,859.44
$
25,025.00
Sales with exterior location, 3% growth/month 1st year, 1.5% growth/month in 2nd year, 1.0 % growth/month in 3rd year, 1.5% growth constant in promotional programs
MO1
MO2
MO3
MO4
MO5
MO6
MO7
MO8
MO9
MO10
MO11
Sales revenue low
$25,000.00
$25,750.00
$26,522.50
$27,318.18
$28,137.72
$28,981.85
$29,851.31
$30,746.85
$31,669.25
$32,619.33
$33,597.91
Programs
$500.00
$507.50
$515.11
$522.84
$530.68
$538.64
$546.72
$554.92
$563.25
$571.69
$580.27
Wages
$6,992.79
$6,992.79
$6,992.79
$6,992.79
$6,992.79
$6,992.79
$6,992.79
$6,992.79
$6,992.79
$6,992.79
$6,992.79
Rent Allowance at
$6000/month
$6,000.00
$6,000.00
$6,000.00
$6,000.00
$6,000.00
$6,000.00
$6,000.00
$6,000.00
$6,000.00
$6,000.00
$6,000.00
Restock
$13,750.00
$14,162.50
$14,587.38
$15,025.00
$15,475.75
$15,940.02
$16,418.22
$16,910.77
$17,418.09
$17,940.63
$18,478.85
Profit
($1,242.79)
($897.79)
($542.55)
($176.77)
$199.87
$587.69
$987.02
$1,398.21
$1,821.62
$2,257.60
$2,706.54
Debt payment
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$1,000.00
$1,000.00
$1,000.00
$1,000.00
$1,000.00
Banked
($1,242.79)
($897.79)
($542.55)
($176.77)
$199.87
$587.69
($12.98)
$398.21
$821.62
$1,257.60
$1,706.54
Account Balance
$6,302.21
$5,404.42
$4,861.87
$4,685.10
$4,884.96
$5,472.65
$5,459.67
$5,857.88
$6,679.50
$7,937.10
$9,643.64
Startup Debt $75k
$75,000.00
$75,000.00
$75,000.00
$75,000.00
$75,000.00
$75,000.00
$74,000.00
$73,000.00
$72,000.00
$71,000.00
$70,000.00
Sales with Mall foot traffic (approximately 5M visitors per year) at 0.05% conversion avg purchase $20.00, 1.5% growth in promotional programs.
0.05% conversion avg also represents purchases by approximately 1 per 4 individuals visiting the mall from our age demographic
as represented by averages taken from the 3 primary target zip codes 85022, 85032 & 85254.
MO1
MO2
MO3
MO4
MO5
MO6
MO7
MO8
MO9
MO10
Sales revenue average
Programs
Wages
Rent, calculated at
12.5% volume
Restock
Profit
Debt payment, delay
repayment for 6
months.
Banked
Account Balance
Startup Debt $75k
MO11
$41,666.67
$500.00
$6,992.79
$41,666.67
$507.50
$6,992.79
$41,666.67
$515.11
$6,992.79
$41,666.67
$522.84
$6,992.79
$41,666.67
$530.68
$6,992.79
$41,666.67
$538.64
$6,992.79
$41,666.67
$546.72
$6,992.79
$41,666.67
$554.92
$6,992.79
$41,666.67
$563.25
$6,992.79
$41,666.67
$571.69
$6,992.79
$41,666.67
$580.27
$6,992.79
$5,208.33
$22,916.67
$7,048.88
$4,300.00
$22,916.67
$7,964.71
$4,300.00
$22,916.67
$7,972.32
$4,300.00
$22,916.67
$7,980.05
$4,300.00
$22,916.67
$7,987.89
$4,300.00
$22,916.67
$7,995.85
$4,300.00
$22,916.67
$8,003.93
$4,300.00
$22,916.67
$8,012.13
$4,300.00
$22,916.67
$8,020.46
$4,300.00
$22,916.67
$8,028.91
$4,300.00
$22,916.67
$8,037.48
$0.00
$7,048.88
$14,593.88
$75,000.00
$0.00
$7,964.71
$22,558.59
$75,000.00
$0.00
$7,972.32
$30,530.91
$75,000.00
$0.00
$7,980.05
$38,510.96
$75,000.00
$0.00
$7,987.89
$46,498.86
$75,000.00
$0.00
$7,995.85
$54,494.71
$75,000.00
$2,000.00
$6,003.93
$60,498.64
$73,000.00
$2,000.00
$6,012.13
$66,510.78
$71,000.00
$2,000.00
$6,020.46
$72,531.24
$69,000.00
$2,000.00
$6,028.91
$78,560.14
$67,000.00
$2,000.00
$6,037.48
$84,597.62
$65,000.00
MO12
$34,605.85
$588.97
$6,992.79
MO13
$35,124.93
$597.81
$7,370.16
MO14
$35,651.81
$606.78
$7,370.16
MO15
$36,186.59
$615.88
$7,370.16
MO16
$36,729.38
$625.12
$7,370.16
MO17
$37,280.33
$634.49
$7,370.16
MO18
$37,839.53
$644.01
$7,370.16
MO19
$38,407.12
$653.67
$7,370.16
MO20
$38,983.23
$663.48
$7,370.16
MO21
$39,567.98
$673.43
$7,370.16
MO22
$40,161.50
$683.53
$7,370.16
MO23
$40,763.92
$693.78
$7,370.16
MO24
$41,375.38
$704.19
$7,370.16
$6,000.00
$19,033.22
$3,168.82
$1,000.00
$2,168.82
$11,812.46
$69,000.00
$6,000.00
$19,318.71
$3,033.87
$1,000.00
$2,033.87
$13,846.33
$68,000.00
$6,000.00
$19,608.49
$3,279.93
$1,000.00
$2,279.93
$16,126.26
$67,000.00
$6,000.00
$19,902.62
$3,529.68
$1,000.00
$2,529.68
$18,655.94
$66,000.00
$6,000.00
$20,201.16
$3,783.18
$1,000.00
$2,783.18
$21,439.12
$65,000.00
$6,000.00
$20,504.18
$4,040.48
$1,000.00
$3,040.48
$24,479.60
$64,000.00
$6,000.00
$20,811.74
$4,301.64
$1,000.00
$3,301.64
$27,781.24
$63,000.00
$6,000.00
$21,123.92
$4,566.72
$1,000.00
$3,566.72
$31,347.95
$62,000.00
$6,000.00
$21,440.78
$4,835.77
$1,000.00
$3,835.77
$35,183.72
$61,000.00
$6,000.00
$21,762.39
$5,108.86
$1,000.00
$4,108.86
$39,292.58
$60,000.00
$6,000.00
$22,088.82
$5,386.04
$1,000.00
$4,386.04
$43,678.62
$59,000.00
$6,000.00
$22,420.16
$5,667.39
$1,000.00
$4,667.39
$48,346.01
$58,000.00
$6,000.00
$22,756.46
$5,952.95
$1,000.00
$4,952.95
$53,298.96
$57,000.00
MO12
MO13
MO14
MO15
MO16
MO17
MO18
MO19
MO20
MO21
MO22
MO23
MO24
$41,666.67
$588.97
$6,992.79
$41,666.67
$597.81
$7,370.16
$41,666.67
$606.78
$7,370.16
$41,666.67
$615.88
$7,370.16
$41,666.67
$625.12
$7,370.16
$41,666.67
$634.49
$7,370.16
$41,666.67
$644.01
$7,370.16
$41,666.67
$653.67
$7,370.16
$41,666.67
$663.48
$7,370.16
$41,666.67
$673.43
$7,370.16
$41,666.67
$683.53
$7,370.16
$41,666.67
$693.78
$7,370.16
$41,666.67
$704.19
$7,370.16
$4,300.00
$22,916.67
$8,046.19
$4,300.00
$22,916.67
$7,677.65
$4,300.00
$22,916.67
$7,686.62
$4,300.00
$22,916.67
$7,695.72
$4,300.00
$22,916.67
$7,704.96
$4,300.00
$22,916.67
$7,714.33
$4,300.00
$22,916.67
$7,723.85
$4,300.00
$22,916.67
$7,733.51
$4,300.00
$22,916.67
$7,743.32
$4,300.00
$22,916.67
$7,753.27
$4,300.00
$22,916.67
$7,763.37
$4,300.00
$22,916.67
$7,773.62
$4,300.00
$22,916.67
$7,784.03
$2,000.00
$6,046.19
$90,643.81
$63,000.00
$2,000.00
$5,677.65
$96,321.46
$61,000.00
$2,000.00
$5,686.62
$102,008.08
$59,000.00
$2,000.00
$5,695.72
$107,703.80
$57,000.00
$2,000.00
$5,704.96
$113,408.76
$55,000.00
$2,000.00
$5,714.33
$119,123.09
$53,000.00
$2,000.00
$5,723.85
$124,846.94
$51,000.00
$2,000.00
$5,733.51
$130,580.45
$49,000.00
$2,000.00
$5,743.32
$136,323.77
$47,000.00
$2,000.00
$5,753.27
$142,077.04
$45,000.00
$2,000.00
$5,763.37
$147,840.41
$43,000.00
$2,000.00
$5,773.62
$153,614.03
$41,000.00
$2,000.00
$5,784.03
$159,398.06
$39,000.00
MO25
$41,789.13
$714.75
$7,753.41
MO26
$42,207.02
$725.47
$8,136.66
MO27
$42,629.09
$736.35
$8,519.91
MO28
$43,055.39
$747.40
$8,903.16
MO29
$43,485.94
$758.61
$9,286.41
MO30
$43,920.80
$769.99
$9,669.66
MO31
$44,360.01
$781.54
$10,052.91
MO32
$44,803.61
$793.26
$10,436.16
MO33
$45,251.64
$805.16
$10,819.41
MO34
$45,704.16
$817.24
$11,202.66
MO35
$46,161.20
$829.50
$11,585.91
MO36
$46,622.81
$841.94
$11,969.16
$6,000.00
$22,984.02
$5,766.45
$1,000.00
$4,766.45
$58,065.41
$56,000.00
$6,000.00
$23,213.86
$5,581.97
$1,000.00
$4,581.97
$62,647.38
$55,000.00
$6,000.00
$23,446.00
$5,399.54
$1,000.00
$4,399.54
$67,046.92
$54,000.00
$6,000.00
$23,680.46
$5,219.16
$1,000.00
$4,219.16
$71,266.08
$53,000.00
$6,000.00
$23,917.27
$5,040.87
$1,000.00
$4,040.87
$75,306.96
$52,000.00
$6,000.00
$24,156.44
$4,864.69
$1,000.00
$3,864.69
$79,171.65
$51,000.00
$6,000.00
$24,398.00
$4,690.63
$1,000.00
$3,690.63
$82,862.28
$50,000.00
$6,000.00
$24,641.98
$4,518.73
$1,000.00
$3,518.73
$86,381.01
$49,000.00
$6,000.00
$24,888.40
$4,348.99
$1,000.00
$3,348.99
$89,730.00
$48,000.00
$6,000.00
$25,137.29
$4,181.45
$1,000.00
$3,181.45
$92,911.45
$47,000.00
$6,000.00
$25,388.66
$4,016.13
$1,000.00
$3,016.13
$95,927.58
$46,000.00
$6,000.00
$25,642.55
$3,853.05
$1,000.00
$2,853.05
$98,780.62
$45,000.00
MO25
MO26
MO27
MO28
MO29
MO30
MO31
MO32
MO33
MO34
MO35
MO36
$41,666.67
$714.75
$7,753.41
$41,666.67
$725.47
$7,753.41
$41,666.67
$736.35
$7,753.41
$41,666.67
$747.40
$7,753.41
$41,666.67
$758.61
$7,753.41
$41,666.67
$769.99
$7,753.41
$41,666.67
$781.54
$7,753.41
$41,666.67
$793.26
$7,753.41
$41,666.67
$805.16
$7,753.41
$41,666.67
$817.24
$7,753.41
$41,666.67
$829.50
$7,753.41
$41,666.67
$841.94
$7,753.41
$4,300.00
$22,916.67
$7,411.34
$4,300.00
$22,916.67
$7,422.06
$4,300.00
$22,916.67
$7,432.95
$4,300.00
$22,916.67
$7,443.99
$4,300.00
$22,916.67
$7,455.20
$4,300.00
$22,916.67
$7,466.58
$4,300.00
$22,916.67
$7,478.13
$4,300.00
$22,916.67
$7,489.85
$4,300.00
$22,916.67
$7,501.75
$4,300.00
$22,916.67
$7,513.83
$4,300.00
$22,916.67
$7,526.09
$4,300.00
$22,916.67
$7,538.53
$2,000.00
$5,411.34
$164,809.41
$37,000.00
$2,001.00
$5,421.06
$170,230.47
$34,999.00
$2,002.00
$5,430.95
$175,661.42
$32,997.00
$2,003.00
$5,440.99
$181,102.41
$30,994.00
$2,004.00
$5,451.20
$186,553.61
$28,990.00
$2,005.00
$5,461.58
$192,015.19
$26,985.00
$2,006.00
$5,472.13
$197,487.32
$24,979.00
$2,007.00
$5,482.85
$202,970.18
$22,972.00
$2,008.00
$5,493.75
$208,463.93
$20,964.00
$2,009.00
$5,504.83
$213,968.76
$18,955.00
$2,010.00
$5,516.09
$219,484.85
$16,945.00
$2,011.00
$5,527.53
$225,012.38
$14,934.00
General Information:
Latitude:
33.630497
Longitude:
-112.052103
Population:
44673
Density (people per square land mile):
5022.06
Housing Units:
20339
Land Area:
8.9 sq. mi.
Water Area:
0 sq. mi.
Race
Hispanic/Latino:
White*:
Black*:
Native American*:
Asian*:
Hawaiian/Pacific Islander*:
Other*:
Multiracial*:
* Does not include individuals
in this racial group
who identify as Hispanic/Latino.
10.60%
82%
2%
1%
2.70%
0.20%
0.10%
1.60%
Social Indicators
Educational Achievement:
(among people 25 years or older)
Less than 9th grade:
9th-12th grade (nongrad):
High school graduate:
Some college:
Associate degree:
Bachelors degree:
Graduate/Professional:
High school or higher:
Bachelors or higher:
Green = Above U.S. Avg Red = Below U.S. Avg
Red bkg. = Above U.S. Avg
Social and economic indicatorsbased on 200
Economic Indicators
Household Income
<$10,000
$10,000-$14,999
$15,000-$24,999
$25,000-$34,999
$35,000-$49,999
$50,000-$74,999
$75,000-$99,999
$100,000-$149,999
$150,000-$199,999
$200,000+
Median Household Income: $43,635
Age
0-9 years:
10-19 years:
20-29 years:
30-39 years:
40-49 years:
50-59 years:
60-69 years:
70-79 years:
80+ years:
All Ages:
Median Ages:
Marital Status:
(among people 15 years or older)
3.50%
6.90%
22%
29.30%
8%
20.10%
10.20%
89.70%
30.30%
Never married:
Married:
Separated:
Widowed:
Divorced:
Stability/Newcomer Appeal:
Same home 5+ years:
28.10%
50.40%
1.70%
5.30%
14.50%
41.10%
Green bkg. = Below U.S. Avg
00 Census sample data.
Occupation
5.2%
5.6%
12.9%
14.1%
18.9%
18.1%
11.1%
8.4%
2.2%
3.4%
(among employed persons over 16)
Mgt./Professional
Service
Sales/Office
Farm/Fishing/Forestry
Construction/Extraction/Maint.
Production/Transportation
Unemployment/Poverty
Unemployed
Below Poverty Line
38.1%
13%
31.3%
0.2%
9.8%
7.6%
2.8%
8.2%
Male
12.30%
11.60%
15%
15.90%
16.60%
12.80%
7.10%
5.80%
2.80%
Female:
37.1 yrs.
Female
% of All
Females
6.30%
5.90%
7.70%
8.10%
8.50%
6.50%
3.60%
3%
1.40%
51%
% of All
13.10%
12.40%
15.60%
16.50%
16.10%
12.50%
6.60%
5.10%
2.20%
35.6 yrs.