Presentation
September 2025
Fun‑O‑Matic 3000
The Original Boredom‑Busting Machine!
The Problem
Empirical studies consistently show that excessive smartphone use among adolescents and young adults is associated with negative outcomes:
- Social relationships suffer
- Increased feelings of isolation
- Reduced social skills
Sources referenced throughout: Statista “Mobile App Industry Market Report 2024–2028”; SensorTower “Global Entertainment App Revenue Forecast” (2023).
Our Perspective
The world didn’t turn out like we imagined.
So we built something to change that.
The Solution
Fun‑O‑Matic 3000
A retro‑futuristic mobile app that generates personalized, offline activities on command.
- Learns user interests, likes, and engagement style
- Delivers relevant, creative, low‑friction activities
- Promotes playful, low‑screen time experiences
Why Now
“The Fun‑O‑Matic 3000 concept is charming, imaginative, and taps directly into a genuine societal need—reducing excessive digital screen time through playful, offline engagement.”
The Original Boredom‑Busting Machine!
Why It Resonates
- Strong emotional appeal: Nostalgic retro‑futuristic aesthetic stands out
- Timely and relevant: Aligns with growing awareness about screen time
- Clear target market: Ages 13–40 support viral adoption
- Cross‑generational & multi‑context: Family, education, and institutional appeal
Competitive Advantage
- Unique retro‑futuristic branding
- Gamified spontaneity with nostalgic appeal
- Cross‑generational appeal
- ADHD/autism‑friendly design considerations
- Multiple revenue streams
- Socially relevant mission
Market Analysis
Projected Growth in Entertainment App‑Related Sectors (2023–2028)
Market data drawn from: Statista (2024–2028) and SensorTower (2023).
Market Opportunity & Positioning
Only offering that:
- Requires no prep or facilitator
- Offers instant, self‑contained fun
- Spans B2C, education, and enterprise icebreakers
Opportunity
- Global consumer app spend: $170B+ (2023)
- Target demographic (U.S. ages 13–40): ~100M smartphone users
- Edutainment sector growing at ~10% CAGR
- Bottoms‑up SOM across B2C + Education + Enterprise: ~1M potential users
Sources: Statista (2024–2028), SensorTower (2023).
Competitive Analysis
In internal comparative testing of 8 major tools, Fun‑O‑Matic 3000 ranked highest on playfulness, simplicity, replayability, and free availability.
- SurveySparrow
- Slido
- Mentimeter
- Wordwall
- Blooket
- Quizizz
- Canvas
- More in appendix (post‑beta)
References: EdTechReview (2024); Teacher Feedback Forum (2023); Instructure LMS Usability Report (2022); G2 reviews (2023); Wordwall Support Docs (2023); SurveySparrow pricing (2024); MarketsandMarkets Gamification report (2023).
Revenue Projections
Assumptions summarized on next slide; detailed model in “Revenue Model” notes.
Revenue Model — Year 1 Snapshot
- Projected installs: 72,000
- Paying users (5%): 3,600
- Subscriptions: $216,000
- ARPU (all users): ~$3.00
- Payer LTV: ~$90
- CAC (blended): ~$0.97
- LTV:CAC (payer cohort): ~90:1
- Payback (blended): ~3–6 months
Notes: Y1 installs 72k; 5% paid; ARPPU ~$60. Additional revenue via theme packs + sponsorships. Estimates derived from comps (e.g., Heads Up! and similar entertainment apps).
Financial Snapshot — Year 1
- Marketing budget: $70,000
- Estimated users: ~73,000
- ARPU (all users): ~$3.00
- Revenue: ~$216,000
- CAC (blended): ~$0.97
- LTV: ~$90 (payer)
- LTV:CAC ratio: ~3.07:1 (blended)
- Early revenue from day one: Subscriptions + in‑app sales
ROI and model details available upon request; early monetization via subscriptions and upsell packs.
Sponsorships & Partnerships
- Family‑friendly, retro‑futuristic brand integrations
- Embedded, playful branded moments (no intrusive ads)
- Drives revenue, brand exposure, and user satisfaction simultaneously
For illustrative purposes only; partner slate TBD.
Start‑up Budget & Investment
Investment Ask
$250,000
Use of Funds
| App Development | $80,000 |
| Marketing | $70,000 |
| Legal / Compliance | $20,000 |
| Hosting / Tools | $10,000 |
| Brand / UX | $20,000 |
| Operating Reserve | $50,000 |
3‑Month Expense Projections: Included in financial model; runway supported by the operating reserve while GTM ramps.
Years 1–3 Snapshot: See projections and assumptions (Slides 11–13).
Team & Contact
The Team
-
Stephen Fareri — Founder, CEO & Project Manager
• Project strategy & execution • Operations • Investor relations • Biz dev -
John Henry — Creative Director (Design & Marketing)
• Brand development • Marketing strategy • Product design • UX -
Jasmin Linseth — Social Media & Sales
• Social strategy • Community engagement • Sales ops • Marketing implementation
Contact
Fun‑O‑Matic Labs, LLC155 Audubon Ave #2F
New York, NY 10032
Contact: Stephen Fareri, CEO
Phone: 917‑944‑2386
Email: sfareri@funomatic3000.com
Web: www.funomatic3000.com
© 2025 Fun‑O‑Matic Labs, LLC — All Rights Reserved — ver 4.3