The Smart Box is an innovative, educational accessory that connects to any video game console that promotes learning while allowing a child to continue playing the video game(s) he/she already enjoys.
How The SmartBox works
The Smart Box is designed to connect with the controller as an interface between the controller and the game console which is directly connected to the television being used. What sets The Smart Box apart from all others is the fact that it promotes educational interaction while still allowing kids to play any game they wish. This is accomplished by designing The Smart Box pose a grade level appropriate question. The correct answer must be given before The Smart Box allows the user to return to the game in process.
The scope of the questions will cover subjects for youth ranging in from Pre-K to 12th grade and will be ranging from:
- LANGUAGE ARTS
- SOCIAL STUDIES
- PSAT PREP
- ACT PREP
- SAT PREP
What is our purpose?
The Smart Data’s mission is to raise the collective IQ of America and to bring the focus back to education.Technology advances and structured and overlapping schedules for school, sports and other activities have families living increasingly busy and separate lives.The Smart Box gives parents the opportunity to maximize their child’s video game play time by expanding the child’s educational horizons in a fun and effortless manner.
Systems that the SmartBox will work with:
Who can use it
Essentially anyone, however, our goal is to provide the resources for the Pre-K to 12th group of children.
The SmartBox model
Let's see it in action
Call of Duty
Need for Speed
Why The SmartBox?
Today’s youth are obsessed with playing video games of all kinds.Parents, however, are concerned over the amount of time spent playing games. With The SmartBox, parents are able and encouraged to be more involved when they set up the parental controls. They are able to monitor the child's progress and will be able to see if and/or where the child may still be struggling. So instead of just buying the game(s), the parents are actually investing in the child’s education and learning process. This also encourages a more technologically advanced method of learning and test taking skills, such as using a controller to answer grade appropriate questions.
We know that there are also situations where the child is alone and plays his/her video game until the parent(s) come home from work or bedtime.Well, The SmartBox will really be effective in these situations because although there may not be a person physically there to enforce homework or extra study time, this is one of the biggest benefits of the The SmartBox.By simply purchasing and attaching The SmartBox, the questions will re-enforce what the child is learning at school. So instead of slipping away into the "Call of Duty" or “Need for Speed” games for 4-5 hours a night, he/she is learning and becoming better prepared for upcoming tests/quizzes.
The Smart Data will present concerned parents with effective means by which to implement a proactive learning tool in conjunction with their child’s selection of video games.The product targets parents who are anxious to improve their child’s comprehension of educational information and ultimately improve their grades.Since most children would rather play video games than study, The Smart Box offers the best of both worlds.
What the experts look for
When looking for new games to market, product development experts look for games that meet the following criteria:
1.Can be learned in minutes
2.Are colorfully illustrated and fun to play
3.Can easily be played in less than one hour
4.Are efficiently designed in smart packaging
5.Feature dynamic player interaction from start to finish
The SmartBox artfully combines these winning attributes with an outstanding educational value based on the universal appeal of video games and that is unlike any other currently on the market.The Smart Box offers an unmatched solution that is both easy and a cost-effective.
Why we feel our product will be successful
The market for video games, hardware, and accessories was nearly $25 billion in 2011, according to the Entertainment Software Association (ESA). Sales of “game software and content, including games made for consoles, portable gaming devices and PCs, as well as digital full game downloads, downloadable content and social games,” were $16.6 billion of the total.
Nearly 75% of games sold in 2011 were rated “E” for Everyone, “T” for Teen” or “E10+” for Everyone 10+.
The majority of games, as shown below, are played on consoles.
In 2012, it is estimated that 190 million households around the world will use a next-generation video game console, and 80% of these households (148 million) will have this console connected to the internet.
Customers for the Company will include parents of children using video games.ESA statistics show that 49% of all U.S. households own at least one dedicated game console, with an average of two per household.The average game player is 30, while 32% of all game players are under the age of 18.These demographics are further outlined below.
The average age of the most frequent game purchaser is 35.This segment of the population also has children, who are the end-users of The Smart Box.The ESA notes that, “Parents also see several benefits of entertainment software”:
- 52 percent say video games are a positive part of their child’s life.
- 66 percent of parents believe that game play provides mental stimulation or education
- 61 percent believe games encourage their family to spend to time together
- 59 percent believe that game play helps their children connect with their friends
Risks and challenges
WHY WE NEED YOUR HELP
With a project of this scope and with the different aspects of the hardware and software combined, we have already come across some tough challenges. There are a lot of upfront costs that go into developing the 1st complete prototype. We created a working model so we know it can be done because we have done it, however, after much sought out research and communication, we have narrowed and settled on a manufacturer to complete the phase 1 product. With your help, we will successfully have this prototype done by the end of July, we will be targeting the massive U.S. retailers to introduce into the market.Learn about accountability on Kickstarter
- (45 days)