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
How The SmartBox
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:
- ACT PREP
is our purpose?
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
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.
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
looking for new games to market, product development experts look for games
that meet the following criteria:
be learned in minutes
colorfully illustrated and fun to play
easily be played in less than one hour
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
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
majority of games, as shown below, are played on consoles.
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.
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
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”:
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
percent believe games encourage their family to spend to time together
percent believe that game play helps their children connect with their friends