AMUZE - Bringing Amusement Park to Your Phone | 用手机重温童年的游乐园回忆

RM 370,250
Investors 34
Minimum Target Amount RM 300,000
Maximum Target Amount RM 1,500,000
Funding Period
03/12/2021 - 31/12/2021
Funded Successfully

Amuze Group Sdn Bhd


Company Website: https://royal-mania.com/
Facebook: Royal Mania By Amuze Group
Instagram: https://www.instagram.com/royalmania.game/
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About Us

Amuze Group Shd. Bhd. is a Malaysia mobile game development company that founded  in 2020. After going through more than one year of extensive research and development with  over million ringgits of development costs have been spend, the company has successfully developed and introduced the South East Asia(SEA) first online to offline (O2O) mobile game— ROYAL  MANIA. The game was published on both Apple store and Google Play. 

Royal Mania is a special mobile game that includes various games from traditional  leisure amusement park to electronic game hall. In Royal Mania, besides of playing various types  of casual games in one stop, players can also gain game coupon tickets based on the result of the  games. The accumulated tickets can be use in exchanging various physical prizes, which can  boost the fun and attracts players. 

Royal Mania brings back the old precious memories to players who grown up at the time  when funfair and amusement park were very popular. It could also potentially attract large  number of younger generation players to try and experience the entertainment that loved by the  older generation. In addition, Royal Mania is more attractive compared to other mobile games as  players have a chance to win attractive physical prizes, therefore, it has a huge potential in the  market.

Currently, Royal Mania has been launched in three countries including Malaysia,  Singapore, and Thailand. The company plans to introduce the game to more other countries in  the future.  

Founder's Story

 

Kelvin Lee, the Founder and Chief Executive Officer of Amuze Group Sdn Bhd, has  accumulated a wealth of knowledge and experience in a wide range of different industry. Kelvin  had identified a business opportunity when he saw the trends of doll catcher machines to rapidly gained popularity in Malaysia in the past few years. During that time, there are a lot of "doll catcher" game centers been established to offer this type of entertainment throughout the country. 

However, in the doll catcher machines business model, the main problems are that the game mode is monotonous, and the prizes are restricted. There is also no assurance that buyers  will win the rewards since many customers spend hundreds of ringgits but end up walking away  with empty-handed. Therefore, these thoughts lead to another potential business idea - amusement game center. 

First of all, the arcade game machines in amusement parks usually allow players to gain coupon tickets when they are playing game, and they can then use these accumulated tickets to exchange for attractive prizes. The advantage of this game mode is that as long as the customer continue to accumulate the ticket, they are almost guaranteed to get the prizes in the end. Apart from that, another advantage of amusement park/center is that it was a licensed business recognize and regulated by Malaysia government while there is no specific business license and regulation for the doll catcher machine businesses.

The last but not least, the traditional funfair and amusement parks were used to be very popular as it created a lot of meaningful childhood memories for many of us. However, along with the emerge of new technology and the changing lifestyles, funfair and amusement parks were gradually declining over the past two decades. Nowadays, many people-- especially the younger people from newer generation are unfamiliar with it. Therefore, the company decides to bring back these precious memories to everyone by working on an amusement game center business venture.

After the discussion with a few friends about the venture plan, they decided to involve  and work together to establish the business. With months of preparation, the company had then  established Malaysia's first shop lot-operated amusement center in Melaka that offered various  types of arcade machines with reward coupon ticket.  

The main business mission is to bring back the people’s precious memory of playing  games to win ticket and prizes during their childhood time.

The amusement center focused on evoking the customers’ childhood memories of  playing these classic games to earn coupon tickets and exchanging for gifts. As a result, the amusement center has successfully received a lot of positive responses from the public.  

The outcome was great as it brings back everyone’s memories of their childhood. One of  the most frequently sentence that can often hear from the customers is that “we are not just  playing games, we are relieving memories from childhood”.


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Problems
After operating the amusement center business for some period along with the analysis of  the accumulated customers’ complaint, some problem with the business have been identified.  First, the physical area restriction is one of the main problems. Because most arcade machines  are usually big and cumbersome, so it will need to take up a lot of physical space to deploy these machines. As a result, the number of machines at a store is constrained by physical space. In  addition, the arcade machine will require regular maintenance on a periodic basis to ensure it will continue to function properly. 

Besides that, the second problem is that an arcade machine can only be used by a few  players at the same time, and the time-consuming process of the game sometimes might cause the other players have to wait for a long time in the queue. 

Obsolete machinery is the third problem that occurs in the business. New game  consoles/machines will keep rolling out and the obsoleted machines will have to be replaced. If the obsoleted machines cannot be resold, it can only be scrapped in the warehouse, which take up  space and increase costs.

 

Solutions

After deliberate consideration, the company have come out with the conclusion that the  best solution of these business problems is to transform the physical amusement center business into a virtual mobile game application.  

Nowadays, along with the popularization of ICT technology and internet, majority of the  peoples own a mobile device (such as smart phone or tablets) and have access to network  connection. Therefore, now is the best timing for the digitalization of many traditional business  including funfair and amusement center. 

The company was then decide to devote in the research and development of a mobile  game that intent to transform and bring the traditional funfair and amusement center  entertainment into the online virtual place.  

It was at this moment, The Covid-19 virus has suddenly spread throughout the world,  causing a pandemic. When most countries in the world are struggling to cope with the pandemic,  Malaysia was no exception where many different round of movement control order (MCO) have  been introduced to contain the outbreak of the pandemic.  

Since the amusement center business are classified as non-essential industry, the  company’s physical store were forced to closed down most of the time since March 2020, and  the company have eventually decided to shut down the physical stores operation and to fully  focus on the development of the mobile games 

Finally, with more than a year of extensive research and development and more than a  million of dollars of investment, Royal Mania – the SEA first online to offline (O2O) mobile  game was launched during the early of 2021 and published on both Apple App Store and Google  Play. The customers can now enjoy the fun and joy of amusement playground in the virtual  world anytime anywhere simply through their smartphones or tablets.

Our Product - Royal Mania
Royal Mania is an online mobile application that includes a variety of games from  popular amusement parks and electronic game hall that allow players to accumulate tickets to  win prizes. One main advantage of this mobile game application is that it allow the player to use  the accumulated coupon ticket gain from their gameplay to exchange for various attractive physical prizes, and have these prizes/gifts delivery to their doorstep without much hassle. This  makes Royal Mania to be highly attractive and therefore present a great potential in the market. 

Royal Mania has a simple and convenient user interface and it comes with various  interesting and fun games that are easy to learn and play. It is suitable for all age ranges and all  ethnic group of people. The players can enjoy the fun and joy of amusement playground in the  virtual world anytime anywhere simply through their smartphones or tablets. 

Currently, Royal Mania provides nine (9) different types of games for the players and the  company plans to increase and update the application with one additional game per month to  bring more choices and fun to the players. The existing games can be divided into the following 3 different categories:

Arcade Machine – Play the games and  accumulate coupon tickets to redeem gifts.

 

Play To Be Rewarded – Clear the  different levels of the games to win  the gifts.

 

Gashapon – Insert coin and turn the  handle to get the Gacha (Capsule  with gift inside).

 

Business Model 

Amuze Group’s revenue turnover is mainly generated from two sources. First, the main source of  Amuze Group’s revenue is generated from player in-game purchases/top-ups. Besides that, the  second source of revenue will be generated from the earning spread in delivery fees. By  cooperating with delivery platforms or companies, we can get a slightly cheaper price for the  delivery fees. Therefore, when customer pay the normal price for delivery fees, our company  will earn the spread as income.


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Our Advantages

  • Experienced team:

For a startup’s future development, management and operation team is  vital. The company is supported by a comprehensive team with people that are highly  experiences from different professionals and fields. Each of the team members has the related  ability and skills.  

  • Core technology:

The company has its own professional game or application  development team to develop the gaming platforms and perform the future updates and  maintenances. The technical experts of the company are responsible to continuously maintain and upgrade the game application to improve the software infrastructure and user interface to  ensure that the mobile game application can always run smoothly without any bugs/errors and  ensure players to always have a smooth and pleasant gaming experience. 

  • Low smartphone specifications required:

Royal Mania focuses on light classic casual  games that do not require players to have high end smartphone specifications to properly run it. Majority of the mainstream smartphone in the market now can easily run the games smoothly  without any lagging so the player can have smooth experience with the gaming process.

  • Market Insight:

With the founder teams’ rich experience in operating amusement centre,  the team have a great understanding of the customer needs, including the types of games and  prizes that customers prefer. Based on these insights, the company can introduce more games  and prizes that are able to better satisfy the customer needs, hence, boost the attractiveness of  Royal Mania. 

Traction 

Since Royal Mania has been launched in end of March 2021, the markets have shown a  great response and the number of players rapidly increase to more than 26,000 within merely 4  months. More importantly, the growing trends is still accelerating with more and more new  players joining the game every day. 

 

Future Roadmap 

Amuze Group’s future development plan for the next five years will be focused on three  main aspects, including: 1) increasing the number of players, 2) introduce more different type of  games, and 3) increase more variety of the redeemable gifts. 

Firstly, the most important goal of the company is to increase the number of players. In  order to achieve this goal, the company will apply two ways including focusing on the current  market to improve and strengthen marketing and advertising. Besides, Royal Mania will be  promoted to other countries to obtain greater rapid growth. In the following 5 years, the game  will be promoted to other 10 countries including United States, United Kingdom, Indonesia,  Myanmar, Japan, Taiwan, Philippines, Vietnam, Brunei, and Australia. 

Based on the current growth rate, the substantial resources that are planned to invested  into the marketing and advertisement in future, along with the market penetration strategy for the  company’s existing market and the global expansion plan to introduce the mobile game to many  other countries, the number of players are expected to reach 1 million in the next 5 years. 

The second goal is to increase the number of games. On top of the 9 existing games, the company plans to introduce one additional new game every month to continuously increase the variety of games so that the  players will not easily get bored. 

Last but not least, the third goal is to introduce more varieties of gifts in the future to  attract more players. Besides of continue with the existing way of searching and sourcing for  suitable prizes and gifts by the company procurement team itself, the company also plans to  collaborate with other business to invite them to settle in ROYAL MANIA and list their products  as redeemable prizes/gifts.

 

Market’s Prospect 

Due to the widespread use of smartphones, tablets, and mobile internet in recent years,  the global mobile gaming market is experiencing explosive growth period, rapid increase in  market size, and huge capital entering the mobile gaming market. 

According to Newzoo’s 2020 Global Mobile Gaming Report published in November  2020, the market size of global mobile gaming has increased significantly with an overall  increase up to 20 billion USD, and 25.6% of year-over-year growth. Excluding the usual  development and growth trend of the mobile gaming market, the situation of global pandemic  becomes the main factor that boosts the market. As people around the world decrease the time of  going out and it leads to the increase in gaming time of game users, therefore, boosts the income  growth of mobile gaming market.

Newzoo’s report estimated that the total scale of the global mobile gaming market will  reach 90.7 billion USD, nearly 3 times larger than the PC gaming market. Over the past 10 years mobile has become the most popular gaming platform in the world. With the continuous  development and improvement in mobile gaming, the growth of mobile gaming industry income  will become an inevitable trend.

In 2018-2019, the industry’s growth rate was stabilized at 10%, but due to the pandemic  in 2020, the growth rate increased up to 26%. Based on Newzoo’s estimation, the industry’s yearly recovery growth speed will maintain at 8% from 2021 until 2026, and the market size of  global mobile gaming will exceed 130 billion USD in 2026.

资料来源(供参考):https://en.wikipedia.org/wiki/List_of_highest-grossing_mobile_games

The most profitable mobile game in the world includes “Honor of Kings”, “Monster  Strike”, and “Puzzle & Dragons”. The total revenue of the three mobile games are 10 billion  USD, 9.2 billion USD, and 7.8 billion USD. Therefore, it shows that the mobile gaming market  has a huge potential.


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Why Start Equity Crowdfunding 

The main goal for the company to launch the equity crowdfunding campaign is the  accelerate the growth of the company. At this stage, it is critical to accelerate the pace of the company’s development speed so that the business can grow rapidly and become the market  leader. Without sufficient capital, the business can only expand slowly, which may result in missing the best timing to capitalize on this market opportunity.

The second reason is to support the company’s market expansion and penetration strategy.  Within the next five years, as living standards continue to rise, people's desire for entertainment  and leisure services are expected to expand significantly. As a result, the company believes that  there is a huge market opportunity in this area to explore.

Obtaining appropriate financing support is the third reason for this round of equity  crowdfunding campaign in MyStartr Platform. The company intent to obtain appropriate financing support through equity crowdfunding, with a fundraising target of RM1.5 million.
 

Fund Allocation

The maximum target amount for this round of ECF campaign is RM1, 500, 000. 00 and  the company will provide investors with reasonable equity allocation and highly attractive rate of  return on their investment. The raised fund will be allocated to the following activities: 
i. 50% for marketing and advertising,  
ii. 30% for application development, and  
iii. 20% for operation cost.


Term Sheet


Investment Packages


Core Team


Shareholding Structure


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Founder's Pitch Deck


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Company Website: https://royal-mania.com/
Facebook: Royal Mania By Amuze Group
Instagram: https://www.instagram.com/royalmania.game/
Whatsapp: Contact Us


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关于我们 

Amuze group 私人有限公司成立于 2020 年,是一家发源于马来西亚的手机游戏开发及运营商。我 们用了超过一年多的时间去精心筹备和研发,并且在投入了超过上百万令吉的研发经费之后,终 于在 2021 年正式推出了东南亚首款线上线下(Online to Offline)手机游戏—Royal Mania, 并且成功 的在 Apple Store Google Play 上架。 

Royal Mania 是一款包含各类型传统休闲游乐场及电子游戏厅游戏的特殊手游。在 Royal Mania 游戏世界里,玩家们除了能够一站式的玩到多款不同的休闲游戏,还能够根据游戏的成果得到不 同数量的彩票,将这些彩票累积起来之后,可以用来换取各种丰富的实体奖品,让整个游戏增加 更多趣味性,也更能够吸引玩家投入其中。 

Royal Mania 除了能够让许多怀旧的玩家重温以前的开心时光之外,相信也能吸引到大量新一代的 年轻玩家想要去尝试或体验以前的人都热爱的娱乐活动。而且比起那些玩了什么都没得到的一般 游戏,玩 Royal Mania 的游戏还能够赢取到各种诱人的实体产品,相对更有吸引力,因此相信未来 的市场潜力将会是非常的巨大的。 

Royal Mania 目前已经在三个国家推出了,分别是马来西亚,新加坡以及泰国,未来也计划会持续 往更多的国家发展。

 

创始人创业故事 

我是 Kelvin Lee, Amuze Group 私人有限公司的创办人兼首席执行官。在创办这家公司之前,我在 许多不同的行业都有所涉足,因此有着非常丰富的行业经验,而这些经历的磨练也照就了我胆大心细的个性。 

过去几年,在一次偶然的机会下,让我看到一个新的商机。当时全马来西亚突然开始流行起夹娃 娃机,于是许多专门提供夹娃娃机的游戏厅如雨后春笋般出现,风靡全马,很快地,几乎每个州都有不下百间的夹娃娃机游戏厅。

当我看到这个趋势的时候,我脑中浮现的想法并不是想要也去跟风跟着开这种夹娃娃机的游戏厅,而是认为这种生意只会是犹如昙花一现的一种短暂的热潮而已,相信经过一段时间之后就不会有什么客人了,因为赚钱的都是业者,而顾客可能花了几百块去玩,最后却只夹到一个娃娃,甚至什么都没有,久而久之顾客也会厌倦;但这同时也给与了我很大的启发,让我觉得有另外一样非常有潜力的生意可以做,那就是我前段时间去中国考察的时候,呆的最久的一个地方-- <大型游乐场>。

首先,游乐园的游戏机都是彩票机,所有机器都是玩游戏赢取彩票然后换礼物,这也就能保障顾客一定能够赢到礼物。除此之外,另外值得注意的一点是,夹娃娃机在马来西亚是没有营业执照的,而游乐园是有营业执照的。而最后也是最重要的,是因为小时候的回忆。以前小时候人们总是会期待去游乐场,享受着玩游戏赢取彩票然后换礼物的过程,每个人到了游乐场都会变成一个小孩似的,享受着最纯粹的欢乐。然而近年来随着传统的Funfair & Amusements park逐渐没落,对于这种模式的游乐场,许多年轻的一代,尤其是00后们,往往都是非常地陌生的,而对于父母或年长的一辈却是他们非常珍贵的一个童年回忆。于是我就想把这些机器引进来,让大家能够有机会重温小时候的回忆。


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市场问题

在经营门市一段时间后,渐渐开始有顾客向我们反映他们所面对的各种问题,比如说场地太小了, 游戏机太少了,又或者是玩游戏经常需要排队等很久之类的。于是我们开始沉静下来思考,发现 所有的问题都源自于空间问题。那么有什么方法能够让我们不需要再受到空间以及游戏机数量的 限制又可以让顾客不需要排队等太久就能够使用我们的设施进行玩乐呢? 我们想到的一个最好的 解决方案就是要把游乐场给转换成一个手机游戏 App,那么就能够很有效的解决客户所面对的这 些问题。 

尤其现在的时代随着科技和互联网的普及化,基本上绝大部分的家庭都有电脑和网络的连接,而 智能手机的普及更是几乎达到人手一机的程度。因此在这样的趋势之下,我们相信此刻正是最好 的时机,让我们把传统的游乐场给转到线上,让人们不用出门也可以在家享有游乐场欢乐的感觉, 以便能够满足现代人的玩乐需求。于是,我们便开始筹备,计划研发一款将游乐场给转换到智能 手机平台的线上手机游戏。 

正当一切按照计划进行时,突如其来的新冠肺炎打乱了所有计划。新冠肺炎在世界各地施虐,所 有的行业都被影响,我们的门市游乐场也不例外地受到很大的冲击。由于我们的行业不是必要行 业,因此每一轮不同的行动管制令,我们往往都是最早被要求关闭,最晚被允许重新开业的那一 群。为了止损,我们也只能忍痛结束门市的生意。 

 

解决方案

然而,当上天为你关了一扇窗往往就会再为你开启另一扇门,虽然门市结束,但是也让我们当机 立断决定专心继续研发我们的线上游乐场手游 app,以便能够迅速以全新的样貌重新推出,让想 念我们的顾客即使不出门也同样可以随时随地体验到游乐场的乐趣。

而且将游乐场给转到线上之后,也能够有效地解决前面提到的各种问题,不再受到店面空间和机 器数量的限制,顾客不需要长时间排队等候,也能更灵活的升级和推出新游戏而不用承担旧机器 很快被淘汰的昂贵成本。 

虽然一切从零开始,但我们并没有轻言放弃。为了研发游戏,我们的团队开始了没日没夜的 Zoom Meeting,一直不间断的试玩游戏,一直不计成本的更改游戏,只为把游戏做到最好。 

在经过一年多的研发,并且耗资上百万令吉的资金投入之后,最终我们成功在 2021 年年初正式推 出我们的作品东南亚首款线上线下游乐场手机游戏 App,并且成功在 Apple Store Google Play 架。

我们的产品介绍 - Royal Mania  

Royal Mania 是一款把深受大家喜爱的游乐场及电子游戏厅的多款游戏以及玩家们能够累积彩票赢 取实体奖品的模式移植到只能手机平台上的在线手机游戏。我们相信 Royal Mania 的推出,除了能 够吸引很多想要重温以前的开心时光的怀旧玩家之外,也能够吸引到一大批新一代的年轻玩家, 让他们有机会去尝试或体验以前的人都热爱的娱乐活动。 

而且比起那些玩了什么都没得到的一般游戏,玩 Royal Mania 的游戏还能够赢取到真正看得见,摸 得到的实体产品,更加的吸引人,因此 Royal Mania 未来相信会有非常的巨大的市场潜力。 

Royal Mania 的界面操作既简单又方便,里边也包含许多种非常容易上手但又趣味十足的小游戏, 因此可以说是老少皆宜,并且适合任何族群游玩。除此之外,由于 Royal Mania 是一款基于智能手 机平台的游戏,在现在这个人手一机的时代,玩家们可以真正的做到随时随地都能够进行游戏, 让你哪怕不需要出门,在家也能够玩游戏赢取奖品。 

目前 Royal Mania 内已经上线了 9 款不同类型的游戏,并且我们计划在接下来的每个月都会再额 外推出一款新的游戏,以便给玩家们提供更多不同的选择及乐趣。我们的游戏目前主要是以三个类别来进行区分:

彩票机-玩游戏累计彩票兑换礼物

 

礼品机-通过游戏的关卡赢取礼物

 

扭蛋机-投币后扭动旋钮取得扭蛋 

 

商业模式 Business model 

接下来会介绍的是我们的商业模式。Amuze Group 的营业额主要会从两个渠道产生,第一个也是 我们最主要的收入来源就是玩家在游戏内充值购买代币所产生的营业额,而第二个则是来自运输 费上的差额利润。因为我们的业务很可能能够给合作的运输公司提供比较大的量的生意,所以能 够跟他们拿到比较优惠的运输价格,因此跟客户在兑换奖品的时候所付出一般运输价格会有少许 的差价,而这些差价也能够成为我们的第二个辅助的收入来源。


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我们的优势 

  • 经验丰富的团队:

对于一家初创公司未来的发展,管理和运营团队起着决定性的作用。我们的公司 的核心团队是由一群来自不同领域的人才所组成,创始人拥有 6 年管理家庭娱乐场所和游乐中心 的经验,其他人也各自都在自身的领域拥有非常丰富的经验,因此相信我们的团队能够带领公司 不断地前进,向着更好的方向去发展。 

  • 自主核心技术:

我们公司拥有自己的专业游戏/软件研发团队,能够自主研发游戏平台,并且不 断地进行更新升级,才能够有效地推行包括前面所说的每个月推出新游戏的策略,以便不断丰富 游戏的内容,让玩家能够体验到各种不同的乐趣,才能让他们百玩不厌。除此之外,我们的技术 人员也会持续地对软件及游戏进行维护,不断地优化游戏使用流程及界面,排除各种可能的程序 错误,以确保游戏总是能够保持持续稳定的运行,并给玩家带来良好的游戏体验。 

  • 对手机配置要求低:

由于 Royal Mania 内主打的都是一些比较休闲小品的小游戏,所以对于玩家手 机的硬件配置要求并不会太高。基本上市面上主流的手机都能够流畅的进行游戏而不会卡顿,从 而让他们能够拥有良好的游戏体验。 

  • 市场洞察:

利用我们过去经营游乐中心的经验,我们能够更好地了解消费者的需求,包括他们喜 欢玩什么类型的游戏,会更喜欢什么样的礼品等等。我们会妥善的利用我们所拥有的这些市场洞 察去持续推出更多更能够迎合客户需求的游戏以及礼品,让我们的游戏变得更加的吸引。

 

牵引力

Royal Mania 推出市场后,市场反应热烈,玩家人数迅速的攀升,在短短 4 个月时间里面,我们 就已经成功累积到了 2 6 千多位玩家,而且玩家人数上升的势头还有不断在加速的趋势。我们 可以看到市场上的客户对我们所推出的这个线上线下游乐园概念的手机游戏是乐于接受的,所以 相信只要我们加大营销的力度,让更多的人能够接触到这个游戏,玩家人数一定会更进一步迅速 的增长。

 

未来发展计划 

Amuze Group 未来 5 年的发展计划主要围绕在 3 个主题:玩家的增长,增加更多款式的游戏,以 及提供更多种类的可兑换礼品。 

首先我们最重要的目标就是迅速的提升玩家的人数,而这主要会透过两个方面来达成。首先我们 会先专注在现有的市场加大营销及广告宣传的力度,以便能够更迅速的渗透和抢占市场。由于我 们目前在这几个已经上架的市场都还处于刚推出不久的阶段,所以距离市场饱和还有很远的距离, 因此还有非常大的市场潜力有待我们开发。除此之外,我们也会逐步把我们的游戏给推介到更多 其他的国家,以便能够实现更高速的增长。在接下来的 5 年内,除了我们现在已经上架的 3 个国 家之外,我们预计将把我们的游戏推出至额外的 10 个国家,主要包括美国,英国,印尼,缅甸, 日本,台湾,菲律宾,越南,汶莱和澳大利亚。 

按照目前的增长速度,加上日后预计投入的更多资源以及开放至更多的国家战略,我们放眼在 5 年内玩家人数将会达到 1 百万人。

 

我们的第二个目标是要不断增加更多不同款式的游戏,并且预计接下来每个月都会推出一款额外 的新游戏,以便能够给玩家提供更多的选择,并始终保持对玩家的吸引力。 

除此之外,我们的第三个目标则是要不断增加可兑换的礼品的种类数量。除了扩大现有的靠我们 自己去物色、采购礼品的方式之外,我们也计划邀请不同品牌的商家入驻 Royal Mania, 在游戏里 面提供他们的产品作为可兑换的奖品,让玩家可以用玩游戏累积的彩票去进行兑换,再由我们负 责跟商家结算。


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市场前景 

近年来随着智能手机,平板电脑和移动互联网的普及,全球手机游戏市场迎来了爆发性的增长期, 市场的规模急剧扩大,大量的资本开始不断涌入移动游戏市场。 

根据 Newzoo 2020 年 11 月发布的《2020 年全球游戏市场报告》,2020 年全球移动游戏市场规模 出现明显增长,整体增量接近 200 亿美元,同比增长 25.6%。除了市场的正常发展及增长趋势外, 全球的疫情状态成为主要催化剂,全球大多数国家居民均需减少外出,游戏用户的游戏时间得到 普遍增加,这也为移动游戏市场的收入增长带来较大助力。


Newzoo 的报告也预测 2021 年全球手机游戏市场总规模将达到 907 亿美元几乎是电脑游戏市场规 模的三倍。对于移动游戏来说,过去的十年是不可思议的。十年间,手机成为了世界上最受欢迎 的游戏平台。随着手机游戏不断的发展,几乎可以肯定地说,手机游戏领域收入的增长已经成为 一个必然趋势。

纵观过去几年,2018-2019 年,行业增速稳定保持在 10%左右,2020 年受到疫情的影响增速上涨 至 26%。据研究公司 Newzoo 的预测,前瞻保守预计 2021-2026 年间,行业年复合增速将维持在 8%,到 2026 年全球移动游戏市场规模将突破 1300 亿美元。


资料来源(供参考):https://en.wikipedia.org/wiki/List_of_highest-grossing_mobile_games 
而全球最赚钱的手机游戏分别是《王者荣耀》、《怪物弹珠》及 《智龙迷城》。其中《王者荣耀》 总营收几乎达到 100 亿美元,《怪物弹珠》达到 92 亿美元以及 《智龙迷城》也达到 78 亿美元。 由此可见,手游市场的潜力是无可比拟的巨大。 

 

为何发起股权众筹 

在现阶段的我们,最重要的就是发展,我们必须加快发展步伐! 如果没有足够的资金,那么我们就只能慢慢的走,但是我们认为接下来的五年内随着人们生活水 平不断的提高,对娱乐等各方面的追求及需求将逐年增长,其前景相信是十分广阔的,所以我们需要资金来加快公司发展的脚步,于是我选择上线在马来西亚拥有合法经营执照的股权众筹平台 ——MyStartr 来启动 Amuze Group 的股权众筹计划,希望能够通过 MyStartr 众筹平台筹资 150 令吉,以便帮助我们加速 Royal Mania 的推广及发展。 

 

资金分配

一旦融资成功,我们会给投资者发放最合理的股权分配以及最合理的投资回报率。而所筹集到的资金之中,

  1. 50%将用于 MARKETING、
  2. 30%用于 APP DEVELOPMENT、
  3. 20%用于 OPERATION COST。


投资框架协议(Term Sheet)


投资配套 (Investment Packages)


核心团队(Core Team)


持股结构 (Shareholding Structure)


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创办人募资简报(Founder's Pitch Deck)


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Risk and challenges

  • Final number of shares issued may vary after adjustment for oversubscriptions, investment incentives and private placement.
  • The proposed pre-money valuation of this project may be higher than the market consensus. You may be exposed to a higher level of investment risk where you may risk overpaying for the investment that may cause material impact on your potential investment return, if any at all.

Disclaimer by Securities Commission

  • No shares will be allotted or issued based on this document after six months from the closing of the offer period.
  • This issue, offer or invitation for the offering is a proposal not requiring authorisation of the Securities Commission under section 212(8) of the CMSA 2007.
  • This document has not been reviewed by the Securities Commission Malaysia. The Securities Commission does not recommend nor assumes responsibility for any information including any statement, opinion or report disclosed in relation to this fund raising exercise and makes no representation as to its accuracy or completeness. The Securities Commission expressly disclaims any liability whatsoever for any loss howsoever arising from or in reliance upon the whole or any part of the information disclosed.
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