Raymond Fleming
MAR 100 – B050
Professor Buckler
November 30, 2023
The energetic pitch that resonated the most from the Shark Tank episode was The Fidget Game. This product concept is a remarkable idea that is marketed toward improving a child’s ability to read effectively, while having fun. The product itself has generated over 3 million dollars in revenue in only 13 months. This game is available on Brandy’s website, and on Amazon. 85% of the games sales are from Amazon.com through viral marketing. The game has achieved the #1 reading game status within 6 months on Amazon rising above competitors. Brandy is asking for 500k for a 10% stake in the company. I would give Brandy a deal, and here are a few reasons why.
The product concept is based on a series of cards that have specific words written on it, and a child is supposed to say the word within a certain time frame. While they are saying the words, a multi-sensory fidget toy is used to track the child’s progress until completion. This makes reading fun and challenging for kids to complete the game. A very clever way to promote learning for children. The fidget toy has become a very popular consumer product as well. A fidget toy helps to aide a person with autism, ADHD, and a slew of other benefits it can provide the consumer.
This Fidget Game fills the gap of needing a tutor in helping your child improve their reading. At the same time, it’s a game so from a child’s perspective it’s supposed to be fun. I feel consumers need this product because it can help in so many ways. This game isn’t only for kids in my opinion. The game can also be used in rehabilitation facilities, and people who have dyslexia.
This educational specialty product should be marketed to all potential customers, not only children. Brandy could also run ads that target seniors, special needs people, and folks that require ESL. This would open a market of customers that will allow The Fidget Game to scale upward in a way of possible licensing opportunities. A game like this can be used in schools by teachers as part of their curriculum where reading scores have specific state mandated requirements.
The packaging should show a group, or various people playing the game together. Having fun enjoying the game should be the product cover, with the brand logo displayed mildly. This will grab a customer’s attention to further inquire about what the game entails. The benefits of the game, and how it can potentially help someone improve their reading should be explained on the back of the package. Brandy stated that she wants to grow internationally, and if this product packaging can be translated into different languages, that would be excellent also.
Kori Jackson
12/1/23
Prof. Buckner
Mar100
I was watching Shark Tank, and truth be told the entrepreneur behind “The Fidget Game” presented a compelling pitch that resonated with not only myself but the Lady shark Lori and the can impact the educational field on a broader economic landscape. Particularly in the context of New York’s education budget, challenges under Eric Adams that pose a risk to the youth of today, the value proposition of “The Fidget Game” becomes even more pertinent.
The pitch for “The Fidget Game” showcased a product designed to transform the way children learn to read. By incorporating the Science of Reading (SoR) principles, the game fills a crucial gap in early literacy education and offers a unique approach to teaching children both decodable and non-decodable words.
The products concept revolves around using educational games to make learning to read an engaging and interactive experience. By focusing on the Heart Word Method, the game addresses the challenge of teaching children words that cannot be easily sounded out, ensuring a holistic approach to literacy.
In the current economic climate in New York, where Eric Adams’ education budget cuts are impacting schools, “The Fidget Game” emerges as a highly beneficial tool. Its adaptability to different educational settings, including remote learning, aligns with the need for cost-effective resources that enhance literacy outcomes. The game’s potential to cater to a diverse range of learners makes it particularly valuable in a system where personalized education is increasingly crucial.
Consumers should not only want but feel a genuine need for this product due to its unique and effective teaching methodology. In a world inundated with various educational tools, “The Fidget Game” stands out by addressing a critical aspect of early education that often gets overlooked. The pitch successfully conveyed how the game goes beyond conventional methods, creating a compelling case for parents and educators to integrate it into their curriculum.
To position “The Fidget Game” effectively presented a product that fills a critical gap in early literacy education. Its innovative approach, it simplifies, the genuine need it fulfills, and its adaptability position it as a transformative tool for parents and educators. Strategic branding that emphasizes the game’s efficacy and appeal, coupled with its affordability, makes it a relevant and valuable asset in New York’s challenging educational landscape.