TABLE OF CHARTS Overview
Target audience
Why we need you?
Problems to solve
Proposed solution
Vision
Process
Team
Project objective
Budget How we Scale Our Marketing Plan
Overview FitQuest is a viral campaign that connects and encourages ways to get fit, live a healthy lifestyle, and have access to affordable health foods. This will be done through gamification, partnerships with online grocery delivery services, educational tools, and prizes.
Project Objective We aim to help improve 4th - 8th grader’s fitness test scores, BMI score, sports participation, mental health and nutritional diets.
Problems Worth Solving 1
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Fitness Test Scores: Over the past few years, students within the Inglewood School district have had rise in the number of students with health risks and need of physical improvement; and a fall in number of students in the HFZ (Healthy Fitness Zone.)
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Drop in Sports Participation and Physical 4 Activity: The percentage of children who play team or individual sports on a regular, or "core," basis continues to fall. Almost 45 percent of kids played a team sport regularly in 2008,according to Aspen Institute data. Now only about 37 percent of kids do.
Obesity in Schools: On average, the number of students who are overweight or obese in the state of California and in the county of Los Angeles by 5th-9th Grade levels are roughly 40% of all students. 5th graders tend to have the highest rate of obesity in comparison to 6th, 7th and 8th graders. Lack of Nutritional Food: Current meal plans follow school ordinated nutrition standards, which require that meals contain at least three of the five food components in a single meal. Nearly 60% of an average meal is considered healthy, while 40% of the meal may be considered unhealthy due to being fried, containing too much sugar, having little nutritional value, or having too many carbohydrates. (In addition, supplemental snacks that can be purchased by the student tend to consist of sugar or fats.)
Students Who Are Overweight or Obese, by Grade Level as of 2018
Nationwide, the childhood obesity rate has more than doubled in children and quadrupled in adolescents over the past 30 years. Today, about one third of children ages 2-19 are overweight or obese in the U.S. Overweight children are at higher risk for a range of health problems, including heart disease, stroke, asthma, and some types of cancer; they also are more likely to stay overweight or obese as adults.
The Current Meal Plans for Students Following School Dominated Nutrition Standards for Meals. Empty calories from added sugars and solid fats contribute to 40% of total daily calories for 2–18 year olds and half of these empty calories come from six sources: soda, fruit drinks, dairy desserts, grain desserts, pizza, and whole milk.
Proposed Solution
Proposed Solution: FitQuest tackles the BMI, Fitness Test and sports participation decline with our unique dual quests and reward systems. For the parent's we have Meal Planning and budgeting quests where they can earn points to buy discounts at both online and local stores/grocery outlets. For the children we have fitness and health awareness quests where they can earn points to buy merchandise, sports gear and in-game skins/ weapons/items for various popular games. We would partner up with influencers: i.e NFL Players, YouTube Stars, Instagramers, other social media stars, and movie/music stars--who would create/offer special rewards with there own competition sponsored quest.
Process Quests and Points
0 1 Sign Up and Tracker During sign in, parents create a timesheet, budget and meal planning as there first quests. Students sign in and input ther BMI as their first quest. They will log their progress and start the tracking system and customizing their avatar.
After completing quests users earn points. There are daily, weekly and special one month competition quests. The points can then be saved to buy discounts, merch and other in game purchases.
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0 3 Rewards and Tracker Rewards come from meeting quest streaks, log in streaks and fitness goals through the tracking system. These goals are what keep our users engage and focused on passing the fitness test and BMI; as well as meeting eating habit goals.
Key Performance Indicators: Bi-weekly BMI updates/calculator, log-in streaks, points earned through quests, performance rates in timed quests for physical activities for kids and meal planning quests for parents, average FitnessGram results.
Target Markets (Their Values) We profit from parents buying healthy foods to fuel their kids with the vibrant energy they need to complete our apps’ physical challenges and pass their BMI and Physical Fitness Tests. 01
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Parent’s of elementary school kids.
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Sports Families
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Gamer Kids
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Kids into clothing/shoe Brands and Swag
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Teachers and health/educational personnel
Our Estimated Profit
Marketing plan
Scaling plan
Our Needs: Guidance and Mentorship: -
Marketing Campaign
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Product Design Market Research NFL Players as Influencers
Costs: Total: $3,000 -
3 Developers: 500
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5 Unity Licenses: $2,000 Adobe Creative Suite: 100 2 Graphic Designers: 400
Thank you.
Importance of Fitness in Self-esteem - - -
Physical self-esteem, or physical self-concept in particular is greatly affected during adolescence, when bodies are rapidly changing physically and hormonally. Studies show that a lifetime of sport participation beginning in youth and adolescence improved physical and psychological well-being of individuals as they enter young adulthood The study used the Rosenberg Self-esteem scale and the Satisfaction with Life Scale on college students who either did or did not participate in sports as a child.
Effects of Excessive Screen Time - -
There has been an increase in the usage of mobile media usage in children all over the US This increase has a major effect on children’s: - - -
Sleep Physical activity Mental health
Screen Time’s Effect on Kids’ Sleep -
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Today, children from the ages of 2-11 do not have a proper bedtime and are no longer getting the recommended amount of sleep. According to a recent study, children have reported to have missed sleep and felt tired because they have spent too much time on their connected devices. sleep deprivation increased with age, from 57% among 2-4-year-olds to 65% among 8-11-year olds
Screen Time’s Effect on Kids’ Physical Activity -
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According to a recent study, average child spends majority of their play time on screen-based play such as TVs, phones, and video games. More time is being spent on a screen than doing homework, being with parents, and outside play. Less time is spent playing outside and doing sports
Screen Time’s Effect on Mental Health -
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A study was conducted where 120,000 kids are surveyed about their life satisfaction and happiness after being assigned to spend certain amounts of screen time. According to psychologists at the University of Oxford, regulating the amount of time spent on a screen increases happiness in the youth.