Connectiglobe 1.81

5 star(s) from 1 votes
3 Ang Mo Kio Street 62 #8-3 LINK@AMK
Singapore, 569139
Singapore

About Connectiglobe

Connectiglobe Connectiglobe is a well known place listed as Business Service in Singapore , Advertising Service in Singapore ,

Contact Details & Working Hours

Details

When you got so much to explore and so little time and money, what will you do?
When the land is limited and you need a piece of it, where will you go?
When online identity is becoming more skeptical, who can you trust?

Say no more. Explore ConnectiGlobe Virtual World, We will solve all land, traffic, resource, social, economics and many other issues.

Land and building is so costly that we can’t stay in a land with more shopping mall or entertainment place. Even travel and environment affect the crowd and make businesses getting a bad traffic to their places.

Connectiglobe is a motivating start up with vast amount of business and sales experience. We saw and know the market trends, we are able to comprehend what human wants and what are their addictions.

Here comes the Connectiglobe Virtual Reality (VR) Virtual Realm (VR). In short VR².

We started out with a small team and now it has grow to 15 team member. Handling from sales, business development, project management, development, administration and miscellaneous.

We believe it is not the number that matters, it is the quality we are offering. Looking forwrd to see you in Connectiglobe VR².

Customer Problem
We need an advertising revolution: traditional media and new media is hitting a new roadblock where it no longer generates effective Return on Investment (RoI) to the marketers. The virtual world we are building enables a brand new experiential marketing method that allow marketers to do freestyle in their advertisement they want to promote. Technically, there will be no restriction in the type of advertisement to be displayed, anything that is impossible in the past will be now made possible.

Resources are getting scarce: we are talking about crude oil, construction material, timber and many more precious natural resources. If we continue building and travelling necessarily, we will deplete the resources faster than we can imagine. Virtual minimise travelling and physical constructions, we use binary and computer codes to create a perfect world.

Environment factor: Energy is vastly needed to power up shopping centres, office buildings, entertainment centres, vehicles and many more. The downside of using energy, besides depleting it, is to cause drastic environmental changes. With recent years of natural disasters, it is a sign we need to relook into how much carbon emission are we releasing into the atmosphere. It is a crucial factor for our next generation.

Business Meeting: People will travel to meet one another even with the maturity of Internet phone and Voice over Internet Protocol (VoIP). It just doesn't feel real and sincere enough. Virtual world have individual full figure that can solve this problem, we provide a real environment with gestures and expressions to simulate an actual meetup. This will in turn solve all the mystery, “angled” and photoshopped strangers we often encounter. What are focus on here is the realness.

Entertainment: A lot of us make mistakes and like to have another chance. With our platform, any kind of entertainment can be built. You can have gentle living Sims like scenario, violent adventure like GTA, dreamy rides like Rollercoaster Tycoon. It is suitable for all ages and anyone can afford an experiential entertainment in term of time and money. You don’t have to travel all the way to somewhere just to feel it, further more you can avoid all the queuing.

Services
ConnectiGlobe VR² is an online platform that is preferred to be accessed by Oculus, Playstation VR, Project Morpheus, Google Cardboard and any other VR equipment. It is still be accessible through our daily devices like a smartphone and computers.

There are two major services we have for our ConnectiGlobe VR². The first would be a world for users to roam around, have shops, facilities and any possible kind of entertainment. Users will need to scan their entire body as their avatar in the virtual world. We will maximise the kind of activity in the virtual world from interaction, online buying, meeting, travelling, advertisement display, entertainment and many more.

The second services is the Software Development Kit (SDK) to the developers. With a platform like Android and iOS with AppStore and Playstore respectively, we allow the new creation of content. The imagination is limitless and the amount of content to be created is also unlimited. It can even replace the Web 4.0 and become Web 5.0.

Services Roadmap
First is to see, next is to hear, finally is to feel. There will be 3 phases in our services pipeline.

1. Gloves or other touching devices shall be used to simulate the feeling - either the virtual product or human to human touch.

2. An improved cryptocurrency to unified online currency will be created and shall be regulated for worldwide usage.

3. We have direct feeling like in the real world with cognitive injection, any situation happen in the virtual world, we will get it though brainwave manipulation.

Target Market
This is the next big thing that suitable for everyone of all age group, however we are talking about realistic transition from the physical world to the virtual world.

1st year: We will be acquiring lifestyle merchants like clothings, accessories, technology, household items, renovation, appliances and all lifestyle related trades to populate their stores in our virtual shopping centres. The second group will be female between 16 to 50 that is receptive and does frequent online shopping. Extra points and perks will be given to this group of merchants and customers for enticement and encouragement for them to stay on board.

2nd year: Programmers and developer will be the main target audience this year. Once the shopping is matured and the SDK itself is in full functionality, it is time to develop new and wonderful online merchandise and environment for the general public. Business owners and regional companies will also be the targeted group for this time round.

3rd year: Once everything is almost in place, entertainment and social factor is the priority. Fun-goers between 16 to 45 will be this year’s target market to enter the world. There will be lots and lots of fun filled online activities that will replace the traditional physical sweaty activities.

4th year and up: Everyone is welcome to the virtual world and each will find something they love to do.

Customer Definition
The reason why target market changes yearly is to accommodate the cultural versatility. Urban people are shaped in a way we are likely to follow and be paced. We hate sudden or drastic changes, therefore we need to perform urban planning with gradual introduction of its selection population.

1st year: Online shoppers are usually the most adoptive crowd in the Internet, you are passing money to a stranger without guarantee your goods or services will be delivered on time, let alone being processed. Once they find good in this world, they will start promoting through word of mouth (which is the most effective form of marketing) to their friends or acquaintances. We have to admit sex sells, once we generated majority of women crowd, men will come in naturally and fast.

2nd year: We wanted to create a self-sustainable ecosystem in the virtual world. What is next after we have the crowd? We need resources. The developers will create meeting rooms, office equipment, business management system and all the useful tools to make a company successful. Once business people starting to use the platform, we will be looking at very healthy cash flow and the platform can be globalised at an even faster rate.

3rd year: In Maslow hierarchy, we already supplied the necessities (needs), now is time for the wants. We build things to help people relax and find joy in it. This will be the final targeted customer base and we will throw in vouchers to let them enjoy the online entertainment to reward them further.

4th year and onwards will be self-explanatory because the rest of the people will be flocking in with both intrinsic and extrinsic motivations.

Marketing Strategy
The key is to move out to market fast and effective. We will focus on just 2 marketing strategy in ConnectiGlobe VR². As we have an online sales and marketing platform, we will maximise its usage for promoting our world. The 2 methods are directly based on intrinsic and extrinsic motivations.

Method 1: User engagement. User is defined as free user who came to our platform to view advertisement, answer question and gain points. Points can be used to level up, play games, upgrade profile and exchange for merchant items.

Method 2: Merchant self-sustaining growth program. Merchant is defined as advertisers who paid to advertise on our platform. How the merchant can have sustainable growth is by referral system and point exchange system. They can refer fellow merchants in to get extra points and they also can give our vouchers or gifts to the users to exchange for more points.

The process works in a way where merchants will buy an account using our platform, they advertise their product and user will get to view it, upon view it there are to answer a question related to the product and it can be found in the advertisement. User will only gain points after they answered correctly and able to use the points to exchange for the items mentioned. Advertisers can gain points by purchasing additional ads package or give out items for users to exchange. This become an automatic growth system because merchant will gain further points by recommending users to join.