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Game1 AI - Key Considerations Q4 2025

Source: PDF + screenshots uploaded by Shane (2026-02-12), confidential discussion document.

Executive Summary

  • Industry: Sports > Activity and Performance
  • Core hypothesis: Rising investment in youth sports creates demand for sophisticated AI decision-support tools
  • Product: Comprehensive AI-powered data layer for sports programs, academies, coaches, parents, and players

Why Youth (not Pro)

Initial exploration targeted professional clubs for recruitment/transfer strategy. Pivoted because: - Top-tier clubs stick with existing (even suboptimal) solutions - Lower-tier clubs reluctant to manage multiple vendors - Limited TAM for pro clubs - Constrained willingness to pay for third-party data - Player data ownership is contentious - Hard to build scalable B2B focused exclusively on pro teams

Further Exploration (Youth Focus)

  • Significant gap in minimally tech-enabled youth sports ecosystem
  • No unified, data-driven platforms for contextualizing athletic performance
  • Empowers: team execs, coaches (talent ID, evaluation, real-time management) + parents/players (performance context, improvement areas)
  • Long-term vision: Game1 data becomes foundation of broader youth sports platform (e.g., centralized content hub for player development)
  • Initially soccer, with opportunity to expand to other sports

Overarching Strategic Risks / Clarifications (p.10)

Data Moat

  • Moat stems less from exclusive raw data, more from AI's ability to contextualize, predict potential, and strategically apply lessons
  • Key questions: How meaningful is the data advantage? Will it derive from standard measurements, depth of player data, or integrations into team workflows?
  • As Game1 accumulates data and observes outcomes, can it generate proprietary insights that meaningfully improve player ID and development? At what scale and time horizon?
  • How transferable are predictive insights across age groups, competitive levels, or different sports?

Data vs. Content Business

  • Long-term value creation depends on using data-driven insights as a foundation for additional solutions -- evolving into a centralized hub within youth sports
  • Can Game1 operate as both data and content platform?
  • Should it be passive repository or active delivery mechanism (structured training plans, drills, instructional guidance)?
  • Adjacent offerings over time: one-on-one coaching, expert marketplaces, peer-to-peer communities?

TAM / Target Market

  • Should not overly constrain addressable market -- scale depends on serving multiple segments with differing needs without diluting core product
  • Can it deliver sufficient value to both top-tier academies and mass market?
  • How much differentiation in UX, features, pricing by age group, customer type, competitive level?
  • How quickly can it incorporate other sports?

Tactical Risks and Potential Mitigants (pp.11-12)

Value of AI-Powered Data Layer

Data Intake - Risk: Coaches/parents may see performance differences as intuitive, limiting willingness to adopt - Mitigant: Deliver personalized insights that translate data into support and recommendations

Changes to Data Over Time - Risk: After first assessment, stakeholders become more informed and may perceive diminishing value - Mitigant: Frequently track player progression, highlight new strengths/weaknesses, update benchmarks, adjust training types

Nature of Datasets - Risk: Standardized tests may fail to capture dynamic game-like performance; overemphasizes controlled tasks vs. live competition patterns - Mitigant: Supplement with drills designed to replicate game conditions; offer additional assessments with higher data complexity over time

Measures of Proof - Risk: Prioritizing only data points most predictive of long-term success may eschew highly visible skills; disconnect between platform's core data and how coaches/parents evaluate progress - Mitigant: Incorporate insights as directional indicators of development rather than absolute measures; include areas like passing, shooting, goalkeeping as additional context

Application of AI-Powered Data Layer

Testing Apparatus - Risk: Physical on-ground tests have inherent friction (setup, implementation, QC) -- delays "aha moment" - Mitigant: Step-by-step instructional videos, automated data capture, delegate testing to trained staff/vetted third parties including former players as role models

Targeted User / End Customer - Risk: Coaches, parents, players each approach development through different lens -- misalignment risk - Mitigant: Tailor how insights are surfaced based on user's role and competitive context

Content & Assistance - Risk: Being overly cautious in providing actionable suggestions limits prescriptiveness and value - Mitigant: Provide specific guidance as Game1 becomes more ingrained in workflows, especially in mass market where coaches may lack formal training

Expansion into Other Sports - Risk: No historical data for other sports; quality, consistency, and time to operationalize unclear - Mitigant: Aggregate historical data from basketball, football, etc. and train algorithms on those datasets

Open Questions

  1. How will Game1 demonstrate incremental, non-obvious value from its data layer as players develop?
  2. Which items are most important to solve upfront vs. deferred until clear value hypothesis established?

Competitive Landscape (p.14)

Sports Activity and Performance Vendor Composition

  • Market has evolved as narrow point solutions rather than integrated platforms
  • Few vendors achieve scale across product categories or different customer end markets
  • Areas of focus: Video Capture/Analysis, Motion Tracking, Performance Analytics, VR Training

Barriers to Full-Service Platform

  • Required specialization
  • Non-standard data and data control concerns
  • Buyer fragmentation
  • Compliance/licensing requirements

Analogy: RealPage in Real Estate

  • RealPage became core system of record by: (1) automating back-office, (2) offering products to new segments, (3) expanding product set, (4) becoming end-to-end
  • Clear opportunity for Game1 to create a more end-to-end solution within sports industry

Open Question

  • Does Game1 want to evolve into a comprehensive, scaled vertical performance and activity platform?

U.S. Youth Sports Market Dynamics (pp.16-19)

Participation

  • 30M+ children ages 6-17 in organized sports
  • Casual participation climbing: 65% of kids try a sport at least once/year, 55% of 6-17 play sports throughout the year
  • 42% of boys and 37% of girls consistently play in structured team formats
  • ~30% now play on competitive travel teams

Spending

  • Families spend $45bn+ annually on youth sports (excluding public spending)
  • Average: $1K/child/season, nearly $2K/year; most dedicated athletes exceed $10K/year
  • Lessons and instruction = 20% of total youth sports spending per child
  • Soccer: $907 total ($237 travel, $210 registration, $169 equipment, $134 lessons, $127 camps, $30 other)

Family Spending by Age

  • Ages 6-10: $1,112/year
  • Ages 11-14: $1,584/year
  • Ages 15-18: $1,931/year

Economic Resiliency

  • Youth sports is resilient discretionary category (health, growth, social/emotional benefits)
  • Parents maintain spending even in economic stress (1 in 3 eschew vacations, 1 in 5 find second jobs)
  • Primary reasons parents pay more: inflation (32%), more/better equipment (22%), more frequent training (17%)

Parent Psychology

  • ~5% of HS athletes go on to play NCAA; ~23% of parents believe their child can play college sports at low/high-major level
  • NIL in college sports (projected $2bn+ annually) increased perceived sports upside; aspirational parents increased spending on primary sport by 46% since 2019
  • Average child spends 3-4 years in a specific team sport, often quitting by age 12
  • Soccer: avg age of last activity = 10.4; avg activity length = 3.0 years

Talent Funnel

  • Youth Sports: 30-35M
  • High School: 8-10M
  • D3 or D2: 200K
  • D1: 150K

Market Fragmentation

  • 1M+ non-school-affiliated leagues and clubs
  • Most locally owned/operated with limited tech
  • Fragmented nature creates consolidation opportunity for national platforms
  • Barbell market emerging: premium/destination experiences vs. local recreational, fewer developmental pathways in between
  • Post-Covid: 3 out of 10 sports parents say their child's program closed, reduced capacity, or merged

Heightened Attention / Regulatory

  • Federal goal: increase youth sports participation to 63.3% by 2030
  • Children's Bill of Rights in Sports advancing
  • Illinois and California legislation on quality, access, and equity
  • Congressional subcommittee hearing on youth sports crisis
  • PE investors under scrutiny for driving up costs

U.S. Youth Soccer Market Dynamics (p.19)

Soccer's Position

  • 2nd most popular primary team sport (15% of kids, behind basketball at 20%)
  • 1 in total spending: $5.0bn (vs basketball $4.7bn, dance $3.8bn, baseball $3.2bn)

Participation Settings

  • Soccer: 48% free play, 53% community-based, 26% intramural, 37% interscholastic, 16% travel/club, 13% independent training
  • Higher travel/club % than most sports (basketball 15%, baseball 17%)

Key Insight

  • Soccer uniquely enables structured team play across wide range of levels alongside casual participation, resulting in more sustained engagement and long-term progression

European Elite Youth Soccer Academies (p.20)

Commercial Impetus

  • Combined revenue of Europe's top 5 domestic leagues exceeded EUR 23bn in 2024-2025
  • Ownership more willing to invest in youth development for long-term economic returns
  • Youth players treated as financial levers with potential future transfer value

Multi-Club Ownership (MCO)

  • Hundreds of teams now part of MCO structures
  • Broader youth scouting network
  • Invest in young players at one club to reduce future capital expenditure at another
  • Can keep players in-house under shared organizational standards

Transfer Fees

  • Premier League clubs alone: EUR 16bn in gross transfers since 2020-21 season (net spend EUR 8bn)
  • Developing first-team contributors reduces reliance on inflated transfer market
  • Identifying right player archetypes early = acquire talent at fraction of peak-market costs

Sustainability Rules (UEFA FFP)

  • Limits club losses to EUR 60mm over 3-year period (potentially up to EUR 90mm)
  • Curtails new squad costs to 70% of club revenue
  • Youth infrastructure and development costs are EXCLUDED from sustainability measures -- clubs can freely invest in academies

Value Creation / Path Forward (p.22)

Four Layers of Value

  1. Existing Business: End-to-end data platform (diagnostic testing, performance evaluation, progress monitoring)
  2. Gamify player-facing UI (leaderboards, streaks, challenges)
  3. Layer on social interaction among players to build community

  4. Business Opportunity: Leverage positioning for adjacent opportunities

  5. Vertically integrate by rolling up training services or leagues, applying AI to support player development
  6. Create investment vehicle with stakes across youth sports properties (see Appendix B)

  7. Real-Option Value: Build on internal capabilities to launch new products/services

  8. Training assistants providing coaches live updates on player activity
  9. Real-time monitoring of practice sessions through fixed cameras

  10. Potential Value of Equity: Grow by maximizing identifiable elements while capturing optionality upside

  11. Pursue foreseeable opportunities
  12. Scale up investments that are difficult to discern at initial launch

Open Question

  • What steps can Game1 take to become the key operating system for the youth sports market?

Appendix A - Case Studies

Steezy Case Study (p.25)

  • Digital dance app offering online classes, coaching, tutorial videos
  • Licenses/produces proprietary content, sells access via subscription
  • Illustrates how vertically specialized platforms sustain differentiation against horizontal marketplaces

Marketplace vs. Reseller spectrum: - Marketplaces: scalable but lack control over transaction/delivery - Resellers: more control over experience but higher capital/operating expenses

Why Steezy wins despite free dance content existing elsewhere: - Content Ownership: produces/owns most content, high production standards - Curated Content: tailored across dance categories to individual learners - Integrated Lessons: structured curricula for desired outcomes - Use Case Expansion: specific programs for peripheral use cases

Key takeaway: "A thoughtfully designed, vertically integrated experience for a specific end market, particularly in highly technical, data-driven domains like in Game1's focus area of sports, can outweigh the breadth of content and supplier variety from horizontal marketplaces"


Appendix B - Illustrative Investment Vehicle (pp.27-28)

Structure

  • Sporting organizations swap a small portion of equity/cash flow/revenue from their sports property for interest in a Game1-managed investment vehicle (HoldCo)
  • HoldCo holds minority stakes across each asset
  • Each org keeps majority control of their asset

Benefits for Sporting Organizations (OpCos)

  • Near economic equivalent value in shared investment vehicle
  • Portfolio diversification, minimize risk of asset concentration
  • Support from HoldCo team and tech infrastructure
  • Gain non-economic value from exposure to other sports orgs
  • Minimal impact on operations

Benefits for Game1

  • Centralized ownership and support platform
  • Equity exposure to high-quality youth sporting assets without outside capital
  • Direct access to sports organizations
  • Aligns upside with potential customers of core data layer offering

Illustrative Example

League Revenue Royalty % Royalty $ Vehicle Ownership % Dividend $ Dividend as % of Royalty
Youth League #1 (NCSA) $5M 1.5% $75K 10.0% $67K 89.8%
Youth League #2 (SMP) $15M 1.5% $225K 30.0% $202K 89.8%
Youth League #3 (MLS GO) $25M 1.5% $375K 50.0% $337K 89.8%
Game1 AI - - - 10.0% $67K -
Total $45M - $675K 100% $337K -
  • Game1 gets 10% ownership of the vehicle (incremental expenses = 0.25% of total royalty exchange)
  • Each org owner is rewarded with near-proportionate ownership share based on contributed royalties