SAM

Serviceable Addressable Market

Defining SAM for Bull Run Boost

1. Recap of TAM

From our earlier discussion:

  • TAM: ~335 million potential users globally, including:

    • Gamers interested in web3 (~320 million, 10% of 3.2 billion global gamers).

    • NFT users interested in gaming (~5 million, 20% of NFT users).

    • Financial learners seeking gamified education (~10 million, 5% of the financial e-learning market).

  • This TAM assumes 100% market capture, which isn’t realistic. SAM focuses on who you can actually reach.

2. Factors to Narrow TAM to SAM

To define SAM, we filter the TAM based on your game’s specifics and target audience:

  • Target Audience:

    • Primary Focus: Gamers (web2 transitioning to web3) and web3 enthusiasts (NFT collectors, DeFi users) who are also interested in learning business/finance.

    • Secondary Focus: Students and young professionals (18–35 years old) seeking financial education through gamified experiences.

  • Geographic Focus:

    • Prioritize regions with high web3 adoption and gaming interest: North America, Europe, and parts of Asia (e.g., South Korea, Japan, Singapore).

    • Focus on English-speaking users initially, as your website (bullrunboost.xyz) and X marketing (April 17, 2025) are in English. This can expand later with localization.

  • Platform Accessibility:

    • Bull Run Boost is browser-based with a web2-friendly entry (April 17, 2025), accessible on desktops and mobiles. However, it requires eventual wallet setup (e.g., MetaMask), which may limit adoption among non-web3 users.

    • Target users with basic internet access and devices capable of running browser games (excludes low-end devices or regions with poor connectivity).

  • Onboarding Strategy:

    • Your focus on non-web3 users (e.g., no wallet needed at start, guided wallet setup) broadens your reach but still requires users to be open to learning web3 concepts.

    • Marketing via X (e.g., posts, giveaways) targets tech-savvy users familiar with social platforms, further narrowing the audience.

  • Competition and Market Readiness:

    • Web3 gaming is competitive (e.g., Axie Infinity, The Sandbox), but Bull Run Boost’s educational angle (business/finance learning) sets it apart.

    • Target users curious about web3 but not fully immersed—those willing to try a game that teaches while entertaining.

3. Estimating SAM

Let’s break down the TAM into a more realistic SAM:

  • Geographic and Language Filter:

    • English-speaking regions (U.S., UK, Canada, Australia) plus web3-friendly Asia (South Korea, Japan, Singapore).

    • ~40% of global gamers are in these regions (Newzoo, 2023): 40% of 320 million = ~128 million gamers.

    • ~50% of NFT users are in these regions (DappRadar, 2023): 50% of 5 million = ~2.5 million.

    • ~60% of financial learners (e-learning market) are in these regions: 60% of 10 million = ~6 million.

    • Adjusted Segment: 128M (gamers) + 2.5M (NFT users) + 6M (learners) = ~136.5 million (accounting for overlap).

  • Interest in Web3 Gaming and Education:

    • ~10% of gamers in these regions are curious about web3 (based on adoption trends, Statista 2023): 10% of 128 million = ~12.8 million.

    • ~50% of NFT users in these regions are interested in gaming: 50% of 2.5 million = ~1.25 million.

    • ~20% of financial learners in these regions prefer gamified learning: 20% of 6 million = ~1.2 million.

    • Adjusted Segment (with overlap): ~15 million users.

  • Platform and Accessibility:

    • ~80% of these users have devices/internet capable of running Bull Run Boost (browser-based, no high-end hardware needed): 80% of 15 million = ~12 million.

  • Willingness to Engage with Web3:

    • ~50% of these users are open to trying web3 features (e.g., wallet setup) after your onboarding (April 17, 2025): 50% of 12 million = ~6 million.

  • Final SAM Estimate:

    • SAM: ~6 million users in English-speaking, web3-friendly regions who are interested in gaming, financial education, and open to web3.

4. Revenue Potential for SAM

  • Monetization: If each user spends ~$10 annually (from NFT skins, $BOOST staking fees, or in-game purchases, as estimated in TAM discussion):

    • 6 million users × $10 = ~$60 million in potential annual revenue.

  • Realistic Capture: Capturing 1% of SAM (60,000 users) in the first year is a practical goal, equating to $600,000 in revenue. This aligns with your early-stage growth strategy on X (e.g., aiming for 1,000–5,000 DAU initially, April 23, 2025).

5. Connection to Your Strategy

  • Onboarding Non-Web3 Users: Your SAM focuses on users in regions with high web3 adoption potential but includes web2 gamers (via browser access, no wallet at start), aligning with your onboarding plan (April 17, 2025).

  • X Marketing: Targeting English-speaking users on X (e.g., giveaways, educational threads) matches this SAM, as these regions have high X usage (Statista, 2023).

  • Educational Focus: The SAM includes learners (1.2 million) who value your game’s unique angle—teaching finance through ranch-building and NFT trading.

6. Practical Use for Bull Run Boost

  • Marketing Focus: Target North America, Europe, and web3-friendly Asia with English-language campaigns on X, Reddit, and gaming forums.

  • User Acquisition Goals:

    • Year 1: Capture 1% of SAM (60,000 users), translating to ~6,000–12,000 DAU (10–20% daily engagement, as discussed April 23, 2025).

    • Year 2: Grow to 5% of SAM (300,000 users) with a CAGR of ~50% (April 23, 2025), focusing on localization (e.g., adding Spanish, Korean).

  • Revenue Goals: Aim for $600,000 in Year 1 (1% of SAM), scaling to $3 million in Year 2 as you expand features (e.g., more MPL-404 skins, Saloon events).

Conclusion

The SAM for Bull Run Boost is ~6 million users in English-speaking, web3-friendly regions, representing a $60 million revenue opportunity at $10 per user annually. This segment is reachable with your current strategy (browser-based game, X marketing, non-web3 onboarding), giving you a clear target for growth.

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