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Double A Labs

Double A Labs offers a seamless and interactive immersive VIP experience, enabling creators and brands to engage with their most active community members. It allows for LIVE meet & greets, shopping, interaction, learning, and playing—all simultaneously. No apps or downloads are required; instead, we integrate seamlessly with the platforms they already use.

Austin, TX, USA

One Liner

One Liner
Double A Labs offers a seamless and interactive immersive VIP experience, enabling creators and brands to engage with their most active community members. It allows for LIVE meet & greets, shopping, interaction, learning, and playing—all simultaneously. No apps or downloads are required; instead, we integrate seamlessly with the platforms they already use.

What Problem We are Solving

Problem
One of the major challenges facing businesses and creators is maintaining participants' attention and engagement.

Currently Creators and Brands only monetize up to 5% of their followers, leaving 95% of revenue opportunity on the table.

About Us

About Us
Double A Labs is a digital marketplace for live experiences, catering to creators and their community.
Our always on, web-based sandbox goes beyond traditional monetization by allowing LIVE meet & greets while being able to shop, interact, learn and play - all at the same time.  

We are one click to monetization.

Who uses the platform:  
  • Dell Media team had 11x growth in Social Media KPI’s from 1.3m to 8.9m
  • Youtube has had an an adoption of 1500% increase in attendance
  • Cleveland Cavaliers had a 62% increase in feedback from their fanbase. 

Our communication system is also proprietary, built for flexibility and plasticity while reducing risk from third-party tech abandonment or roadmap dependency. Our central server tech enables us to scale users beyond the typical WebRTC peer-to-peer total of 50-100 to tens of thousands users at one time. Our goal is to not be a “diluted version of the past; rather a bold new frontier.” 

Venture Highlights

Highlights
Our year-end achievements include a 6x growth in ARR, 100% in customer retention. We have amazing earned insights that have shown us where to continue building in our product and where our product market fit is for our early adopters. 

Our product has proven to address this problem effectively: Our clients have an engagement rate of 97%. They are engaging on average every 20 seconds. In an environment where people are not paying attention, we help them stay present and active around the topic companies need them to be learning and collaborating around.



My goal here is to share some data points and metrics around our current clients so that you can get a sense of our client use-cases. 

  • IBM's Culture Reconnection: IBM faced a high turnover among new hires due to a disconnected culture. With Double A Labs, they've seen a 64% increase in employee retention, enabling meaningful engagement and career development. Justin Ablett from IBM attests, "We've enabled our teams to have 'water cooler moments' again, fostering significant engagement and career advancement."
  • Dell's Engagement Campaign: Dell identified a gap in vendor engagement during product training, which impacted brand representation. By leveraging our platform, they've sparked a collaborative and competitive environment, leading to an 11x growth in KPIs year-over-year, as Gerald Zapata, Marketing Director at Dell, highlights the competitive yet collaborative atmosphere that our platform nurtures.
  • YouTube's Influencer Engagement: YouTube dealt with a low engagement rate among influencers for virtual product learning sessions. Since adopting Double A Labs' platform, they've seen a 1,150% growth in influencer attendance, as Tiffany Matloob, Global Head of Creator Community, notes the substantial rise in influencer participation and engagement during their virtual training and learning sessions.
  • Whole Foods Market's Skill Development: Whole Foods Market grappled with skill development limitations, with vital content being challenging to access and leading to high turnover. Our platform provided an engaging learning environment that resulted in a 98% engagement rate, contributing to both synchronous and asynchronous learning. Andres Traslavina, Head of Talent, remarked on the significant impact of the immersive experience on skill development and employee growth.


Business Model

Business Model
We are are a SaaS company in which we license our product to companies in (2) ways to help them scale based on their needs: 
1. Viewing Rooms - Users enter the world in viewing mode. They can click on objects and use the room chat, but are unable to have “in-person” conversations with other users. This model has a capacity of up to 500,000 concurrent users. 
2. LIVE Interactive Rooms - Users are in the world as video bubbles and can use their microphone and camera. All packages include the use of sidebar conversations, embeddables, emojis, vibes, screenshare, and recording. This model has up to 500 concurrent video users + 500,000 spectators. 

We offer up to (3) months pilot programs that converts into annual contracts along with one-off events, using our platform like a digital venue.

We currently have Fortune 500 companies like Dell Technologies to YouTube on the platform with buyer personas from Marketing/Community Managers, Change Management teams, HR and Onboarding, Talent and Recruiting, and Sales.

Clients renew their licenses because they have the metrics to prove the impact on the company's bottom line including 64% increase in employee retention, 11x growth in KPIs, plus 98% engagement rate of users being active during meetings instead of passive.

We also have a second model of monetization for Creators which is 10% of all Virtual events.
Example:  Total Revenue
100 - $13M total, 10% - $1.3 M
1,000 -  $130M total, 10% - $13 M
10,000 - $1.3B total, 10% - $130M
100,000 - $13B total, 10% - $1.3B

 

Competitive Advantage

Quote
One of our competitive advantages is our proprietary communication system. By owning our communication system, this allows flexibility and plasticity around usage while reducing risk from third-party tech abandonment or roadmap dependency. 

We also solve some of WebRTC peer-to-peer limitations such as relying heavily on the user’s own device power & consequently have very low concurrency ceiling by using a central server infrastructure, allowing for unprecedented scale. 

we are also able to aggregate and embed multimedia directly into the platform, becoming a hub for B2B to be more efficient with their time and focus. Therefore Google, TikTok,Instagram all are on the product which gives a data backed view of all the platform data 

Revenue

Revenue To Date
$2.88M
MRR
$131K
Revenue YTD
$928K
Burn Rate
$30K

Users

Total Users
100K
Total Users (Past 30 Days)
5K
Daily Active Users
500
Monthly Active Users
N/A
Total Paying Users
20
MoM Growth Users
N/A
Organic Traffic %
100%

Customer Costs

CAC
N/A
LTV
N/A
Churn
10%
Margins
93%

Go-To Market Strategy

Business Strategy
Due to our target audience being B2B or B2B2C, our strategy is three-fold:
1. Word of Mouth - we have a large pipeline of businesses we've worked with when doing live events that we are tapping into alongside business networks such as YPO. 
2. Web/Social Media - having a presence on LinkedIn and Instagram expand our word of mouth approach.
3. Channel Partners - we have the software that others can sell on our behalf. By having channel partners in the event space, we are able to supply the tech that they utilize in their events. 

We are specifically targeting marketing/community managers, change management groups, sales and HR teams that are looking to increase adoption of new tools/concepts while also increasing focus and productivity. 

Our target markets are at the intersection of virtual events, online education, and video conferencing. This in total is a $330 billion dollar market. 

We spent 2021-2022 ensuring a product market fit and have gone live with the product. 

Competitive Analysis

Competitive Analysys
When comparing our product to others on the market, our initial competitive advantage is the ability to scale users on the platform up to 500k due to our proprietary communication system. Their current concurrent users max out at 50 - 100. 

Our platform is also visually different from our competitors as we are using AI generated, high resolution backgrounds to provide an immersive landscape in comparison to their more 8-bit office styled backgrounds.  

We also enable users to aggregate documents, videos, etc. and view them directly in our platform without APIs vs. having to always link out to another page or have a heavy developer lift. This keeps users focused on collaboration and not setup. 

Lastly, our analytics allow brands to dive deeper into how their user's are engaging with content in the room and/or at events. This allows them to measure engagement and use these learnings to adjust their strategies. 
Competitor Website
Gather www.gather.town
Spatial Chat www.spatial.chat
Kumospace www.kumospace.com

Networking

Networking
We are open to meeting up to grab a coffee, or just to chat. We would really enjoy your feedback and insight into our venture and would be happy to discuss anything that you are currently working on to see if we can be of service!

DEI

Number of Founders
1
Gender
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First-Generation College Student(s)
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Veterans
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Ethnicity
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Share

Capital

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Name Amount
Amount Left $850,000.00
Amount Raised (This Round) $150,000.00
Amount Raise To Date $4.7M
Type of Raise SAFE

Valuation
N/A
Friends & Family
$4.7M

TAM SAM SOM

TAM
$250B
SAM
N/A
SOM
N/A

Business Stage

Business Stage
Paying Customers

Business Type

Business Types
Investor-Backed, Venture Capital Backed, Lifestyle

Categories

Enterprise
Sports
Social Entrepreneurship
SaaS
B2C
B2B2C
B2B
Technology
Entertainment
Education

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