Investment Frenzi Pitch Deck (2016): 20-Slide Pre-Seed Deck

See all 20 slides of the Investment Frenzi pitch deck — a 2016 deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

Investment Frenzi is a mobile platform designed to gamify the shopping experience for millennials, a demographic they claim is increasingly resistant to traditional advertising. By replacing standard banners with 'play' buttons that lead to mini-games and rewards, the company aims to bridge the gap between the £340bn UK retail market and the fast-growing gaming sector. The deck reveals a company in its infancy, reporting 1,500 downloads and £4,723 in generated sales over its first four months. While the deck provides a clear look at their self-service brand portal and a detailed 12-month spen…

Key takeaways

Executive Summary: Gamifying the Ad-Block Generation

Investment Frenzi enters the market with a premise that has become a staple of the mobile era: traditional advertising is broken, especially for millennials. The deck, dated around 2016 based on the source listing and Slide 10, positions 'fun' as the primary bridge between retail brands and a cynical consumer base. With a focus on the UK market, the company attempts to justify a £350,000 pre-seed round by showcasing high engagement rates and a functional brand-facing backend.

Slide 1: Title and Branding

The cover slide introduces the company name 'Frenzi' accompanied by a logo that combines a shopping cart with a smiley face. The tagline 'SHOPPING MADE FUN' establishes the core value proposition immediately. The orange and white color palette is energetic, fitting the 'Frenzi' brand name.

Slide 2: The Millennial Pain Point

This slide defines the target market: 22 million millennials in the UK aged 15-35. It uses two significant data points to establish urgency: a 500% higher spend on advertising to millennials versus other generations and a 70% 'Banner Blindness' rate. The slide effectively argues that current methods are inefficient and expensive, citing 'Low Click-Thru Rates' and an 'Always on the go' lifestyle as the primary hurdles for retailers.

Slide 3: The Painkiller - Recommendation

Frenzi introduces its solution as 'The Painkiller.' The slide features a mobile mockup showing a feed of brands like Office, Bulldog, and eBay. Instead of 'Buy' buttons, each listing has a 'PLAY' button. The text claims this provides a 'gamified feel' that makes the content more clickable. It explicitly states a move away from 'non-intrusive ads' (likely a typo intended to mean 'intrusive ads') toward games and rewards.

Slide 4: The Painkiller - Discovery

Continuing the solution walkthrough, this slide shows the result of the gamification. A user 'wins' a reward, in this case, a '25% Off First Purchase' for a t-shirt. The slide emphasizes that users win 'actual $$$' unlike other games, directly linking gameplay to retail conversion. The interface includes 'Share it!' and 'Go to Basket' buttons, suggesting a social and transactional loop.

Slide 5: Brand Control and Self-Service

To appeal to the supply side of the marketplace, Frenzi showcases its administration portal. The slide features a screenshot of the 'Add Mini Game' interface. It lists features such as content creation, targeting selection, budget setting, voucher code inclusion, geolocation, and expiration dates. This is a crucial slide for demonstrating that the platform is a scalable SaaS-style tool rather than a manual agency service.

Slide 6: Market Opportunity

The deck uses a Venn diagram to show the intersection of the £340bn UK Retail market and the £4.2bn Gaming industry. It notes that the retail industry contributes 5% to the UK economy, while the gaming industry is growing at 22% annually. The slide also mentions that their current focus is 'just London,' with plans to expand to global hubs like New York and Hong Kong, though no specific strategy for this expansion is provided.

Slide 7: Traction and Metrics

This is the most data-dense slide in the deck, covering the first four months of operation. Key figures include:

Downloads: 1.5K · Brands on Board: 227 · Users Click-Thru Rate: 68% · Conversion Rate: 7% (from 73 unique users) · Sessions Per Month: 5,126 · Avg Time Spent on App: 2:05 · Sales Generated: £4,723

While the download numbers are modest, the 68% CTR and 2-minute average session time suggest high engagement among the small initial user base.

Slide 8: Growth Plan and Funding Ask

Frenzi discloses its financial history and current needs. They previously completed an Angel Round of £150,000 at a £1M post-money valuation. They are now seeking £350,000. The use of funds is split: 40% for Marketing, 30% for Product Development, and 30% for Set up, admin, and operations. The 'Next Steps' are somewhat generic, focusing on 'identifying core market' and 'improving conversion rates.'

Slide 9: Appendix Divider

A simple transition slide utilizing the brand colors and logo to separate the main pitch from supplemental data.

Slide 10: The 12-Month Runway

The final slide provided is a detailed breakdown of how the initial £150,000 was or will be spent across 2016. It categorizes costs into Product Development (UI/UX, Geolocation, Viral Loops, etc.) and Admin & Operations (Software Dev, Branding, Business Development). The transparency here is high, showing exactly how much capital is allocated to specific technical tasks, such as £30,000 for 'Game Development' and £15,000 for 'Conversion Tools.'

What Investment Frenzi Does Well

The deck is visually consistent and avoids the 'wall of text' trap common in early-stage pitches. By focusing on a specific demographic (Millennials) and a specific problem (Banner Blindness), the founders create a clear narrative arc. The inclusion of the brand-facing backend (Slide 5) is a strong move, as it proves the product is more than just a consumer-facing mockup; it is a functional platform for advertisers. Furthermore, the traction slide (Slide 7) provides honest, if modest, numbers. Reporting only 73 unique user conversions shows a level of transparency that can build trust with investors, rather than trying to hide small numbers behind vague percentages.

What is Missing from the Deck

The most glaring omission in this 10-slide sequence is the Team Slide . In a pre-seed round, investors are primarily betting on the founders' ability to execute. Without knowing if the team has a background in retail, gaming, or ad-tech, the risk profile remains high. Additionally, there is no Competitor Analysis . In 2016, the 'gamified shopping' space was already becoming crowded with apps like Shopkick or various loyalty platforms. Failing to address how Frenzi differs from these incumbents is a missed opportunity. Finally, the Business Model is only implied. While we see brands can set budgets, the deck does not explicitly state if Frenzi takes a commission on sales, a flat fee per game play, or a SaaS subscription fee for the portal.

Founder's Guide: What to Copy and What to Avoid

Copy the Runway Detail: Slide 10 is an excellent example of how to show an investor you have a plan for their capital. Breaking down the 'Use of Funds' into specific quarterly tasks and pound amounts demonstrates operational maturity. Copy the Problem/Solution Link: The transition from the 'Pain' of banner blindness to the 'Painkiller' of gamified discovery is a classic, effective pitch structure that clearly defines the product's utility.

Avoid Omitting the Team: Never send a deck without a team slide. Even if the founders are first-timers, highlighting relevant skills or advisors is essential. Avoid Vague Expansion Claims: Slide 6 claims the company will expand to 'every major city of the world.' Without a 'How' or a 'When,' this comes across as empty hyperbole. It is better to show a deep understanding of one market (London) and a logical step-by-step plan for the next, rather than listing six global metropolises without context.

Frequently asked questions

What is the primary problem Investment Frenzi aims to solve?
According to Slide 2, the primary problem is 'Banner Blindness' and low click-through rates among millennials (ages 15-35). The deck claims that reaching this demographic costs 500% more in advertising spend than other generations, necessitating a new, non-intrusive way to engage them through gamification.
How does the platform generate revenue for brands?
The platform acts as a discovery and conversion tool. Slide 4 shows that when users win a mini-game, they receive 'actual $$$' rewards, such as a 25% discount on a purchase. Slide 7 reports that in its first four months, the app generated £4,723 in sales for its 227 onboarded brands.
What are the specific terms of the funding round mentioned?
Slide 8 states that the company completed an initial Angel Round of £150,000 at a £1M post-money valuation. At the time of the deck, they were 'undergoing' a Pre-Seed Round to raise an additional £350,000.
What does the 'Self-Service Tool' for brands include?
As shown on Slide 5, the administration portal allows brands to create content, select targeting, set budgets, include voucher codes, use geolocation, and set expiration dates for their campaigns, giving them full control over their presence on the app.
Is there a clear roadmap for international expansion?
Slide 6 indicates an ambition to expand beyond London to 'every major city of the world,' specifically listing New York, Berlin, Paris, Madrid, Sydney, and Hong Kong. However, the deck does not provide a specific timeline or logistical plan for these international launches.
Cover slide of the Investment Frenzi pitch deck — Pre-Seed 2016
Investment Frenzi pitch deck, slide 1 (2016)

Investment Frenzi pitch deck: the facts

Company
Investment Frenzi
Year
2016
Stage
Pre-Seed
Slides
20
Sector
Ad-Tech / Retail Gamification
Deck type
Investment Deck
Headquarters
London, UK

Investment Frenzi pitch deck PDF

The full Investment Frenzi deck is embedded on this page and can be read slide by slide in the browser — no download or account required. Each slide is covered in the breakdown above.

What the Investment Frenzi pitch deck was used for

Investment Frenzi (branded in the deck as Frenzi) is presented as a mobile gaming app that makes shopping fun by turning brand advertisements into interactive mini‑games with real rewards. The 2016 pre‑seed investment deck on SlideShare (20 slides) pitches Frenzi as a new interactive marketing channel for brands, attempting to solve banner blindness among millennials with gamified ad units. The deck highlights early traction (downloads in the low thousands) and a funding ask around £350,000 to further develop the product, expand brand partnerships, and scale to new locations. All available detail on the product, team and round comes from this deck and its SlideShare description; no independent company or funding records could be verified beyond it.

What the Investment Frenzi deck got right

What could have been stronger

How an investor would read this deck

What draws attention

Risks that stand out

Questions this deck invites

What founders can take from the Investment Frenzi deck

Investment Frenzi pitch deck: common questions

What is Frenzi / Investment Frenzi according to the 2016 deck?

The deck describes Frenzi as a **mobile gaming app that makes shopping fun** by creating a new interactive marketing channel where brands engage users through mini‑games. Brands can publish highly customisable mini‑games that users must solve to obtain a hidden reward, typically a discount or offer. This positions Frenzi between mobile advertising and retail gamification, aimed primarily at millennials experiencing banner blindness.

Who is the target audience for Frenzi?

According to the deck, Frenzi targets **brands and retailers** that want higher engagement from millennials and better click‑through rates on their digital marketing. On the user side, it targets shoppers who enjoy mobile games and are motivated by rewards, promising a non‑intrusive, gamified way to discover “cool brands” and redeem offers in‑store.

What traction does the 2016 Frenzi deck claim?

The SlideShare description and deck text indicate that Frenzi had achieved **early traction of roughly 1.5k–5k app downloads** and a materially higher click‑through rate than standard web banners (a figure around 5–7% is mentioned). These numbers are presented as early proof of concept rather than scaled traction, and no external data source was found to corroborate them beyond the deck itself.

How much funding was Frenzi trying to raise, and at what stage?

The deck and accompanying description state that Frenzi was seeking **around £350,000 in pre‑seed funding in 2016** to continue product development, acquire more brand partners, and expand to new cities. No external press releases, investor disclosures, or database entries were found to independently confirm whether this round closed, who invested, or on what terms.

Who is on the Frenzi founding and leadership team in the deck?

The team slide lists several roles, including **CEO & Founder Mike Charalambous**, a full‑stack developer (Elena Strouthos), a social media lead (Kyriacos Kyprianou), a UX/game designer (Antonis Panayi), and advisors such as Noor Bin Ladin and Yiannis Sofianos. Each team member is shown with prior affiliations (e.g., Google, Microsoft, Deloitte, LVMH), but these are presented as résumé highlights inside the deck and were not independently verified through external sources in this research pass.

Sources

Funding and outcome facts on this page were researched on 2026-08-22 from the pages below.

Investment Frenzi pitch deck slides

Investment Frenzi pitch deck slide 1 of 20
Investment Frenzi pitch deck — slide 1 of 20
Investment Frenzi pitch deck slide 2 of 20
Investment Frenzi pitch deck — slide 2 of 20
Investment Frenzi pitch deck slide 3 of 20
Investment Frenzi pitch deck — slide 3 of 20
Investment Frenzi pitch deck slide 4 of 20
Investment Frenzi pitch deck — slide 4 of 20
Investment Frenzi pitch deck slide 5 of 20
Investment Frenzi pitch deck — slide 5 of 20
Investment Frenzi pitch deck slide 6 of 20
Investment Frenzi pitch deck — slide 6 of 20

What each slide of the Investment Frenzi pitch deck says

Slide 2

E WHO WE ARE II Frenzi is a mobile gaming app that makes shopping fun. It creates a new interactive marketing channel that engages users with brands through gaming techniques. Brands can publish highly customisable mini-games that users need to solve to obtain the hidden reward.

Slide 3

El PAIN THE wiLenmiacs | AGE 15-35 | — oe ®e Bree 22M wer MILLENNIALS ACTIVELY SHOPPING IN UK 500% £cX MORE SPEND ON ADVERTISING TO MILLENNIALS VS OTHER GENERATION BUT IT'S HARD ° -~ TO REACH OUT 0 BANNER = A

Slide 4

El NO PAIN. NO GAME. [ INTRODUCING FRENZI: SHOPPING MADE FUN o WEED To ig, SS WE ARE A FUN ” 2 & BRAND DISCOVERY NY) a EXPERIENCE! ” hh

Slide 5

THE PAINKILLER Recommend SIMPLICITY OF SCROLLING AND DISCOVERING BRANDS AROUND YOU EVEN IF THESE ARE ADS, THE "PLAY" BUTTON GIVES A MORE GOODBYE NON-INTRUSIVE ADS.——— GAMIFIED FEEL, MAKING IT WELCOME GAMES. EASE OF MORE CLICKABLE TO THE USER FINDING COOL BRANDS CLICK "PLAY" TO INTERACT WITH THE BRAND AND GET THE HIDDEN REWARD

Slide 6

THE PAINKILLER 7Interact WE GUARANTEE, THAT EACH BRAND WILL HAVE ATLEAST 10 SECONDS TO DIRECTLY COMMUNICATE ITS MESSAGE TIME PRESSURE & GAME — [JiE e OR STORY TO THE USER VIA CONTENT IS KEY. NEW AND OUR BRAND BESPOKE MINIEXISTING s GAMES. USERS ENTICED TO FIND THE RIGHT ANSWER. NO OTHER MARKETING CHANNEL DOES THIS.

Slide 8

THE PAINKILLER Redeem USE QR CODE TO REDEEM OFFER IN-STORE FRENZI SEAMLESSLY —— BLENDS THE ONLINE-TOOFFLINE EXPERIENCE. USE CODE TO REDEEM OFFER GENERATING ONLINE/INONLINE STORE TRAFFIC

Slide 10

E OUR TOOL IS BETTER THAN YOURS I 5x HIGHER CLICK-THRU RATE Not inventing a new way for brands to spend SOCIALMEDIA money but can fit in pre-existing budgets: BLOGS [N Affiliates CPA NEWSLETTERS CPM — Sponsorships Target Placements WEB BANNERS FRENZI SO MANY WAYS OF MAKING MONEY!

Slide 12

E THE FRENZIES I WE HAVE THE RIGHT TEAM (TO ELENA STROUTHOS Full-Stack Developer u Previous: Google y o D0 KYRIACOS KYPRIANOU Social Media Guru Previous: Google University MIKE CHARALAMBOUS CEO&FOUNDER Shopaholic & Mobile Games Addict Previous: 1 Startup Exit ANTONIS PANAYI UX GAME DESIGNER i Hard-Core Gamer & UX Designer Previous: Microsoft NOOR BIN LADIN FOUNDING PARTNER Passionate about Design and Disruption Previuus:WistIa' A ,' YIANNIS SOFIANOS FINANCIAL ADVISOR Previous: Director at Deloitte, Advisor at LVMH Group HEAD OF DEVELOPMENT VUK LEVKOVIC He can Sell You This Pen Previous: Le BonBon Magazine PRODUCT ADVISOR SHADI MAHASSEL Previous: Product Manager at Skype, Advisor to many Glo…

Slide text above is read directly from the Investment Frenzi deck PDF embedded on this page.

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