Live with paying communities · a 53M-player market · a $132M trajectory
WOOOBA is already running real games with real paying players. From a committed November 2026 base, this is the five-year climb into America's two biggest team sports.
LIVE
paying communities today
53M
US players addressable
$132M
Year-5 ARR trajectory
WOOOBA
02 / 14
Product–Market Fit — Already Live
Real games. Real paying players.
Dads & Lads · Weekly£7.50 / player · 18 spots
Back to Basketball · Weekly£7.50 / player · 30 spots
● Live on WOOOBA today
🏀 Reading Rockets Basketball Club
An established UK club (founded 1997) runs recurring weekly men's and women's games entirely on WOOOBA — players join and pay £7.50 in-app, money flows through the WOOOBA Wallet.
✓ The model, validated in the wild
Reading Rockets is the real community our economics are built on: 20 players/community, 2 games/week, $0.50/player/game via the Wallet, organizer cash-outs through the Revolut Business API.
✓ Full loop, working end-to-end
Create game → players join & pay → Wallet collects → organizer cashes out. Every part of the revenue engine is already operating in production.
WOOOBA
03 / 14
The Prize — US Market Size
Two of America's biggestgames.
🏀
28.1M
Basketball players
The #1 team sport in the United States by participation — accessible, played everywhere from driveways to gyms.
Most-played US team sport
⚽
24.9M
Soccer players
At an all-time high and surging — outdoor participation jumped 15.8% in a year, supercharged by the 2026 World Cup on home soil.
All-time high · World Cup year
Participants as share of US population (~335M)
🏀 Basketball
28.1M · 8.4%
⚽ Soccer
24.9M · 7.4%
Source: Sports & Fitness Industry Association (SFIA), 2024–2026 participation data.
WOOOBA
04 / 14
⚽ The Tailwind — A Generational Moment
The World Cup comes home.
For the first time since 1994, the United States hosts soccer's biggest stage — and WOOOBA scales right behind the wave.
★ FIFA World Cup 2026 · USA · Canada · Mexico
78 matches on US soil.
The US hosts the overwhelming majority of the largest World Cup ever — all quarterfinals, both semifinals, and the final at MetLife Stadium. A nation's attention turns to soccer exactly as WOOOBA's milestone approaches.
48
teams · biggest field ever
104
total matches · 16 cities
+15.8%
US soccer participation YoY
140K
fans · just 2 USMNT warm-ups
⚡ Why this matters for WOOOBA
A home World Cup drives a once-in-a-generation surge in grassroots participation — new players picking up the game, new organizers starting pickup groups, existing communities swelling. US soccer is already at an all-time high of 24.9M, up 15.8% in a single year. WOOOBA's November 2026 launch milestone is timed to ride that crest, converting World-Cup-inspired players into paying communities while enthusiasm is at its peak.
11 US host cities — and the green ones are already proven WOOOBA demand markets
New York / NJ
Los Angeles
Dallas
Philadelphia
SF Bay Area
Atlanta
Boston
Houston
Kansas City
Miami
Seattle
● Host city with existing pickup communities (per Meetup)○ Host city · expansion target
WOOOBA
05 / 14
The Behaviour Already Exists
They already gather — and pay.
Across Meetup, large communities already organize and pay per game. The demand is proven; the payments are a mess.
🏀 Basketball on Meetup
Point Guards · NYC~1,543
Denver Ballers~1,423
Real pricing: an LA adult basketball group runs games at $17 / player, 14 players, ~50 nights a year — pay-per-game, exactly WOOOBA's model.
⚽ Soccer on Meetup
Soccer Friends · NYC7,743
Players · Chicago6,925
Real pricing: NYC pickup at $3–$10 / player; LA's Pezo runs 100+ games a week through its own app.
⚑ The gap WOOOBA fills
Organizers today juggle Venmo, Zelle, PayPal and Cash App — explicitly to dodge platform commissions — or front field costs from their own pockets. It's manual, fragmented, and has no clean cash-out. WOOOBA's Wallet + Revolut Business API replaces all of it with one rail built for paid games.
Illustrative top-group figures & organizer pricing from Meetup listings; not an aggregate market total.
WOOOBA
06 / 14
Where The Behaviour Lives Today
Organized in chat. Paid everywhere else.
Meetup is only one venue. In the US, most casual pickup is run inside everyday messaging and social tools — none of which were built to collect a game fee.
How US pickup crews coordinate gamesReach among US adults / users
Group text · iMessageThe default for iPhone-heavy friend groups
De-facto default
~57% US phones are iPhone
WhatsAppUrban, multicultural & cross-device crews
100M US MAU
32% of US adults
GroupMeCampus rec, adult leagues, SMS fallback
10M+ US MAU
7th-most-used US chat app
Facebook Groups + EventsDiscovery layer — finding a game, not running it
Local groups in every city
71% of US adults on FB
Email / listservsEstablished weekly games & office runs
Low-churn, low-spontaneity
legacy crews
Bars show how widely each channel can reach US players, not exact organizing share — no one measures pickup coordination by sport and app. The takeaway is the shape: demand is splintered across five tools, and every one stops at the chat.
⚑ The pattern — and the opening
Coordination lives in chat; money gets bolted on with Venmo, Zelle and Cash App. A wave of dedicated apps is racing to fuse the two — proof the category is real, and that the payment rail is the wedge, not the roster. WOOOBA wins by owning the paid-game layer these tools bolt on after the fact.
GoodRecOpenSportsGametime HeroENDALGOPlei+ group chats everywhere
US reach: Pew Research Center 2025 (WhatsApp 32%, Facebook 71% of US adults); WhatsApp 100M US MAU (Meta, Jul 2025); GroupMe ~10M US MAU; Apple ~57% US smartphone share (Counterpoint). Reach figures, not organizing-share totals.
WOOOBA
07 / 14
The Product — Live, Not A Mockup
One app. Seek. Challenge. Play.
The chat-organized crews finally get a real rail. Here's the soccer flow end to end — venue, game, roster, paid, teams — collapsed into one product.
01
Find a pitch
Pick the venue on a map — no group-chat back-and-forth
02
Create the game
Date, time, recurring weekly — invite the regulars
03
Players join & pay
"I'm in for £3.50" — one tap, money collected in-app
★ The payment wedge
04
Choose teams
Drag-and-drop balanced sides — even team-picking is handled
⚑ What the screens prove
Every job that today splinters across iMessage, WhatsApp, GroupMe and Facebook — find, schedule, invite, collect, organize — lives in one flow. The highlighted screen is the whole thesis: the game gets paid for inside the app, not bolted on with Venmo after the fact.
Live screens from the WOOOBA Sport app (soccer). Example games & venues shown for illustration.
WOOOBA
08 / 14
The Product — Same Rail, Bigger Court
The #1 US team sport, same one-tap flow.
Identical product, basketball-native. Find a court out of 60,000+, spin up a game, invite ballers, get paid, pick teams — and now, charge for the group itself.
01
Find a court
60,000+ courts mapped — filter to the one near you
02
Create the game
Name it, set the details, all abilities welcome
03
Invite ballers
Pull from your roster or the public baller pool
04
Players join & pay
"You're in" — spot secured, fee collected in-app
★ The payment wedge
05
Choose teams
Red vs Blue, balanced — track who's accepted
$ Beyond the single game
The soccer flow collects per game. Basketball groups add a second rail: organizers can charge a membership fee to join a group — one-time or recurring, with billing periods — on top of per-game fees.
That turns a casual run into recurring revenue, and turns WOOOBA from a per-game processor into the billing system for the whole crew.
Per-game feesOne-time join feeRecurring membershipCustom billing periods
Live screens from the WOOOBA Sport app (basketball). Court counts, games & players shown for illustration.
WOOOBA
09 / 14
The Starting Line
The November 2026 milestone.
The forecast begins from a concrete, committed base — the platform's first major community milestone.
Nov 2026
First milestone reached
150
basketball communities
50
soccer communities
200
total · 4,000 players
These 200 communities aren't a cold start — they're converted from the chat-organized pickup crews already running games across iMessage, WhatsApp, GroupMe and Facebook. The milestone is the first slice of that pool to move onto a real paid-game rail.
At $98/community/month, this base is $235K run-rate ARR — the launchpad for five years of compounding, held to a steady 75% basketball / 25% soccer mix throughout.
WOOOBA
10 / 14
The Engine — Two Growth Phases
Hot start, measured glide.
Phase 1 · Years 1–2
Land & Accelerate
Nov 2026 → Nov 2028
+15%
month on month · both sports
Aggressive early compounding off the milestone base, riding live momentum and the partnership pipeline.
Phase 2 · Years 3–5
Taper & Mature
Nov 2028 → Nov 2031
15% → 2%
tapering monthly over 3 years
Growth rate glides down steadily as the base scales — realistic maturation rather than indefinite double-digits.
Both sports compound at the same rate, so the 75/25 mix holds constant across all five years. The taper keeps Year-5 scale well within the 53M-player market.
Year-end run-rate, all communities at $98.05/month across all three Wallet revenue streams.
Year 1 Nov '27
$1.26M
ARR
🏀803
⚽268
Total1,070
Year 2 Nov '28
$6.74M
ARR
🏀4,294
⚽1,431
Total5,725
Year 3 Nov '29
$29.2M
ARR
🏀18,625
⚽6,208
Total24,834
Year 4 Nov '30
$79.3M
ARR
🏀50,534
⚽16,845
Total67,379
Year 5 Nov '31
$132M
ARR
🏀84,136
⚽28,045
Total112,181
WOOOBA
13 / 14
ARR Trajectory & Market Headroom
$132M — inside the market.
Year-5 reaches ~2.2M players — still under 8% of basketball and 9% of soccer participants. Even this trajectory leaves the vast majority of the market untouched.
WOOOBA
14 / 14
Model Summary
What's under the curve.
Start
200
communities · Nov 2026
Per community
$98.05
/ month · all 3 streams
Phase 1
+15%
monthly · Yr 1–2 · both sports
Phase 2
15%→2%
tapering · Yr 3–5
Sport mix
75/25
basketball / soccer · constant
Year-5 base
112,181
communities · 2.24M players
Year-5 ARR
$132M
run-rate · Nov 2031
Acquisition
$0 CAC
partnership-led
▲ Reading the forecast
This is a compound-growth model on the Nov 2026 base of 150 basketball + 50 soccer communities, both sports at the same rate so the 75/25 mix holds. Phase 1 runs +15%/month for two years, then the rate tapers linearly to 2% across years 3–5. Sustained 15% monthly growth is aggressive and assumes the partnership pipeline and live momentum keep pace — read the curve as a target trajectory. Figures are revenue/gross profit (100%-margin game fees via the Wallet + top-up/cash-out fees); operating costs sit below this line. Product-market fit is live: Reading Rockets runs recurring paid games on WOOOBA today. Market sizes: SFIA 2024–2026. Meetup figures are illustrative, not aggregate totals.