01 / 09
Proposed interlocking LP markLifePrize

Live well.
Get rewarded.

Small healthy actions.
More reasons to come back.

Illustrative runner checking her phoneIllustrative image
02 / 09
The problem

Knowing what to do
isn't the same as doing it.

The benefit is later. The effort is now.

01

Start with intent

People want to move more, feel better and build healthier routines.

02

Lose the momentum

A checklist alone gives the next small action little to compete with.

03

Make today matter

LifePrize puts a visible reward closer to the healthy action.

The opportunity: make a good choice feel worth repeating.
03 / 09
Why us

The right team
for the problem.

Daniel de Castro

Daniel de Castro

CEO

Scaled MAËLYS to $150M+ in D2C sales. Growth, operations and finance.

Uri Manor

Uri Manor

CSO

MD, Tel Aviv University. MPH, Harvard. Internist at Sheba Medical Center.

Afik Kaniel

Afik Kaniel

CPO

8 years in gaming product and monetization. Behavioral psychology and player motivation.

Founder biographies retained from the source deck.
04 / 09
Our solution

Make healthy actions
more rewarding.

A simple loop around the next good choice.

01Choose a healthy action
02Complete it and earn LP
03Explore rewards and come back
LifePrize V51 local-demo habit completion interface
LifePrize product prototype · local-demo flow
05 / 09
How it works

One small action.
A visible next step.

01 / DO

Choose your habit

A walk, a water break, a moment to breathe.

↗   ◉   ≋
02 / EARN

See your progress

Complete the action. Earn LP. Give the moment a clear finish.

LP concept
03 / ENJOY

Discover rewards

Everyday treats and wellness experiences worth working toward.

Illustrative coffee rewardIllustrative wellness reward
Product direction. Reward examples are illustrative, not live offers or confirmed partners. No exchange rate is implied.
06 / 09
The motivation loop

Borrow the anticipation.
Reward the healthy action.

The dopamine angle is a design hypothesis, not a health claim.

Anticipation

Something to look forward to

→
Action

A small choice within reach

→
Recognition

Progress that feels tangible

Take what makes games engaging.
Put the healthy action at the center.
Hypothesis to test: does a visible reward make the next healthy action easier to repeat? No measured retention or clinical effect is claimed.
07 / 09
The social layer

A personal win.
A shared reason to show up.

The goal is belonging and encouragement.
Not another competition for attention.
Proposed social direction, not a claim that group challenges, sharing or viral growth are live. Sharing should be optional.
08 / 09
The audiences

Four familiar audiences.
One healthier daily loop.

The classic audience illustration
Habit & nutrition

The classic

Wants a routine that sticks.

The optimized audience illustration
Fitness & performance

The optimized

Wants progress they can see.

Seeks peace of mind audience illustration
Mental wellness

Seeks peace of mind

Wants small moments of balance.

The gamer audience illustration
Playful motivation

The gamer

Responds to progress and rewards.

Audience framework adapted from Gamifest. Market size and growth figures omitted pending source validation. Images illustrate audiences, not customers.
09 / 09
The LifePrize angle

Don't make health
feel like another task.
Make it worth coming back to.

Habits give the direction.
LP makes progress visible.
Rewards give the next action something to aim for.

LP conceptLifePrize
Working pitch direction · headline, font and mark are proposals. Product screenshots show a demo, not verified production capabilities.