App Startup

Combining sports and gamification to get young people moving.

Role
Co-founder, CPO & CEO
Timeline
2015 – 2022
Reach
500,000+ players
Outcome
Acquired, 2022

Kids were quitting sports between ages 10–14 and replacing it with video games. We applied proven gaming mechanics to motivate physical activity and social connection on the football pitch. As co-founder and CPO, I led product strategy, design, and delivery for three years. Later, as CEO, I scaled the company, launched innovative AR/AI features, and facilitated its sale in 2022.

By the numbers

500K+
Registered users
82K
Peak monthly actives
4.2
App Store rating
43%
3-month retention
100+
User interviews
€0,40
Avg. user acquisition cost
3
International awards
10×
Valuation in 3 years

See it in action

Just Football — the finished product

Research

Listening before building

From day one, a continuous, data-driven approach informed every product, growth, and business decision. We combined insights from 100+ interviews, 10,000 survey responses, playtesting, product analytics, and market research to guide our strategy and execution.

Field research with young footballers

Why do you play football?

To have fun on the pitch1.1k resp.0%
To improve my skills926 resp.0%
To socialise with my friends583 resp.0%
To exercise320 resp.0%
To become the best player in the game296 resp.0%
To earn rewards209 resp.0%

Insights and actions

01
They love to compete, and spend their free time gaming.
Leaned hard into gamification — challenges, levels and leaderboards.
02
Social relationships and peer pressure drive a lot of behaviour.
Social features, player cards and sharing.
03
They're easily influenced and prone to addictive behaviour.
Channelled it into positive habits, not against them.
04
Kids can't buy on the pitch, but they love boots and brands.
Focused revenue on parents and B2B partnerships.
05
They live on YouTube.
Made it a core growth channel.

How might we digitally gamify football in a social way?

A gamified player rating card alongside a real player captured in the app

Building it

From paper to playable

We prototyped fast and cheap — from paper cards and a simulated Excel build to clickable prototypes — validating ideas early and dropping the weak ones before writing code. The core took shape quickly: auto-created teams, live match tracking, player rankings and a comparable profile for every player.

PAPER CARDS EXCEL MVP 02:51 CLICKABLE PROTOTYPE

Testing

On the pitch, with real players

We tested continuously — running our own matches, observing organised groups, and stealth-testing to capture real, unprompted behaviour. The findings reshaped the product: fewer players needed to start a match, faster onboarding, offline mode and better battery life, with stats, competition and social at the centre.

A large group test session in an indoor football dome

"It's like FIFA in real life."

Isak, 14 — test participant

Growth & retention

Designing 43% retention

Reaching 43% three-month retention required continuous testing, iteration and new insights. Among the most effective mechanics: notifications timed for after school, streak bonuses, a "more players, bigger bonus" incentive that doubled as a growth driver, local leaderboards, and a weekly Team of the Week for top players — with sponsored prizes from our partners.

Survey and product-analytics dashboards shown on two laptops

Business strategy

Monetization and partnerships

Monetization was our biggest challenge. We built for kids, but purchasing decisions sat with parents. To bridge the gap, we introduced a multi-layered in-app economy, subscriptions, and B2B partnerships with brands and clubs. Our positive impact attracted local partners, enabling international expansion with a CAC below €0,40 while validating new revenue streams. Although B2B drove strong growth, limited direct revenue and a restrictive cap table narrowed our path to scale-up funding.

In-app economy and partnerships — currency, energy, awards and club kits

Polished product

A game-grade experience

The shipped product felt less like a tracking tool and more like a game — fast, offline-capable, and designed to keep young players coming back. Challenges, performance stats, video and an in-app rewards economy lived in one cohesive experience.

We also broke new ground with unique AR and AI features — new ways to capture, challenge and score real play.

Just Football app — challenges screen Just Football app — player profile and stats
Just Football — product key art

The exit

Facilitating the sale

As CEO, I turned that constraint into an outcome. I identified a company in the same space with strong strategic synergies — they brought connections to professional players and brands; we brought the product, the team and the user base — and led the acquisition end-to-end over six months, down to the legal detail. The company was sold in 2022.

Product, team & user base Pro players & brands ACQUIRED 2022

More work