virtual X-Racer and compete amongst themselves for the best race times—so even if RRL isn’t racing that day, our fans always are. They may even make it onto the Global Leaderboard, with the ability to post race results on a Facebook account and friends’ Facebook walls. [The iPad version of the game] features Facebook Challenges—an exclusive feature lets players challenge any posted race result, share all outcomes and be challenged by Facebook friends. By keeping our fans connected with each other and racing each other, the game will grow the interest in the sport exponentially.
X: Do you see rocket racing as having educational value for students or fans?
PD: Motor sports in general have enormous general education value. When students are able to use math and physics to compare multiple moving vehicles in relation to the atmosphere around them you are providing them with a very contemporary and relevant frame of reference that has a much higher chance of earning their attention. Since our vehicles fly and have rocket engines, there is also an element of chemistry and atmospheric science.
X: Does rocket racing also create opportunities for entrepreneurship?
PD: RRL provides qualified teams with the opportunity to buy a place in the League and build profitable businesses through sponsorship and other income, as well as enjoy the perks and glory of competition and team ownership. RRL is designed to build upon the successful business models of multi-billion dollar properties, such as NASCAR and Formula One car racing, the global popularity of air shows and air racing, as well as the latest business models of the gaming industry for casual, downloadable, social and massive multiplayer hardcore games. RRL will drive revenue from multiple robust and diverse sources, including: sponsorship (of races, venues, pilots, teams and the League itself), media broadcast (television and internet), computer and video games, event sales (tickets and concessions) and merchandising.