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SEPTEMBER 6, 2015

ENTREPRENEURSHIP, INC.
BRAINSTORM 2.0

PRESENTED BY: BUZINJA


LAMMIM AHAMED
AMATUR ROHIM
AL YOUSUF

SITUATION STATEMENT
Before providing any resolution to the casing for the product Venturing of Entrepreneurship,
INC. we have made some assumptions about the background based upon the most convenient
rationale.
Assumptions:

The market shares for Operation Systems in Personal Computers in the global market,
according to the analytics is 9.22: 90.78 for Mac and Others to Microsoft Windows. As
platforming on more than one OS would significantly raise the cost, we assumed the
platform for Venturing is Windows.
As the game is not yet nominated for a Nobel Prize! we assume the game is not
based on parallel ANIs; but it is only a systematic set of algorithms which can only
base the outcomes upon a set numbers of variables, therefore has a huge
probabilistic error for realistic randomness.
Given that, the game focuses the gamer to actual entrepreneurships task load as a
micromanagement expert, we assume It is based upon totalitarian view, without any
actual delegation systems, consumer behavioral patterns or microeconomic forecasts
which are some of the most important basis of realistic entrepreneurship education.
There is no given Production costing, we assume the product will be sold Online Only,
with key validation and/or subscription basis; there is no packaging, writing or
manufacturing costs, only the keys will be sold or mailed.

Moving on, it is suggested that simulation game with substantial education materials might
the unique selling proposition of the product along with the inspiration of the product as
reports in the newspapers and magazines and secondary market research as sources. As
most of the newspapers and magazines base their reports upon hypes and fads the suitability
of the sources is unknown, we will try to marginalize the forecasting errors.
The web launch of the product shows that there is a 50% download rate while it is a free beta
and it also shows that the price range preference is almost the same for different age groups in
the surveys.

Market and Appraisals


Adjusted Segmentation Projection (for sales): (Adjusted for OS and Interest after prolific
marketing campaign, 52% for Young Adults, 57% of Adults, 78% of Educators given that the
development of the product is stagnant)
Segment

Estimated total size (Adj.)

Young adults

9.44 Million

Over 25

15.52 Million

Educators

141,616 institutions

9/6/2015

Entrepreneurship, INC.

As assumed there is zero production cost, the approximate marketing cost for one year
would be, $1926000
Lets assume upon feedback based development the game will be able to satisfy most of the
adjustable segment. Given that, Companies are making a net return of 25%, the mark-up
is approximately 33.3%. We have seen a negative correlation of price and sales in
Competitions.

The International Intellectual Property Laws have no rigorous effect; we have to assume the
risks.

Recommendations:

Use a pricing within 30-45 USD as base pricing than use variable markups among
educators and others.
Use Yearly subscription packages for institutional purposes with a low markup and
Sell single keys with high markup to others.
Combine the game with extra educational materials and sell as a Bulk Annual
Subscription for educational purposes.
Do not confuse nor base the marketing strategy upon the educational purposes, It
WILL create a huge critique. Rather base the campaigns upon successful
entrepreneurs portfolios and the game as the learning ladder towards that taste.
Comprehensively develop and update the system upon consumer feedbacks,
current market trends and theories.

No matter how much we forecast, in this industry either they like the game or they dont. As
this is an exciting new prospect lets launch the product and hope for the light to come.

9/6/2015

Entrepreneurship, INC.

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