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Business Perspectives of Powerful Network Gaming Center - Example

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The paper “Business Perspectives of Powerful Network Gaming Center” is an intriguing example of the business plan. This business proposal aims at introducing a new play station game that is an advanced network game. This game will utilize a particular gadget set at a specific location and program with a high-quality presentation…
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Extract of sample "Business Perspectives of Powerful Network Gaming Center"

Name Professor’s Name Course title Date Business proposal The theme of the proposal This business proposal aims at introducing a new play station game that is an advanced network game. This game will utilize a particular gadget set at a specific location and program with a high quality of presentation. This program installed in the gadget will enable setting up consoles or computers networking for accessibility within a certain range of diameter. Gamers will have an opportunity to play this exciting game with minimal coast. It will also save on time associated with one gamer having to wait for their turn to play. The gadget will also allow high quality gaming experience without having to install the gaming program in all the computers. This Network Gaming Center will be referred to as Powerful Network Gaming Center. There is a new avenue that has not been fully exploited in the Video gaming entertainment. This is the Network Gaming Centers (NGCs). The increasing market availability for this service in the United States and abroad is evidence enough of high revenue projections. Thinking in terms of new market ventures, this is the right area in business and one of the most profitable businesses in the world. This business proposal is, therefore, anchored on the idea to set up NGCs called Powerful, Networking Gaming Center throughout the United States. This will maximize the profits expected from this project. Scope This new model of Network Gaming has been received well in the United States especially Portland. Here, people were discovered to be interested in gaming. Video games are known to be extremely addictive and allow people of all ages, sizes, mental and physical capabilities to participate. The Power Gaming Centers will provide a fair and free playing ground for participants. This is the right game especially in cities where there are minimum entertainment activities for the young generation to engage in. Without any doubt, this new form of the game will flourish well in Portland’s demographic and entertainment market. There are three major target market segments for this game in the United Stations; The young-single male professionals are the target market segment number one. This network game will give this group of people something to enjoy as a group and relief stress after long working hours. In the past that many people in the United States believed that video games were exclusively for children. This notion was rubbished by a recent research on the demographics of people who purchased the Sony Play stations 1 and 2 and the Microsoft X-Box. This study deduced that young-single professionals formed 75% of the total purchase (Husig, Kohn and Poskela, 2005). The second target market segment will be the college students. These include the college and high school students. Although this group is not much involved in video gaming like the first group, they form a considerable portion of the market. This group is composed of young people who are beginning to enjoy their social life and, therefore; they are bound to visit NGCs. Their spending power is lower than that of young male professionals. But this group has a lot of time which they can spend in the Network Gaming Centers (NGC), unlike the young male professionals. The third target market segment is the children. Initially one will tend to think that this is the biggest target group but this is not the case. This group is usually restricted by the parents, and they do not have money available for them to spend on a daily basis in NGCs. But this group is also crucial since parents can come together and buy the whole set of the equipment and install it at a central place. From there, the children can be allowed once in a while to be involved in harmless fun. Limitations The limitation to this project is that at the initial stages will require a immerse capital investment which might be a challenge. As much as the company is going to fund this project, the benefits might not be realized immediately due to strategies like undercharging to attract customers to the Powerful Network Gaming Centers. The issue of competition and how to deal with it is also another limitation. Competition will come from other audiovisual forms of entertainment like Video and Cinema and sports. A lot of resources should be put into advertisement and sensitization on the fun involved in playing computer games. Gamers require reliability and quality, and this has to be assured if the project is to achieve success. Resources required In this section, we are exploring the budgetary requirement for the establishment of the Power Network Gaming Centers. Start-up Requirements Item Amount Cabling $ 500 Interior Decoration $ 3,500 Advertising $ 1,500 Legal $ 1,000 Total Start-up Expenses $ 6,500 Start-up assets Cash Balance on Starting Date $ 1,000 Salaries deposit $ 6,500 Total Assets (short-term) $ 7,500 Network Game Centers Long-term Assets Computer Equipment $ 23,000 Network Switches $ 2,000 Others $ 3,000 Total Assets (Long-term) $ 28,000 Total Assets $ 35,500 Requirements $ 41,500 Short-term Liabilities Item Amount Account Payable $ 0 Current Borrowing $ 0 Others $ 0 Subtotal Short-term liabilities $ 0 Liabilities (Long-term) $ 0 Total Liabilities $ 0 Loss (Start-up) ($ 6,500) Capital $ 35,500 Capital and Liabilities $ 35,500 Personnel requirement The personnel involved in this business project will include service personnel who will facilitate the daily running of the Powerful Network Gaming Center. There will also be technocrats who will be playing the role of developing staff for future expansions. With the General Manager included, the headcount for the employees will be two or three employees at each Powerful Networking Gaming Center. Schedule for completion The whole project will spread within a period of one year. In the first quarter of the year, there will be sensitization and advertisement of the proposed product. Then during the second quarter, there will be installation of the infrastructure for the project and the trial. The third quarter of the year will involve the recruitment of the personnel and kick starting the projects. Benefit to the company The company will benefit in the sense that being a new avenue, it will be the first entertainment provider in the market, and, therefore, the company will fetch at least % 100,000 annually after the fourth year of implementation. The company will have a platform to provide the market with a service that will leave an impression. This project will also assist in the management of finances and cash flow, therefore, uplifting the company’s capital growth. The company will be in a position to control all costs unexceptionally. The company finally will be in a position to capitalize on the competitor-less market to maximize on revenues. Cited Works Husig, S. Kohn, S. and Poskela, J. "The Role of Process Formalisation in the early Phases of the Innovation Process" New York: Pearson Longman. 2005. Print. Read More
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Business Perspectives of Powerful Network Gaming Center Plan Example | Topics and Well Written Essays - 1500 words. https://studentshare.org/business/2104971-business-perspectives-of-powerful-network-gaming-center
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Business Perspectives of Powerful Network Gaming Center Plan Example | Topics and Well Written Essays - 1500 Words. https://studentshare.org/business/2104971-business-perspectives-of-powerful-network-gaming-center.
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