Title: The EntrePlayer
1The EntrePlayer
2The EntrePlayer
- MISSION STATEMENT
- In I.E.G,
- WE aim to be an innovative company producing
interesting challenging games with unlimited
educational value and customer service,
creatively designed for Singapore population.
3The EntrePlayer
- Selling Preposition
- An Interesting board game which will aid youth to
better understand the - thinking process and difficulties
- to Entrepreneurship based on
- local context
4Uniqueness ofThe EntrePlayer
- Serves the needs of the Community in the area and
knowledge of Entrepreneurship - Serves as a teaching aid for educators in the
vast education system. - Allow players to understand and have a feel how
Entrepreneurs clear obstacles to find success - Educate Youth Educators on leading
Entrepreneurs in Singapore and how these
Entrepreneurs shape the local Business Landscape.
5Target Market
- Youth (ages 13 and above)
- Primary Strategies
- Secondary Schools
- Commercial Schools
- Secondary Strategies
- Commercial Stores such as METRO, Toy R Us, etc.
6Business Model
- Business to Consumer (B2C) Model
- IEG will deal directly with Consumers for the
first 2 years of business as we have limited
resources - 3rd year onwards, Business to Business (B2B)
Model. IEG distributes to retailers and reach
target market via them
7Summary Findings
- Educational Institutes
- 158 Secondary Schools
- 147 Commercial Schools
- Total of 264,816 students as of 2004
- Primary Total Value of
- SGD 4,303,260
8Survey Findings
- Sample size of 240
- Ages 13 - 17
- Questions
- Genres of Board Games preferred
- Types of Board Games preferred
- Selling Price per Board Game
- Duration of Game Play
- Viability of Board Game YES!
9Research Findings
- Ministry of Education
- Emphasis of Innovation Enterprise
- Emphasis in finding new teaching methods
- General increase awareness and emphasis on
Entrepreneurship - (e.g. Spring Singapore MCYS)
10Competitors Analysis
- Mattel, Inc. (started in 1945)
- Worldwide Leader in Toys Industry
- HasBro, Inc.
- 2nd Worldwide Leader in Toys Games
- Milton Bradley
- Parker Brothers (started in 1883)
- Both started their own Charity Foundation aimed
at helping needy children
11Mattel Incorporation
- Started in 1945 in United States
- Producers of
- Barbie Dolls
- Hot Wheels Match Box cars
- Board Game Otello (Reversi)
- Card Game UNO
12HasBro Incorporation
- Started in 1923 in United States
- Parker Brothers Milton Bradley are subsidiaries
of HasBro, Inc. - Producers of
- Monopoly (during the Great Depression)
- Scrabble
- Game of Life
13Their Strength
- Mattel, Inc dominates largely of the Toys
Industry, little emphasis on Games Industry - Enjoys Economic of Scales
- Large Earnings Yearly
- Ability to buy over competitors companies
- Products are world known (Barbie Dolls)
- Recognised as Socially Responsible for having
their own Mattel Foundation.
14Their Strength
- HasBro, Inc. dominates largely of the Board Game
Industry instead of Toys Industry - Enjoys Economic of Scales
- Large Earnings Yearly
- Ability to buy over competitors companies
- Products are world known (Monopoly Scrabble)
- Recognised as Socially Responsible for having
their own HasBro Foundation.
15Their Weaknesses
- Both Mattel Hasbro are exposed to fluctuating
economic and political conditions to different
markets. - Due to the huge span of control, they are unable
to focus on the specific interest of each market
segment.
16Potential Partner
- Settlers Café
- Local Café which offers a wide array of board
games for play. - Board Games offered cannot be bought locally.
- Do not sell board games, only rental.
- Invented their own board game.
17Marketing Mix
- Marketing Primary Objective
- To create awareness within Target Market
Potential Markets - Marketing Secondary Objectives
- To be known as an Innovative Educational Games
Producer - To be known as a Youth Career Development Company
18Marketing Mix (Product)
- Core Product
- Educational board game in the field of
Entrepreneurship - Social thinking mindset
- Actual Product
- Features that allow interaction among players,
game-play require players to practice critical
thinking - Compact, easy-to-store and attractive packaging
19Marketing Mix (Product)
- Augmented Product
- Delivery of products to the school
- Year warranty for any manufacturing defects,
severe wear and tear of any board game parts, not
applicable to loss of any board game parts - Short workshop to tutor students on how the game
is played at no extra charge, limited to 20
students per board game purchased - Bi-monthly E-newsletters
20Marketing Mix (Price)
- Cost-Plus
- Ensure profit will be earned
- Market-Skimming
- New product in new market
- SGD 64.90 per set
21Marketing Mix (Place)
- Year 1 2
- Direct Distribution
- Year 3 onwards
- Megastores
- E.g. Popular, METRO, Toy R Us
22Marketing Mix (Promotion)
- Total of 8 Phases
- Year 1 2
- 6 Phases
- Year 3 onwards
- Phase 7 recurring Phase 8
23Marketing Mix (Promotion)
- Phase 1
- Offering of trial sets to Schools
- Target
- Target Market schools whose Mission Vision
coincide with Innovation Enterprise - Offering Schools PR Coverage
24Marketing Mix (Promotion)
- Phase 2 Conducting Seminars
- Target ALL target market schools
- Acts as soft-launch of EntrePlayer
- To encourage purchasing intentions
- Increase awareness via Testimonies from Phase 1
25Marketing Mix (Promotion)
- Phase 3 Conducting Assembly in School
- Schools are lack of spokesperson for weekly
assembly talks - Provide spokesperson
- Promote EntrePlayer
- Promote upcoming Competitions
26Marketing Mix (Promotion)
- Phase 4 Advertising
- Posters (Sizes of A2 A3)
- To be distributed and pasted in ALL secondary
commercial schools - ZO Cards (Postcards)
- To be placed in locations where target market
hang out - Online Websites
- Website will be set up as a form of advertisement
and providing information - E-Mails
- E-Mails will be sent out to ALL secondary
commercial schools in Singapore
27Marketing Mix (Promotion)
- Phase 5 Conducting Workshops
- To aid schools their EntrePlayers in coping
with the upcoming competition - Educating them on introductory knowledge of
entrepreneurship - How the knowledge learnt is of linkage to the
game - Each Team will be charge at SGD10.00
28Marketing Mix (Promotion)
- Phase 6 The EntreBusiness Day
- A Competition Day jointly organised with partners
and sponsors such as - Ngee Ann City
- Spring Singapore
- Ministry of Education
- Etc.
29EntreBusiness Day
- Two major categories
- Board Game Competition
- EntreBusiness Competition.
- Prizes will be awarded to individual events and
overall team event. - All or part of the proceeds from the
EntreBusiness will be donated to charities.
30EntreBusiness Day
- Competition Requirements
- Only 200 Teams will be allowed to compete (first
come first serve) - Each Team is charged SGD30.00 for registration
fees - There is no limit to the number of teams an
education institute would like to send
31Marketing Mix (Promotion)
- Phase 7
- Targeting Departmental Stores
- Board games will be sold at SGD40.00 per set to
each selling outlet on assumption that they sell
180 set annual - Selling Price to Public SGD69.90
- METRO (5 stores)
- Toy R Us (6 stores)
- Popular Book Store (25 stores)
- Settlers Café (3 stores)
- Takashimaya Departmental Store
32Marketing Mix (Promotion)
- Phase 8
- Repetition of
- Phase 4 (advertising)
- 3 months prior to event
- Phase 6 (EntreBusiness Day)
33Financial Highlights
- Capital Model
- Capital Requirements
- SGD 90,250
- Sources of Funding
- Angel Investors (SGD 40,000)
- 6 Shareholders (SGD40,000)
- Bank Loan (SGD 20,000 at 9.5 interest rate)
- Payback
- Estimated at the 8th Year
34Financial Highlights
- Revenue Model
- Sales of EntrePlayer
- Direct Sales to School
- Departmental Stores (Year 3)
- Cost Fee for Workshops
- Registration Fees for Competition
- Sales of other Board Games
35Financial Highlights
Item/ Year 2007 2008 2009 2010 2011 2016
Projected Sales 39,650 610sets 48,750 750sets 139,000 3350sets 252,000 6300sets 297,500 7000sets 1,190,000 28000sets
Gross Profit 33,550 53,250 (additional revenue) 118,000 201,000 239,500 992,000
Projected Net Profit After Tax (28,993.80) (9,573.80) 18,876.20 17,740.96 18,940.96 260,822.88
36Operation Plan
- 6 man operation business
- 5½ day work basis.
- Total 39 hours weekly (1 hour lunchtime)
- SGD600 monthly per employee commission
- located near Toa Payoh Central
- monthly rental cost of SGD1, 000
37Conclusion
- The EntrePlayer is not just a board game, it is
an educational board game which elevates learning
into a new form. - Players gains
- Introductory Knowledge to Entrepreneurship
- The thinking mindset
38Website
- Please visit our website at
- http//web.mac.com/iegames/iWeb/Site/Home.html
39The End
40Presented By IEG Team
- Hanson Xie
- Tan Qiu Yu
- Tan Kai Zhuan
- Tan Yuan Zhi
- Benson Oh
- Benny Tan