The EntrePlayer - PowerPoint PPT Presentation

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The EntrePlayer

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... Monopoly (during the Great Depression) Scrabble Game of Life Their Strength Mattel, Inc dominates largely of the Toys Industry, ... – PowerPoint PPT presentation

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Title: The EntrePlayer


1
The EntrePlayer
2
The 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.

3
The 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

4
Uniqueness 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.

5
Target Market
  • Youth (ages 13 and above)
  • Primary Strategies
  • Secondary Schools
  • Commercial Schools
  • Secondary Strategies
  • Commercial Stores such as METRO, Toy R Us, etc.

6
Business 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

7
Summary 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

8
Survey 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!

9
Research 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)

10
Competitors 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

11
Mattel Incorporation
  • Started in 1945 in United States
  • Producers of
  • Barbie Dolls
  • Hot Wheels Match Box cars
  • Board Game Otello (Reversi)
  • Card Game UNO

12
HasBro 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

13
Their 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.

14
Their 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.

15
Their 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.

16
Potential 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.

17
Marketing 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

18
Marketing 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

19
Marketing 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

20
Marketing Mix (Price)
  • Cost-Plus
  • Ensure profit will be earned
  • Market-Skimming
  • New product in new market
  • SGD 64.90 per set

21
Marketing Mix (Place)
  • Year 1 2
  • Direct Distribution
  • Year 3 onwards
  • Megastores
  • E.g. Popular, METRO, Toy R Us

22
Marketing Mix (Promotion)
  • Total of 8 Phases
  • Year 1 2
  • 6 Phases
  • Year 3 onwards
  • Phase 7 recurring Phase 8

23
Marketing 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

24
Marketing 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

25
Marketing Mix (Promotion)
  • Phase 3 Conducting Assembly in School
  • Schools are lack of spokesperson for weekly
    assembly talks
  • Provide spokesperson
  • Promote EntrePlayer
  • Promote upcoming Competitions

26
Marketing 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

27
Marketing 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

28
Marketing 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.

29
EntreBusiness 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.

30
EntreBusiness 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

31
Marketing 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

32
Marketing Mix (Promotion)
  • Phase 8
  • Repetition of
  • Phase 4 (advertising)
  • 3 months prior to event
  • Phase 6 (EntreBusiness Day)

33
Financial 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

34
Financial 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

35
Financial 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
36
Operation 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

37
Conclusion
  • 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

38
Website
  • Please visit our website at
  • http//web.mac.com/iegames/iWeb/Site/Home.html

39
The End
  • Question Answer

40
Presented By IEG Team
  • Hanson Xie
  • Tan Qiu Yu
  • Tan Kai Zhuan
  • Tan Yuan Zhi
  • Benson Oh
  • Benny Tan
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