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Case study 1 Essay. Business & Marketing Assignment.

Essay Instructions:

Case Study Week#3

Introduction

In the following experiment, you will solve two decision problems. These problems arise

in the context of building a new company for an imaginary product. A detailed

description of the product follows this introduction.

Although the product is imaginary, it is technically feasible and financially viable. The

data for the problems have been obtained through realistic market research—the kind of

market research used in developing a real world business plan. So far, the

entrepreneurs who participated in this study found the project both interesting and

feasible.

Before you start on the product description and the problems, I do need one act of

creative imagination on your part. I request you to put yourself in the role of the lead

entrepreneur in building this company—i.e., you have very little money of your own to

start this company, and the experience you describe above.

Description of the product:

You have created a computer game of entrepreneurship. You believe you can combine

this game with some educational material and profiles of successful entrepreneurs to

make an excellent teaching tool for entrepreneurship. Your inspiration for the product

came from several reports in the newspapers and magazines about increasing demand

for entrepreneurship education; and the fact that a curriculum involving

entrepreneurship even at the junior high or high school level induces students to learn

not only business-related topics but math and science and communication skills, as

well.

The game part of the product consists of a simulated environment for starting and

running a company. There are separate sub-simulations of markets, competitors,

regulators, macroeconomic factors and a random factor for "luck." The game has a

sophisticated multi-media interface—for example, a 3D office where phones ring with

messages from the market, a TV that will provide macroeconomic information when

switched on, and simulated managerial staff with whom the player (CEO) can consult in

making decisions. At the beginning of the game, the player can choose from a variety of

businesses the type of business he/she wants to start (For example: manufacturing,

personal services, software, etc.) and has to make decisions such as which market

segment to sell to, how many people to hire, what type of financing to go for, etc. During

Case Study Week#3

the game, the player has to make production decisions, such as how much to produce,

whether to build new warehouses or negotiate with trucking companies, etc.; marketing

decisions, such as which channels of distribution to use, which media to advertise in,

and so on; management decisions involving hiring, training, promoting, and firing of

employees, and so on. There is an accounting subroutine that tracks and computes the

implications of the various decisions for the bottom line. The simulation's responses to

the player's decisions permit a range of possible final outcomes—from bankruptcy to a

"hockey stick."

You have taken all possible precautions regarding intellectual property. The name of

your company is Entrepreneurship, Inc. The name of the product is Venturing.

Problem 1: Identifying the market

Before we look at some market research data, please answer the following questions,

one at a time:

1. Who could be your potential customers for this product?

2. Who could be your potential competitors for this product?

3. What information would you seek about potential customers and competitors—list

questions you would want answered.

4. How will you find out this information—what kind of market research would you do?

5. What do you think are the growth possibilities for this company?

Problem 2: Defining the market

In this problem you have to make some marketing decisions.

Based on secondary market research (published sources, etc.), you estimate that there are

three major segments who are interested in the product:

Segment Estimated total size

Segment Estimated total size

Young adults between the ages of 15 and 25 20 Million

Adults over 25 who are curious about entrepreneurship 30 Million

Educators 200,000 institutions

Case Study Week#3

The estimated dollar value of the instructional technology market is $1.7 billion. The estimated

dollar value of the interactive simulation game market is $800 million. Both are expected to grow at

a minimum rate of 20% p.a. for the next 5 years.

The following are the results of the primary (direct) market research that you have completed.

Survey #1: Internet users were allowed to download a scaled down version (Game stops after 15

minutes of playing) of the prototype and were asked to fill out a questionnaire.

You get 600 hits per day.

300 of them actually download the product.

You have 500 filled out questionnaires so far.

Willing to pay ($) Young Adults (%) Adults (%) Educators (%)

50-100 45 26 52

100-150 32 38 30

150-200 15 22 16

200-250 8 9 2

250-300 0 5 0

Total 100 100 100

Survey #2: The prototype was demonstrated at two Barnes & Noble and three Borders

Bookstores in Pittsburgh.

Willing to pay ($) Young Adults (%) Adults (%) Educators (%)

50-100 51 21 65

100-150 42 49 18

150-200 7 19 10

200-250 0 8 7

250-300 0 3 0

Total 100 100 100

Survey #3: Focus Group of educators (high school and community college teachers and

administrators)

The educators who participated in the focus group find the product exciting and useful—

but want several additions and modifications made before they would be willing to pay a

price of over $150 for it. As it is, they would be willing to pay $50-80 and would demand

a discount on that for site licenses or bulk orders.

Both at the bookstore demo and the focus group, participants are very positive and

enthusiastic about the product. They provide you good feedback on specific features

and also extend suggestions for improvement. But the educators are particularly keen

on going beyond the "game" aspect; they make it clear that much more development

and support would be required in trying to market the product to them. They also

indicate that there are non-profit foundations and other funding sources interested in

Case Study Week#3

entrepreneurship that might be willing to promote the product and fund its purchase by

educational institutions.

Based on all your market research, you arrive at the following cost estimates for marketing your

product.

Internet $20,000 upfront + $500 per month thereafter

Retailers $500,000 to 1 M upfront and support services and follow-up thereafter

Mail order catalogs Relatively cheap, but ads and demos could cost $50,000 upfront

Direct selling to schools Involves recruiting and training sales representatives, except locally

Competition

None of the following four possible competitors combine a simulation game with

substantial education materials. You are unique in this respect.

Company Product Description Price per unit Sales ($)

Maxis Sim City Urban planning simulation 29.95 30 M

Microprose simulation Civilization 50.00 Civilization building 20 M

Sierra On-Line Caesar City building simulation 59.95 18 M

Future Endeavors

Treetop

Books

(New Co. < 1 yr. old)

Scholastic CD-ROMs of Scholastic n/a 1 M

The game companies are making a net return of 25% on sales.

At this point, please take your time and make the following decisions: (Please continue

thinking aloud as you arrive at your decisions.)

1. Which market segment/segments will you sell your product to?

2. How will you price your product?

3. How will you sell to your selected market segment/segments?

Essay Sample Content Preview:

Case Study 1
Student’s Name
Institutional Affiliation
Case Study 1
Organizations have to identify the ideal target customers to succeed in the market. As such, the marketing team can find the right message to reach out to more people. If not, an organization might lose some resources in unnecessary marketing. Therefore, market segmentation can be an ideal strategy for targeting only enthusiastic consumers. In the case of computer game of entrepreneurship, the main target customers would be young adults between 15-25 years and adults aged above 25, who are interested in entrepreneurship. The game part of the product has a simulated environment for operating a company. One of the unique features of the product is that the game has a sophisticated multi-media interface, such as 3D office, a TV that has macroeconomic information, and simulated managers to expedite the process of making ideal decisions.
The young adults aged 15-25 are technology savvy and, thus, likely to be the main target customers for venturing product, a computer game of entrepreneurship. Besides, adults aged above 25 would be interested in purchasing the product to suit their entrepreneurship interests. Notably, the demand for entrepreneurship knowledge has increased tremendously. For that reason, venturing product is likely to have a high demand among the customers. A simulated environment to start and run a company would expedite the game part of the product (Dibb & Simkin, 2016). In such a case, the targeted customers would have access to relevant materials on entrepreneurship. The core objective is to ensure that targeted individuals have access to information that can enable them to gain a market share.
The ideal targeted customers ought to enjoy computer games and own a smartphone or a computer to access the entrepreneurship information. Therefore, most of the clients would be college students or others who have joined the workforce for about five years. As such, the customers would understand promotional strategies for their various products and services. Importantly, customers should be mobile phone savvy and enjoy the creative experiences of modern technology devices. Teenagers and young adults would be relevant to demographic segments for game purchases. In this case, marketing strategies would involve developing a set of libraries that has game attributes that has a combination of 3D office, a simulated managerial staff, and a TV that can provide macroeconomic information.
In the research process, I would research the demographics and interests of the potential customers for the venturing product. Equally, I would assess the needs of customers to determine the ideal customization of the product. As such, I would find it easier to utilize personalized ads based on the interests of customers and their current purchase intention to identify the target market (Bygrave & Zacharakis, 2009). If I gain a comprehensive understanding of the characteristics of the target audience, I will increase the overall reservations. In such a case, I will assess the client’s behaviors and their urge to gain knowledge in entrepreneurship skills. I anticipate that the process of evaluating the needs of customers can be an exciting journey that can help in increasing overall sales volume. Notably, I will have to check the changing expectations of the customers over time.
Besides, an in-depth assessment of competition will be relevant in expediting the process of making ideal decisions based on the strengths of the competitors. I will recognize any organization that deals with similar services as a rival, which will help me to uncover objectives in the market segment. According to Bygrave and Zacharakis (2009), an in-depth competitive analysis will be relevant to enhance understanding of ways that potential customers regard competition. Schol...
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