1 the entreplayer™. 2 mission statement in i.e.g, we aim to be an innovative company producing...
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The The EntrePlayer™EntrePlayer™
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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.
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The EntrePlayer™
Selling PrepositionAn Interesting board game which
will aid youth to better understand the thinking process and difficulties to Entrepreneurship based on
local context
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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.
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Target Market• Youth (ages 13 and above)
• Primary Strategies:– Secondary Schools– Commercial Schools
• Secondary Strategies:– Commercial Stores such as METRO, Toy ‘R’
Us, etc.
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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
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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
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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!
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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)
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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
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Mattel Incorporation
• Started in 1945 in United States• Producers of
– Barbie Dolls– Hot Wheels & Match Box cars– Board Game: Otello (Reversi)– Card Game: UNO
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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
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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.
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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.
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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.
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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.
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Marketing MixMarketing 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
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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
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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*
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Marketing Mix (Price)
• Cost-Plus – Ensure profit will be earned
• Market-Skimming– New product in new market
SGD 64.90 per set
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Marketing Mix (Place)
Year 1 – 2:• Direct Distribution
Year 3 onwards:• Megastores
– E.g. Popular, METRO, Toy ‘R’ Us
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Marketing Mix (Promotion)
Total of 8 Phases
Year 1 – 2: • 6 PhasesYear 3 onwards: • Phase 7 & recurring Phase 8
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Marketing Mix (Promotion)
Phase 1: Offering of trial sets to SchoolsTarget:• Target Market schools whose
Mission & Vision coincide with Innovation & Enterprise
• Offering Schools PR Coverage
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Marketing Mix (Promotion)
Phase 2: Conducting SeminarsTarget: ALL target market schools
• Acts as “soft-launch” of EntrePlayer• To encourage purchasing intentions• Increase awareness via Testimonies
from Phase 1
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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
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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
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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
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Marketing Mix (Promotion)
Phase 6: The “EntreBusiness” DayA Competition Day jointly organised
with partners and sponsors such as:• Ngee Ann City• Spring Singapore• Ministry of Education• Etc.
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“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.
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“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
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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
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Marketing Mix (Promotion)
Phase 8:Repetition of • Phase 4 (advertising)
– 3 months prior to event
• Phase 6 (“EntreBusiness” Day)
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Financial HighlightsCapital 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
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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
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Financial HighlightsItem/Year
2007 2008 2009 2010 2011 2016
Projected Sales
39,650610sets
48,750750sets
139,0003350sets
252,0006300sets
297,5007000sets
1,190,00028000sets
Gross Profit
33,550 53,250(additional revenue)
118,000 201,000 239,500 992,000
Projected Net ProfitAfter Tax
(28,993.80)
(9,573.80) 18,876.20 17,740.96 18,940.96 260,822.88
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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
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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
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Website
Please visit our website at:
http://web.mac.com/iegames/iWeb/Site/Home.html
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The EndThe EndThe EndThe End
Question & AnswerQuestion & Answer
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Presented By IEG Team:
• Hanson Xie• Tan Qiu Yu• Tan Kai Zhuan
• Tan Yuan Zhi• Benson Oh• Benny Tan