Gervon D.J. Hamilton
University of Maryland University College
Entrepreneurship Inc. Case Study
Introduction
What does it take for a startup gaming company to successfully release their first game? Entrepreneurship, Inc has created a simulation game that focuses on entrepreneurial education call venture. However, before launching the product the company has to consider their plan of action to maximize their success. As such, they have to consider who their customers will be, how to deal with competition, and what business model they will use. The companies best option is to target adults as the primary target and release new and improved generations of the game to
Part One, Identifying the Market
When tasked …show more content…
Starting with the educators, as mentioned before, educators are a potential customer and competitor. As such, they are the most accurate and realistic criticizers of this educational program. It is because they have prior experience and/or knowledge with the subject, that they can pin point what design aspects could facilitate or hinder students. As well, they can estimate the value of the information being presented. This expertise is evident in the third survey, where teachers pointed out what gaps that would need to be filled in order to improve the games value from an education standing point. An advantage of focusing on educators as the primary customer would be the consistent pressure to stay current on entrepreneurship as a subject. An example is if a school was using a copy of venture that was released and last updated in the year 2000. This copy would be missing critical information about the advances in social media and e-commerce for which business thrives. Another advantage of focusing on educators is the potential for a sort of monopoly, that is, to secure a position that is hard for future start-ups to breach. An example would be one or more states making venture a mandatory part of a business curriculum. Now, while there are advantages, there are also disadvantages to working with educators. One disadvantage is the initial …show more content…
Based on the table above, the initial release price of the game will be $100, since this price provides the best profit between all three-survey groups. However, now imagine if an educator was allowed to purchase a site license for seven computers and only paid $420 for the license(s). This would help maintain the possibility of becoming integrated into the school system as a standard. However, this also puts company at a disadvantage, due to students, who are the young adults being able to play the game for only the price of tuition. Each individual student that uses the product in class is a customer that could have bought the game for $100