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DeZignMe Games


Enviado por   •  6 de Noviembre de 2012  •  Trabajos  •  1.534 Palabras (7 Páginas)  •  255 Visitas

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Table of Contents

I. Concept 2

A. Point of Pain 2

B. Background 2

C. Market Opportunity 2

D. Attractiveness 2

II. Market Research 3

A. Target Market 3

B. Educational Trends 4

C. Customers 4

D. Marketing Our Product 4

E. Price 5

III. Competition 5

A. Direct Competitors 5

B. Indirect Competitors 6

C. Future Competitors 6

D. Barriers to Entry 6

IV. Partners and Allies 7

V. Business Model 7

VI. Risk Factors 8

VII. Team Background 8

VIII.Investment 9

IX. Exit Strategy 9

Sources……………………………………………………………………… …………………10

I. Concept

DeZignMe Games is an educational software designed for educators to develop their own games to implement in their classroom for everyday learning. The product will be available only through the school system and is aimed to increase comprehension of the subject matter. Educators will have the ability to develop games based on what they are teaching and create level of difficulties based on the where the student is in the class. These games are to provide interactive learning in the classroom and at home. Teachers will be able to track their students’ progress and evaluate their scores based on games played at home. The program will be cloud based and the educator will be able to access their accounts on our website. These games will be supported by our server and will be downloadable to the school’s server.

A. Point of Pain

Children love video games and find school less interesting. DeZignMe Games aims for children to want school to be an extension of their home. We believe that adding games as part of learning will make school more interesting, therefore increasing the desire for learning. Teachers will be able to create games that will be part of their active learning.

B. Background

It is known that most children dislike going to school because it is boring and they have to sit for long hours listening to a teacher talking about subjects that they find uninteresting. It is time to re-evaluate learning methods to address the high school drop-out rate as well as the value of education in America.

C. Market Opportunity

At DeZignMe Games, we believe that the love of games and the dislike of going to school present a great opportunity to create something unique that will help increase the learning curve as well as a favorable school report card.

Through surveys conducted by DeZignMe Games:

• 75% of educators found that our product would ‘very useful’ or ‘extremely useful’

• 66.7% of educators would ‘very likely’ or ‘extremely likely’ use of product in the classroom

• 91.7% of educators said that our product would be ‘very’ or ‘extremely’ beneficial for learning a new topic

• 100% of educators said it would make learning easier

D. Attractiveness

There are many educative games, but so far nobody had thought about including interactive game creation to teaching and learning into the school system. If the idea has been thought of, nobody implemented it which makes it an innovation that we intend to fully bank on. Our product is attractive because these games will provide educators will the ability to design their own games based on what they are teaching in the classroom. The implementation will foster interactive learning that will positively affect a child’s ability to understand the subject.

II. Market Research

A. Target Market

DeZignMe Games is addressing the gaming industry within the private school sector. Our primary industry would be the video game industry, with current revenue of $34.2 billion and profit of $2.8 billion. Within the video game industry, DeZignMe Games will be part of the online games and software segment, manipulating 17.2% or $5.88 billion of the market share. Although the revenue growth remained fairly flat through the last five years, it is projected that the video game industry will grow 5.5% annually, on average. The growth is determinant on disposable income, time spent on leisure and sports, percentage of services conducted online, and consumer sentiment index, which reflects how consumers view the economy. Online games are the driver behind the industry growth because the competitive and co-operative gaming environment is easier to use in an online format. There is also flexibility in expansions for existing games.

More specifically, DeZignMe Games is targeting grades K-8 in the private school sector of the Northeast of the United States. The private school sector is a $76.6 billion industry with a profit of $3.1 billion. There is an annual growth of .1% from 2007- 2012 and expected annual growth of .9% for 2012-2017. Within this industry, DeZignMe Games will target grades K-8, which accounts for 63% of the industry or $48.28 billion. Currently, there are 28,987 private schools in the United States alone. The states that DeZignMe Games will target are included in the northeastern part of the United States: Maine, Vermont, New Hampshire, Massachusetts, Rhode Island,

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