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Business & Marketing
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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 tha...
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