Business Plan
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Business Plan
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TABLE OF CONTENTS
1.0 Introduction………….………………………………………………….……….……………3
1.1 The executive summary……………………………………………
.....
………………….3
1.2 Vision…………………………………………………………………….………………3
1.3 Mission………………………………………………………………….………………..4
1.4 Qualifications
..............................................................................................................
…...4
2.0 Industry overview…………………………………………………………………………….4
3.0 Competitive position……………………………………………………….…………………5
4.0 Major risk factors and the available solutions…………………………..…………………….6
5.0 The marketing plan………………………………………………………..………….……….7
5.1The service……………………………………………………………………...…………7
6.0 Industry analysis/ demand for products and services………………….……………………..8
7.0 Target market analysis…………………………………………………...……………………8
8.0 Competitive analysis……………………………………………………….…………………9
9.0 Business position of strength……………………………………………….………………..10
9.1 Marketing and sales……………………………………………………………………..10
9.1.0 Advertising……………………………………………………………………………10
9.1.1 Pricing…………………………………………………………………………………11
9.1.2 Sales tactics……………………………………………………………...…………….11
10.0 The operations plan……………………………………………………...………………….11
10.1 Day to day management………………………………………………………………..11
10.2 Equipment…………………………………………………………..….……………….12
10.3 Research and development……………………………………………………………..13
11.0 The Financial Management Plan……………………………………..…………………….13
11.1 Estimated startup costs……………………………………….…….…………………..13
12.0 Projected monthly operating expenses …………………………………………………….14
12.0.0 Projected monthly cash flow………………………………………….……….…………15
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1.0 Introduction
1.1 The executive summary
The name of the company will be ExtreMedia Studios. This name will be given to it because
it will deal with wide variety of sophisticated, intelligent and interactive Virtual Reality
entertainment services and products. The business shall be established as a Limited Liability
Company integrated under the state laws of California, and the property manager shall be the
executive manager. It will be located in Los Angeles in California on February 2017. The
management team of ExtreMedia studio consists of highly specialized persons with training in
both the Virtual Reality and computer-aided design technologies
(Pugnetti et al 217)
. The
General Manager will facilitate the company and its resources, implement market evaluation and
sales, and carry out research and design development on V.R and interactive software. The
Technical Operations officer will help in research, design/developments, and production control.
The Senior Engineer will make purchase recommendations and maintain and upgrade the
computing equipment, as well as assist in the design and production of company plans. The
Administrative Assistants will come up with database programs for sales and accounting as well
as keep consumer relations.
1.2 Vision
The vision of this company will be to capture a wide interactive media in the future while
increasing the value of intellectual ownership and the best technology. The company will be
negotiating to offer a license to other companies that will be willing or seek to duplicate the
company’s methods of Virtual Reality and all its related properties. We will prepare for the future
by coming up with new forms of media that have not yet been invented.
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1.3 Mission
The mission of ExtreMedia Studio Company will be to establish high-value Virtual
Reality productions and maintain a significant relationship with the consumers and clients by
offering efficient and quality 3D graphics.
1.4 Qualifications
Adequate working personnel and experience in Virtual Reality technology.
Successful completion of Degree in Information Communication Technology (ICT), Virtual
Reality, and Computer Engineering.
2.0 Industry overview
The industry will be based in the telecommunication and entertainment industry and will
provide information and communication services to its customers. The business in the industry
having a maximum of 15 customers at a time hence small business it will expand at time goes by
so it can earn more profit and be able to cater for more customers
(Biocca et al 88)
.
The technology used is this industry is capital intensive since most of the infrastructure used will
require more money to be invested in it. It will need several employees to operate the business
hence no labor intensity associated. The level of technology used in this industry will be modern
technology whereby computers, mobile phones, scanners, printers and many other modern
devices will be used in the business
(Van et al 238)
.
The VR industry is the most trending industry in the modern world, virtual reality has
been figured as a major promising growth and development fields. Investors are giving funds
inputs at a group of committed companies targeting a greater cash flow back on the virtual reality
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industry, with financing hitting $2.8 billion this year and amounting to $8.8 billion from 2012.
However, the industry is seen not ready to maintain or sustain this size of producers, causing the
occurrence of something corresponding to the video gaming market collapse in 1983,
3.0 Competitive position
Our strategic plans for controlling the competition is through the use of progressed
creation and development of V.R products and interface software services, each as more
entertaining and advanced in technologically as the previous systems. Future V.R products and
interface software services will be strategically designed and offered to chart a growing course
for the market, and then follow up with V.R interactive software that will gain the interest of the
company’s customer repetitively, building brand awareness and encouraging repeat customers.
Demand is controlled by consumer tastes and preferences and health impact
considerations. The production and profitability of various rely on productive company activities,
effective marketing, and reliable strong sales force. Major companies have value in buying raw
materials, manufacturing coherence, marketing, and distribution budgeting. It is found that small
operations can offer competition effectively through self-distributing goods and services and
online sales. The business being located at the town center of the Los Angeles city where there is
the availability of Virtual Reality products and services customers. The company will capitalize
on offering better services and with comprehensively standard charges with extensive
advertising. Advertising is not mainly done by competitors within and Virtual Reality dealer who
are renowned V.R services and products dealers. Better services will be offered in order to attract
more clients in the company for there shall be less extra cost. The existing competitors are
believed to offer less capacity of V.R services and products compared with ExtreMedia
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Company’s targeted volumes. The business will mainly focus on offering V.R products and
services in the entire state of California. The company assets are not much compared to several
of the other competitors but the strategic location of the business is of great advantage.
The company may require few employees due to the few operations needed in the
management, sales, procurement and, training departments. Monitoring the suitability of the V.R
is easy because of the few companies compared to interactive software consumer
(Vora et al
566)
. The company will capitalize on proper management and improve the access channels due
to high quality and professionalism. The ability to come up with award-winning interactive
movies, CD-ROMs, gaming and, films are the company’s target to outdo the competition from
the ground up is unique to ExtreMedia. We believe that the company’s consumers will expect to
discern, absorbing entertainment and leading-edge V.R technology when they reach for the
company’s products. Since the ExtreMedia products will take a completely divergent approach of
the traditional computer game, this is because the company will find a niche other companies
having not yet been able to figure out.
4.0 Major risk factors and the available solutions
Some of the projected risks are the financial risks which will be believed to occur due to
low contribution by the company owners as compared to the proposed startup capital and funds
to be achieved through borrowing. However, the company owners will be advised to retain 60%
of the achieved profits back into the company.
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5.0 The marketing plan
5.1The service
ExtreMedia will be a Virtual Reality production studio dealing with the film and video
game production, coming up with artificial interactive software on scenes and imaging services,
video and film development, the companies services provided will range from film directing and
producing intelligent Virtual Reality displays that can be used in events, music video,
advertising, filming, experience concept, post-production and, TV production. There will be
computers to ease the production of these services. The products will include film cassettes,
music video CDs, 2D and 3D graphic games applications and entertainment systems.
These V.R interactive software services and products will be made available to the market
efficiently and affordably. The products will come in different colors, sizes, and qualities from
the ExtreMedia studios and will use the company’s brand in packaging and will be of high
quality in terms of offering services.
Customers purchasing and using the company’s product and services will enjoy the convenience
and at lesser prices. The products will be durable and flexible and will come with a warrant while
the services will be of high quality. The servicing will be done by the company’s technician, and
that will be free of charge hence customers to ExtreMedia will also save on V.R live streaming
on music, film and video production costs.
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6.0 Industry analysis/ demand for products and services
Looking at the last few years, this industry has been steered towards children, and the
general sales of computer games and equipment have gone high in a stable manner
(Biocca 49)
.
Unexpectedly, parents have seen it much more difficult and unable to find the computer and
interactive software that will challenge and entertain too. The V.R trend will continue will grow
as the entertainment generation grows in number; one need and development will only take a
glimpse at all of the computers being used in classrooms around the state to indicate the potential
adult market.
ExtreMedia Studios believes that adults are in need for intelligent, interactive
entertainment that considers the advantage of the computer and video games. The start of the
large installed base and production of CD-ROM devices and drives combined with the increased
development of computer technology has now ensured the offering of this type of material
content possible. According to a recent study carried by Simba Information, Inc., the target
market for consumer-based CD-ROM titles in film and video music industry is expected to
double with time, creating over $300 million. Looking at the increased distribution and demand
for CD-ROM drives leaving consumers looking for more diverse materials sources, audiences
and consumers will be clearly ready for the titles that ExtreMedia comes up with as the company
will look basically at the current demand.
7.0 Target market analysis
ExtreMedia Studios' target market will comprise of educated adults aging from 18 to 45
years who have the experience in the current computer technology available in their schools,
homes, and a considerable disposable income. This brings together the present market of "prior
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adopters" with females’ average of 21-40 years and college-educated homes with growing
children.
ExtreMedia market will be classified according to demographic or geographic factors whereby
the most expected population, in this case, will be the adults in gaming, movie and film fans
from different institutions like schools and for domestic purpose. The company will also create
different contents based on different lifestyle hence ensuring that a wider consumption is
achieved. Market size will also be aimed to growth; this will be increased by promotion
activities. The company will also look at online selling classifying another segment of online
market
(Deutsch et al 376).
Due to the lack of effective and reliable data on this fast growing market, the goal of
market segmentation is majorly to offer a general overview of market changes and trends for
Virtual Reality and to evaluate important ideas regarding how the industry could evolve in the
future, therefore informing the ExtreMedia studio company partners of potential risks and
opportunities. Future studies may provide a more concise analysis, but only with the availability
of relevant data.
8.0 Competitive analysis
The company will have potential competitors who are already stable in the market. These
competitors who deal with V.R and Interactive software are Survivors which is a gaming studio
located in Los Angeles under the funding of $4 million, another studio is Wevr.com located at
Venice under the funding of $41 million, Vertebrae, Inc. located in Santa Monica,
Magnopus.com
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The location of the competitors will be advantageous to the company’s studio because
their customer will get to know about ExtreMedia studios and will inform other clients about the
existence of ExtreMedia due to its access from other competitors. They will also provide price
comparison and standardization. This will also enable product and services to be made available
to the consumers that the competitors will not be offering
(Jayaram et al 579)
. This will be a
disadvantage on the ExtreMedia side because the competitors are already stable in the market
and will be hard to beat them with the shortest periods. They also have experience in production
and hence will be hard to beat them. The competitors are medium sized and ExtreMedia studio
will be highly rated compared to them. ExtreMedia studio will strategize to grow faster and
acquire wider market share to get stability and entry into the world market so as to catch-up with
the competitors.
The ExtreMedia studio will be small with an investment of $500,000. This will enable an easy
start of the business and management principle exploited as to gain market entry easily.
9.0 Business position of strength
9.1 Marketing and sales
9.1.0 Advertising
Advertising shall be done through the internet which shall have contents being put at a
strategic website by the use of the colored photographic material. Local billboards shall also be
directed in order to advertise the company further. The company name shall also be put across
billboards on the streets to display a clear sign of quality V.R services and products being
offered. The number of colored photographic material will be as many as possible in order to
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market the business effectively within the business and also in different places there will be
billboards indicating the location of the company, V.R products, and services offered, distance to
the company site
(URANO et al 811).
9.1.1 Pricing
The charges of V.R interactive services shall depend on the cost price and any other
incurred costs before the production and creation process in studio premises .It shall also depend
on the price tag on the completion and also the government control pricing e.g. goods through
which value added tax will be paid or not. Different products and V.R services will be attached
with different prices I.e. depending on the quality, type of make, value and .The discounts shall
also be used where applicable. This will draw many consumers to buy from ExtreMedia thus
higher sales volume and high-profit margin.
9.1.2 Sales tactics
ExtreMedia studio shall offer its services and products directly to the consumers. The
company’s sales personnel will be required to transport the V.R products but packaging and
branding activities shall take place in the studio premises if V.R products are to be in the large
sales transaction and prior purchasing should be done the day before the delivery period.
Discounts offered will be expected to increase sales research hence increase profits.
10.0 The operations plan
10.1 Day to day management
ExtreMedia will be established as a limited liability company. The following staffs according to
their titles
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•
General Manager
•
Administration assistant
•
Technical operations manager
•
Senior engineer
ExtreMedia initial year will comprise of organizing and developing practices since the company
will be giving office equipment, this will minimize some major operations in the company that
will lead to lagging in the development
(Lengenfelder et al 30)
.
After getting the startup capital,
the strategized efforts in the beginning period will be spearheaded into the following significant
areas.
•
Legal organization and management
•
The profusion of design, information and training management libraries.
•
Provision and installation of office equipment.
•
Marketing and sales operations.
The startup sales from the ExtreMedia studio company will comprise of exhibition tapes and
formally designed home. The sales obtained here will be able to generate an effective cash flow
thus having a strong base for establishing ExtreMedia Company in the marketplace.
10.2 Equipment
•
Computer equipment
•
Software equipment
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•
Music and sound equipment
•
Filming equipment
•
Interactive controller wand
The maintenance in the studio will include archiving, data backups and cataloging as well as
considering the systems and software updating. The data administration network control and
license management operations also involve all maintenance services
(Saladin et al 17)
.
10.3 Research and development
The technology category assists in choices on acquiring hardware by offering pricing and
technical information, although it is not self-reliant responsible for all studio assets purchase
recommendations. The company team jointly will have to decide and agree on strategic plans
(Mosaker 18)
.
11.0 The Financial Management Plan
The initial or the startup capital will be contributed by the owners, and loans
(Harrison et al 603)
.
The owners are the shareholders of the ExtreMedia studio will contribute an amount of $300,000
11.1 Estimated startup costs
ExtreMedia will be expected to purchase the computing and software equipment, music
and sound equipment, and filming equipment hence the estimated amount for this will add up to
$200,000. Again considering the employee salary of directors and producers will add up to
$1,000,000.
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fig
.
11.1.0
pre-operational costs
ITEMS
Amount ($)
Machinery and equipment
Operating cost
Consultancy & research
Salaries
200,000
500,000
200,000
1,000,000
Total
1,900,000
12.0 Projected monthly operating expenses and income opportunities for the first year of
operation
The company’s operating expenses comprise of employee salaries, selling, advertisement
depreciation and the other expenses. The projected monthly expenses are totaling to about
$135600, the accounting fee as per the projected data will be $2,217,400 per year
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12.0.0 Projected monthly cash flow
ITEM
Dec
Jan
Feb
Mar
Apr
May
Jun
Jul
Aug
Sep
Oct
Nov
TOTAL
$
$
$
$
$
$
$
$
$
$
$
$
$
Cash sales
320000
360000
322000
348000
360000
320000
280000
400000
340000
320000
340000
320000
4,000,000
Collection
from
debtors
40000
50000
40000
60000
55000
60000
55000
45000
55000
50000
40000
50000
600,000
Total cash
in flow
360000
410000
372000
408000
415000
380000
335000
445000
395000
330000
380000
370000
4,600,000
Cash out
flow
Cash
purchases
100000
100000
100000
100000
100000
100000
600,000
Payment
to
creditors
5000
7000
7000
2000
35000
45000
7000
80000
90000
278,000
Rent
8500
8500
8500
8500
8500
8500
8500
8500
8500
8500
8500
8500
102,000
Salaries
and wages
109700
109780
108700
108650
109000
109350
109500
109320
107100
105000
106500
108000
1,300,600
Telephone
200
100
1500
2000
2300
2400
2600
2700
2800
3000
3000
35000
26100
Miscellan
eous
1000
2800
2600
10000
10000
10000
10000
2500
5000
10000
2000
10000
75900
Total cash
outflow
224400
228180
128300
231150
129800
265250
123100
270520
135400
206500
310000
130000
2,282,600
Net cash
balance
C/D
135600
181820
243700
176850
285200
114750
211900
174480
259600
123500
70000
240000
2,217,400
Accumula
tion
135600
317420
561120
737970
1023170
1137920
1349800
1524300
1783900
1907400
1977400
2,217,400
Fig. 12.0.1 ExtreMedia studio cash flow
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ITEMS
AMOUNT($)
Sales
4,000,000
Cost Of Goods Sold
(
600,000
)
Gross Profit
3,400,000
Less Expenses
Rent
102,000
Telephone
26100
Miscellaneous
75900
Salaries
1,300,600
Advertisement
20000
Other expenses
150000
Total Expenses
(1,674,600)
Net Profit Before Tax
1,725,400
Provision For Tax (30%)
(517,620)
Net Profit After Tax
1,207,780
Fig12.0.2
Performa Income Statement for year ending 2017
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Fig.12.0.3 Breakeven level
a.
Total contribution margin = Sale - Total variable
Variable cost (item)
Amount ($)
Cash purchases
600000
Salaries and wages
1300600
Telephone
26100
Miscellaneous
75900
Total
2,440,600
b.
Calculate the contribution margin percentage
Contribution margin/sales x 100
=300000/ 4000000 x 100=7.5%
c.
Fixed cost
Fixed cost (items)
Amount in ($)
Advertising
Rent
Transport
20000
102000
20000
a.
Calculate break-even level of sales in dollars.
=Total fixed assets/ Contribution margin X 100%
=620,000X100%
300,000
= 20.66%
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13.0 References
Pugnetti, Luigi, et al. "Evaluation and retraining of adults' cognitive impairments: Which role for
virtual reality technology?."
Computers in Biology and Medicine
25.2 (2515): 213-227.
Biocca, Frank, and Ben Delaney. "Immersive virtual reality technology."
Communication in the
age of virtual reality
(2015): 57-124.
Van Veen, Hendrik AHC, et al. "Navigating through a virtual city: Using virtual reality
technology to study human action and perception."
Future Generation Computer Systems
14.3
(2011): 231-242.
Vora, Jeenal, et al. "Using virtual reality technology for aircraft visual inspection training:
presence and comparison studies."
Applied Ergonomics
33.6 (2012): 559-570.
Biocca, Frank. "Virtual reality technology: A tutorial."
Journal of Communication
42.4 (2013):
23-72.
Deutsch, Judith E., et al. "Development and application of virtual reality technology to improve
hand use and gait of individuals post-stroke."
Restorative neurology and neuroscience
22.3-5
(2014): 371-386.
Jayaram, Sankar, Hugh I. Connacher, and Kevin W. Lyons. "Virtual assembly using virtual
reality techniques."
Computer-Aided Design
29.8 (2010): 575-584.
URANO, Akihiro, et al. "Virtualized Endoscope System--An Application of Virtual Reality
Technology to Diagnostic Aid--."
IEICE TRANSACTIONS on Information and Systems
79.6
(2016): 809-819.
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Lengenfelder, Jean, et al. "Divided attention and driving: a pilot study using virtual reality
technology."
The Journal of head trauma rehabilitation
17.1 (2012): 26-37.
Saladin, Michael E., et al. "A preliminary report on the use of virtual reality technology to elicit
craving and cue reactivity in cocaine dependent individuals."
Addictive behaviors
31.10 (2016):
1881-1894.
Mosaker, Lidunn. "Visalising historical knowledge using virtual reality technology."
Digital
Creativity
12.1 (2011): 15-25.
Harrison, A., et al. "The role of virtual reality technology in the assessment and training of
inexperienced powered wheelchair users."
Disability and Rehabilitation
24.11-12 (2022): 599-
606.
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