159x Filetype PPTX File size 0.07 MB Source: dmd.binus.ac.id
Action Plan II January 2016: Execute all the plans - Launching product - Execute the marketing plans February 2016: Evaluation - Evaluate the growth perfomance Marketing - Evaluate the users experiences Never Stops - Keep review the users’ feedback March 2016: Innovation Mode - Reform the team - Need to create the efficiency - Keep innovative Expected Fund 1. The Regulations: - The licenses requirement Rp 100.000.000 - Deposit (if needed) expect 50.000.000/operators 10 x 50.000.000 = Rp 500.000.000 2. Operational: - The activity: Rp 100.000.000 -> includes product launching - The team: Rp 100.000.000 3. The Marketing Plan: - The need of marketing around Rp 10.000.000.000 -> include radio & tv ads for 2-3 years Expected Profit Year 1 - The total cost = Rp 2.000.000.000 -> include working capital - 2.000.000 active user Pesimistic Profit: - Rp 1000 x 2.000.000 active user = 2000.000.000 in the first month of year 2 The BEP Point is approximately1 year Traction Plans (2) 142 of 250 Gamer’s Respondents are Spenders Means 56,8% of Gamers are Spenders There are 30 Million Gamers in Indonesia 34,1% if Indonesian’s Internet users are gamers (88,1 Million Internet Users in Indonesia) Source: Skyoneapp Traction Plans (3) So, in Binus University alone There are more or less 42.000 students And expect 34,1% of 42.000 students are 14322 gamers So 56.8% of 14322 = 8134,90 -> around 8135 Spenders So in around 3 months we predict that we can get 8135 Spenders only in Binus University alone with Booth Campaign and through the WoM
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