277x 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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