Preview

401 Games Group Paper Group6 1

Good Essays
Open Document
Open Document
3686 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
401 Games Group Paper Group6 1
401 games
Executive Summary (One page, single spaced – do last)
Background
The market for board games has seen annual increases of 10-20 per cent over the last decade, leading some to suggest we are in a “board game renaissance” (Carlson, 2013).
401 Games is a Toronto-based retailer of board games, card games, and collectibles which also provides on-site gaming space. A recognized early mover in the board game revolution, owner John Park was among the first to tap into the collectible gaming card segment, starting with Magic: The Gathering (MTG) in 1993, which he introduced in response to customer interest. He later moved into hosting tournaments in the store and offering other card and board games.
Concurrent with the increased interest in gaming, the company has seen an increase in competitors. This includes competition from online sellers, large retail outlets and coffee shop style gaming establishments (query: are they going after the same people? Need to clarify this)
Historically, John has had limited advertising, relying primarily on word of mouth, and ad placements in both the print and online editions of the Yellow Pages. His website is used primarily for informational purposes and does not presently offer online sales; his Facebook page and Twitter account are updated intermittently and have minimal followers (says who? Can we find stats for industry norms?)
401 games opened its original premises at 401 Yonge Street in December 1992, and in 2013, moved to a larger space at 518 Yonge Street. The current store comprises a 3780 square feet main-floor store space, 200 feet of storage space, and a 2500 square foot basement which is used as a gaming space. It operates from 930am to 10pm, with regular games nights and weekend tournaments.
In the long-term, John would like to expand 401 games to other parts of the Toronto area. In the near-term, he has been offered an opportunity to rent an additional 3500 square feet upstairs for another $7000-$8000 a

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Big Fish Games Case Study

    • 375 Words
    • 2 Pages

    Big Fish Games distributes over 2500 casual games. They provide over 1,500,000 downloads per day. The casual games which are try-before-you-buy model are also available. The games include all genres, and the website provides its collections from A-Z. Big Fish Games allows registering an account to keep in track of your information the next time around.…

    • 375 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    “Fight the Bear – Reward the Bull” is an innovative board game that will revolutionize…

    • 974 Words
    • 4 Pages
    Good Essays
  • Good Essays

    In the article “Art Form For The Digital Age,” by Henry Jenkins, Jenkins elaborates on the ever expanding video game industry and cites that it is now being considered a digital art. The gaming industry is also said to be the form of art in today’s economy that has grown the most.…

    • 991 Words
    • 4 Pages
    Good Essays
  • Good Essays

    The transition from board games to video games had a positive and negative impact on different perspectives. For board games,…

    • 970 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Grosvenor Casino is owned by Rank Group of companies which was established back in 1937. With the consistent efforts of their diligent team, they have gained the title of 'the UK's leading multichannel gaming operator'. Operation of Grosvenor started in 1970 and in today's date, they have more than 58 land-based outlets and a successfully running online casino which was launched in 2007. The casino offers a broad gamut of popular gaming titles and the facility of live games supported by various mobile applications. They are basically powered by International Game Technology (IGT) which is Nevada based leading entity engaged in offering gaming software. The casino also has games powered by other popular names of the industry such as Cryptologic, Novomatic, and OpenBet. Since this is a pretty popular casino, therefore, you can reap benefits by searching Grosvenor casino bonus codes online and you will be given a whole list of bonus codes for…

    • 546 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    “Art Form For The Digital Age,” by Henry Jenkins is about gaming expanding and how it's being considered a digital art. The growing game industry is said to be the most growing form of art in the economy today.…

    • 864 Words
    • 4 Pages
    Satisfactory Essays
  • Good Essays

    Playstation 4 Marketing

    • 501 Words
    • 3 Pages

    This game series has become more popular to the new age children due to the availability of different sorts of games.…

    • 501 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Reality Is Broken Summary

    • 14212 Words
    • 57 Pages

    We have turned digital games for computers, mobile phones and home entertainment systems into what is expected to be a $68 billion industry annually by the year 2012. So we are creating a massive virtual effort and emotional energy and attention on game worlds instead of on the real world.…

    • 14212 Words
    • 57 Pages
    Powerful Essays
  • Satisfactory Essays

    The video game industry is a multibillion dollar a year industry, so it isn't hard to understand why they go through great strides to protect their image. They provide entertainment to all ages, genders, nationalities, and ethnicities. Contrary to the opinions of the industries opponents, video games are not destroying our youth, they challenge, educate, and provide an escape from an oppressive world.…

    • 642 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Video game consoles have continued to dominate the youth market not only in the United States but overseas as well. With three primary focuses, Playstation, Xbox and the Wii, game consoles have invaded households worldwide. Although Microsoft’s Xbox is has enjoyed owning the the market share as the top dog for the last several years with its first and second generation platforms, Sony’s Playstation 4 has seen record sales across the United States and Canada and over the last quarter has taken the lead with its next generation console, selling its five millionth console as of February 18, 2014, according to Richi Jennings of ComputerWorld magazine. With news that gaming consoles are in high demand, the development of next generation games is important to keep up with the supply and demand of fantastic games. This is why my choice product is a sim-game which markets to both China and India called, “The Early Empire.”…

    • 690 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Case Study: Gamestop

    • 1119 Words
    • 5 Pages

    Intertwined within the five force analysis of the online gaming industry is information systems. Information systems allows a company to function efficiently and effectively. Information systems allows companies to create, control, store, find, and access data. Based on these computers based tools, the threat of new entrants’ information systems plays a high role, as technology and systems develop it makes it easy for individuals to enter the industry. Information system also plays a role in supplier power, as it allows the companies within the industry to reach potential customers with marketing strategies through the internet. Moreover, supplies the ability to processes accounts and employee management. In our constantly growing technological world information systems plays a huge part. Rivalry among competitors in the online gaming industry is intense. The rivalry intensity only amplifies when you have existing companies like GameStop who dabble in online…

    • 1119 Words
    • 5 Pages
    Good Essays
  • Better Essays

    Magic: The Gathering

    • 1283 Words
    • 6 Pages

    Magic: The Gathering was the first trading card game created and was developed by Richard Garfield and introduced in 1993 by Wizards of the Coast. Each game represents a battle between wizards, known as "planeswalkers", who employ spells, items, and creatures which are depicted on individual Magic cards to defeat their opponents. Each card has what is known as "rules text" explaining what that card does. There are seven major concepts one must understand before playing for the first time.…

    • 1283 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Berger, A. A. (2002). Video games: a popular culture phenomenon. New Brunswick, N.J.: Transaction Publishers.…

    • 3479 Words
    • 14 Pages
    Powerful Essays
  • Powerful Essays

    Glazer, Sarah. "Video Games." CQ Researcher 16.40 (2006): 937-960. CQ Researcher. Web. 18 Oct. 2010.…

    • 2619 Words
    • 11 Pages
    Powerful Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays