Preview

Business Plan

Powerful Essays
Open Document
Open Document
3159 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Business Plan
EXECUTIVE SUMMARY
Buzy Bee Corporation Ltd has been started its operation as Gaming Entertainment provider for the young generation. Buzy Bee offers offers a wide range of graphical user interface gaming products and services. Buzy Bee started as a Private Limited Company registered in Singapore. Buzy Bee exclusively owned by 4 of persons. The company does not anticipate bringing on new owners in the foreseeable future.
Here further in this report we can see how we have utilized wide range gaming products such as Play station, X-Box, Wii, Virtual Reality game room, all under one roof. It is a unique blend of technology which is beneficial to our business.
Further, we are operating in Singapore as of now because Singapore has high emerging market. We are operating in the malls at Orchard, City square mall, Bukit panjang, Tampanies and Vivocity. In future we will expand the business to Indonesia, Malaysia, India and China.
Buzy Bee is a Private Limited company and intends to stay that way. We expect to see increased profits from our revitalization efforts by the end of Year 1. Over the next three years we expect that much of our profits will be invested into expanding business. We do not anticipate any losses during our business.
The gaming machines are the key to our business, we are acquiring the entire latest product which is available and which will be offered to us by Microsoft, Sony, Nintendo and HP in order to set up the business. These equipments need continuous up gradation in order to solve this problem our licensing contract includes the free up gradation for these products, which will allow us to keep these equipments up to date for market requirements. Here each game zone will have 5 of Play stations sets, 5 of X-Box sets, 5 of Wii gaming sets, and one HPs Virtual Room.

INTRODUCTION
OBJECTIVES
To give maximum profit to our shareholders
To provide high quality entertainment to gamers.
To establish fully operational business centres in around

You May Also Find These Documents Helpful

  • Best Essays

    Cango Financials

    • 3205 Words
    • 13 Pages

    This consulting report concerns CanGo’s attempt to establish new business ventures to enhance the vitality of the organization through entering the enormous electronic gaming industry that is rapidly expanding. There is a significant amount of demographics that will embrace the virtual world of On-Line Gaming, since electronic entertainment has been revolutionized through increasing access to interactive online gaming with access to high-speed internet. Thus more, global games industry revenues were at 60.4 billion in 2009 and expected to rise to 70.1 billion in 2015. The value of this proposition is to increase revenues, increase speed, expand reach, and increase effectiveness. CanGo is offering a combination of software and hardware, which include On-line Gaming, e-Books, MP3 sales, and audio/video streaming. In order to reach these consumers effectively our firm has developed a strategic plan, SWOT Analysis, competitive advantage, marketing analysis, and financial analysis to enable CanGo to reach the vast wants and needs of the consumers through their vision and mission.…

    • 3205 Words
    • 13 Pages
    Best Essays
  • Satisfactory Essays

    Wii Case

    • 304 Words
    • 2 Pages

    The victory of the Wii from the wireless motion-sensing controllers depends on the consumer desire. The consumer chose the lower performance product, Wii which had the wireless motion-sensing controllers, although Sony’ PS3 and Microsoft’s X360 was the high performance products. The consumer wanted to buy the user friendly products instead of over-techs.…

    • 304 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    Senior Project

    • 2601 Words
    • 11 Pages

    CanGo has set short-term objectives and is looking to expand into new markets, again. The company has defined its target market which includes Gen X and Gen Y groups, and offers products appealing to this demographic (CanGo, 2012). The company has entered the online gaming market, by purchasing Webjouster, an online gaming company (CanGo, 2010). Once more, Ms. Bennet saw a great opportunity for success, and capitalized on it.…

    • 2601 Words
    • 11 Pages
    Powerful Essays
  • Satisfactory Essays

    Cango Executive Summary

    • 284 Words
    • 2 Pages

    This consultant report relates to CanGo’s attempt to explorer new business outcomes to increase the capacity of the organization throughout the electronic gaming industry which is rapidly growing much larger. According to, market research and analysis firm DFC Intelligence expects global games industry revenues to rise from $60.4 billion in 2009 to $70.1 billion in 2015. The importance’s of our consultant firm are to analysis and make recommendation to increase revenues, increase growth, and produce effective results. CanGo are involved in three kinds of electronic industries, which are elaborated into one company that includes e-books, digital media, and the online gaming industry. To develop a better understanding…

    • 284 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    The product or the item for consumption that I have selected is the Nintendo Wii Game System. This system ruined the industry’s rank, when they put on the loose of this novel perception of effectively taking part in the video games. I would like to say that the Nintendo Wii is at the market development stage or level. Although the product is just a pair of years old presently, the attention level carries on to cultivate as the Nintendo organization is constantly producing original augmentation to move out by the side of the Wii game system. More over, other video game varieties currently are opening to generate the similar video game technology providing the Nintendo Wii opposition that untill that time it did not have it. This opposition has merely pact with the Nintendo generating more attentive games, trimmings, and improvements building up their product yet more enjoyable or pleasurable.…

    • 344 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Explain constraints and opportunities of different gaming platforms across a variety of consoles and handhelds.…

    • 802 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Marketing 205

    • 1452 Words
    • 6 Pages

    The All in One gaming system is going to be the top system of its time. We will follow the process of how to market the system in today’s society. There are several steps to this process, so we will break it down in each section.…

    • 1452 Words
    • 6 Pages
    Good Essays
  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    The video game industry has grown substantially since 1995. (See exhibit 1) and the prospects of growth look great going forward. Three main players dominate the current market: Microsoft, PlayStation 3, and Nintendo. Furthermore, based on porter’s five forces, the threat of new entry is low. (Exhibit 2) Nintendo is outselling Sony 2 to 1 by going after customers currently out of the video game market share. This threat shouldn’t be as much of a concern as an opportunity; the two companies are competing in different realms. (Exhibit 3)…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    Microsoft is trying to establish the Xbox One as the video game console leader in the Video Game Industry. The Xbox One is a third generation video game console for Microsoft. The video game industry continues to have steady growth. However, challenges face manufacturers of video game consoles as demand for smart phone and tablet apps continue to increase. In addition, the cost of video game consoles limits their availability to certain segments. Although, an opportunity exists as new segments evolve in the video game industry, such as with women and older adults, Microsoft must find ways to achieve a competitive advantage with their Xbox One system over Sony’s PlayStation 4 and Nintendo’s Wii U. The Xbox One has been branded as an all-in-one entertainment system. It will change the way people experience home entertainment. Microsoft must continue to develop innovations with the Xbox One to differentiate itself from its competitors, develop promotions that will position itself as a brand leader, design exclusive new video game titles, and work with distribution partners to control costs.…

    • 4659 Words
    • 16 Pages
    Better Essays
  • Powerful Essays

    Nintendo Strategy

    • 4445 Words
    • 18 Pages

    Nintendo Co. Ltd. is a longstanding member of the home entertainment software industry that has embarked on a mission to offer the highest quality products and services while treating their customers with attention, consideration and respect. Nintendo’s strategy thus far has been to take advantage of their video game development capabilities; nearly 60% of games sold by Nintendo are self developed. The innovative capabilities derived from various gaming platforms have allowed Nintendo to capitalize off of a series of attachment control devices. The biggest strength that Nintendo has is a strong brand name along with high returns. A well established brand name gives Nintendo an edge over its competitors. Nintendo is the only company that has managed to capitalize on both hardware and software components. The biggest opportunity for Nintendo is to incorporate themselves into the online gaming market due to short product life cycles. Nintendo maintains their competitive advantage through superior game and character development, for which it often owns the legal rights. In a technical comparison of the Wii against its major competitors, it is substantially outperformed in speed processing, memory, storage, networking, video output and multimedia output. If Nintendo wishes to maintain a competitive advantage, the niche market must be penetrated while maintaining the integrity of the Nintendo brand image. Nintendo Black would become a subsidiary company of Nintendo Co. Ltd. that will operate with a mission to specialize in advanced technological specifications to consoles that will compete with Microsoft and Sony. If the proper measures are taken then Nintendo has the opportunity to continue to position itself as an alternative to the gaming experience while increasing the level of competition for its rival companies with its subsidiary company.…

    • 4445 Words
    • 18 Pages
    Powerful Essays
  • Powerful Essays

    Advancement of Video Games

    • 1697 Words
    • 7 Pages

    In this paper I will show and explain how the advancement of video games consoles has changed Humanity in more ways than one. I will show how the inventors started their Empires by selling plain, simple playing cards all the way to online gaming linked all around the world. How Nintendo and Atari started as two of the giants in the gaming world and then how Nintendo almost died out when Sega came out with their console. I will also explain how the video game mindset changed overtime and evolved into something worldwide.…

    • 1697 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    red ocean

    • 1136 Words
    • 4 Pages

    On the whole, the Red Box was designed to be such a product which stands right between Purple Player and Yellow Console on every single offering characteristic, in order to fulfill the needs of those consumers who seek better performance and gaming experience than Yellow Console provides but cheaper price than Purple Player offers. More specifically, the desired Red Box should be cheaper than the Purple Player but slightly more expensive than the Yellow Console because of the more sophisticated performance and better gaming experience. The reason why targeting Yellow Console as the major competitor was that it had almost the largest market share in the segments of younger and lower income groups which were profitable and potentially acquirable. The consumer preference of Red Box was evenly distributed to each age group. We were expecting to gain more market share and customer preference in the segments of 6-21 and 22-35 by competing with Yellow Console while keeping others constant. We aimed to skew the focus to younger generations since it was costly and time-consuming to attract more consumers in 36 plus group.…

    • 1136 Words
    • 4 Pages
    Powerful Essays
  • Powerful Essays

    The study suggests that gamers actually tend to make more online purchases and spend more money on entertainment content than nongaming population. Growing gaming popularity is directly proportional to household penetration of gaming devices. These devices such as PC, game console (Nintendo Wii, Xbox, Rock Band), cell phones, attractive to all kind of buyers with different features they provide. Some of the companies provide subscription services with a fee that grants users some features such as free games, interactive online game play.…

    • 1561 Words
    • 7 Pages
    Powerful Essays
  • Satisfactory Essays

    XYZ will primarily be focussed on providing educational and sports related gaming though the company will not be restricted to these categories and will provide games for all types of platforms.…

    • 548 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    Traditionally, Sony, Nintendo and Microsoft will create a new battle every five or six years, so it means that to develop a new and good product takes time. For the cost aspect, as the consoles are expensive, the cost of the video games is increased as well. In order to fulfill the customers’ need, company has to make more attractive and complex games and this will cost a lot and take time also.…

    • 474 Words
    • 2 Pages
    Satisfactory Essays