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Business Plan for "Ken and Keith Video Games Centre". Launching Ad Finger VR for ALS Patients and the Elderly

Titel: Business Plan for "Ken and Keith Video Games Centre". Launching Ad Finger VR for ALS Patients and the Elderly

Hausarbeit , 2024 , 12 Seiten , Note: A

Autor:in: Nicholas Odwar (Autor:in)

BWL - Unternehmensgründung, Start-ups, Businesspläne

Leseprobe & Details   Blick ins Buch
Zusammenfassung Leseprobe Details

The aim of this paper is to present a business plan for "Ken and Keith Video Games Centre". The business will introduce Ad finger VR, a VR console product that makes ALS patient and elderly who can't move their body can enjoy playing games by just move the fingers and wrists when playing game. The new equipment that the new business will introduce also consist of two major things, namely VR glasses and something that must be worn to connect the players' fingers and wrists, such as the VR gloves. This business is likely to succeed in the new market because the product that it intends to offer is of high quality and promotes clients' safety. Because of the extensive growth in VR content market brought about by the progress and extensive circulation of computer hardware technology as well as virtual reality (VR) head-mounted display (HMD) devices. To full establish its operations, the owners of this new business will use the profits they acquired from the past businesses and even acquire bank loans. The international virtual reality content creation market is expected to increase to $227.9 billion in 2030, portraying a 2020-2030 CAGR of 70.5%. This means that the new business will be successful as it will benefit from the profits.

Leseprobe


Inhaltsverzeichnis (Table of Contents)

  • Executive Summary
  • Introduction
  • Company Background
  • Business Idea
  • Business Model
  • Unique Selling Proposition
  • Feasibility Analysis
    • Product/service feasibility
    • Industry
    • Financial
  • Market Analysis
  • Financial
  • Conclusions
  • Bibliography
  • Appendices

Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)

The primary goal of this business plan is to introduce Ad finger VR, a VR console designed specifically for ALS patients and elderly individuals with limited mobility. This product allows users to enjoy playing games by simply moving their fingers and wrists. The plan outlines the key components of the new venture, including the product itself, market analysis, and financial projections.

  • Introduction of a novel VR console, Ad finger VR, catering to the needs of ALS patients and the elderly.
  • Exploration of the growth potential in the VR content market driven by advancements in computer hardware and HMD devices.
  • Emphasis on the unique selling proposition of Ad finger VR, promoting accessibility and safety for users with physical limitations.
  • Detailed analysis of the financial viability of the business venture, including revenue streams and cost structures.
  • Assessment of market opportunities and competition in the VR gaming industry.

Zusammenfassung der Kapitel (Chapter Summaries)

  • Introduction: This chapter sets the stage by highlighting the burgeoning VR content market and the business plan's objective to introduce Ad finger VR. The product's unique features and target audience are outlined, including its potential benefits for ALS patients and the elderly.
  • Company Background: This chapter details the history of Ken and Keith Video Games Centre, showcasing the brothers' experience in the video game industry. The chapter also emphasizes the brothers' desire to expand their business to cater to a wider audience, including those with physical disabilities.
  • Business Idea: This chapter delves into the specifics of Ad finger VR, explaining its functionality and target audience. The chapter also discusses the design elements of the console, emphasizing its focus on accessibility and safety.
  • Business Model: This chapter outlines the business model that will be used to operate Ken and Keith Video Games Centre. The Barringer/Ireland Business Model serves as a framework, highlighting key elements such as core strategy, resources, and financials.

Schlüsselwörter (Keywords)

This business plan focuses on the development and implementation of Ad finger VR, a VR console designed for individuals with limited mobility, particularly ALS patients and the elderly. Key themes include accessibility, safety, VR gaming, market analysis, financial feasibility, and the growth potential of the VR content market.

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Details

Titel
Business Plan for "Ken and Keith Video Games Centre". Launching Ad Finger VR for ALS Patients and the Elderly
Hochschule
University of Edinburgh
Veranstaltung
Stratetic Planning
Note
A
Autor
Nicholas Odwar (Autor:in)
Erscheinungsjahr
2024
Seiten
12
Katalognummer
V1491830
ISBN (eBook)
9783389050927
ISBN (Buch)
9783389050934
Sprache
Englisch
Schlagworte
Business Idea Business Model Product/service Feasibility Virtual Reality Head-Mounted Display
Produktsicherheit
GRIN Publishing GmbH
Arbeit zitieren
Nicholas Odwar (Autor:in), 2024, Business Plan for "Ken and Keith Video Games Centre". Launching Ad Finger VR for ALS Patients and the Elderly, München, GRIN Verlag, https://www.hausarbeiten.de/document/1491830
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Leseprobe aus  12  Seiten
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