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Virtual station
Its no longer just a game !!
Abinath [10abo1]
Anne [10ab03]
Aparna [10ab04]
Arul [10ab05]
Arun [10ab06]
Gaming industry
Huge potential and big market. ($ 46 b)
Current video games
Time spend
Target of any gaming industry
In line with its objective and resources
Strong R& D
Unique product
No competition as new innovation
Dream product
Strong money support
competitors– normal play station games,
other entertainments
A unique gaming experience taking gaming
to the next level ,targeting not only children
but adults too.
Attracting children as it creates a near to real
experience in gaming for entertainment and
repeated usage.
As it’s the first of its kind attracts adults out
of curiosity and youngsters who still game.
First ever Real time gaming , with 3d and real time experience , gives the feeling of gaming with near human as it gives physical form to the computer player.
• Communicability
• Need level 190 million households will use a next generation
• Gap level
• Perceived value
• targets
Target – children , adult gamers and adults
who crave for better gaming
Positioning – higher price , unique reality
experience.
Market share 5 % gaming industry in a year.
Two product ranges based on pricing
Offers to franchisers, customers & Service
offers
Cost - 100 million USD
Estimate 25 installations in the first year of
operation
Maintain the numbers in the second year
Project Cost 4 billion USD
Break even in second year.
Physical prototype
Customer testing
alpha testing
beta testing
Testing centres with in the R&D facilities
Marketing test not required
First entry
U.S , via Disneyland
Tie up with Disney land
Heavy promotions with budgets over 300
million USD
To urban population and people who are
crazy towards games.