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Maverick
GameIncorp
GameIncorp
GameIncorp is a sportswear and equipment retail chain in India. It was established in 2007 with its first outlet in Punjab. The company believes in providing the largest range of products at the lowest prices.
GameIncorp took the market by storm in 2007. It rapidly expanded across the country, opening 20 outlets in their first year of operation. It currently has 50 stores across India. GameIncorps aggressive stance was rewarded with a positive response from consumers. The company grew at a CAGR of 23 percent since 2007 until 2013. In 2013, GameIncorp was valued at Rs. 254 crores. However, in 2014, GameIncorp registered its
first decline in sales. Furthermore, 2015 too appears to be bleak as per the forecast. The company has projected a 15 percent decline in quarter-on-quarter sales for Q1.
GameIncorp had conducted an in-store survey. The objective was to understand the buying behavior of its target market. Buyers ranked product quality and ease of purchase above affordability as factors that influence a purchase the greatest.
GameIncorp has scheduled a meeting the following Monday with your team at their headquarters in New Delhi. The company is looking for insights about the market and what it could do in the coming years to become competitive again by 2018.
Perform a detailed analysis with the data provided by the company.
Campus MaverickRound 1 1
Industry data:
Sport equipment industry growth rate (%CAGR) and Profit Margin (PM) in % (2015)
SportProjected GrowthPM WestPM EastPM SouthPM North
Cricket912192220
Football2124131927
Merchandize1426252231
Golf2334222421
Others1218181721
Sport equipment industry sales by quarter in % (2015)
SportQ1Q2
Q3Q4
Cricket2020
3228
Football2228
2030
Merchandize1823
2435
Golf2319
2632
Others2225
2726
Regional data:
Sport market popularity by region-2015 by %
SportNorthSouth
EastWest
Cricket3525
3032
Football3040
3520
Merchandize2010
1513
Golf1016
1719
Others59
316
Sport sales split by region-2015 by %
SportNorthSouth
EastWest
Cricket2322
1540
Football2825
1037
Golf2030
1436
Competitor data
Revenue spilt by region of top players in % (2015)
NorthSouthEastWestOverall CAGRMarket share
in%
Comp 121262132822
Comp 2122723381721
Comp 336173215920
Comp 4212313432310
GameIncorp422712191223
Sales break-up by sport of top players in %
Comp 1Comp 2Comp 3Comp 4GameIncorp
Cricket4027384553
Football2520181511
Merchandize101317128
Golf2022131513
Others518141315
Company data:
Below is a snapshot of the customer demographics of GameIncorp.
GameIncorp customer (brick and mortar store) demographics
Gender
Age
Income (INR per month)LocationEducation
MaleFemale18-29 29-39 39-49>20K>30K>40KUrbanRuralGrad
Post-Grad
60%40%60%
30%
10%15%80%
5%90%10%40%
60%
Communication channel data:
Cost of communication channel, audience and increased cost
Communication
Cost/Add in 2015Projected increaseAudience reachForecasted audience
channel
in cost % per
increase in % per
annum
annum
20000
18
1000000
17
Social Media
8000
40
100000
38
TV
36000
16
1500000
22
Sponsorship
4000
12
10000
27
2Campus MaverickRound 1 3
Social media data:
Detailed analysis of common social media activities carried out by frequent purchasers in the north region. The research firm also analyzed the strategies adopted by GameIncorps key competitors from this region.
The summary of their key findings:
Customer reach across channels
Customers across various social media channels:
Social Media channels
Customers (Million)
Social Media 12174
Social Media 2590
Social Media 3208
Social Media 4200
1 in every 10 visitors makes a sale.
Additional information
Average life time value per customer is 200
INR.
Social media costs
Costs for each social media channel (Account fees, labor costs, and sundry costs, etc.):
Social Media channelsFees (INR)Labor hoursSocial Media 1400300
Social Media 2130400
Social Media 3050
Social Media 40200
Additional informationLabor costs are 20 INR per hour.
Who uses social media and how it influences them?
Demographics:
Social MediaGender
Age
Income (INR per month)Location
Channels
MaleFemale18-2929-39 39-49>20K>30K>40KUrbanRural
Social Media 150%50%80%18%2%10%80%10%70%30%
Social Media 260%40%30%30%10%20%60%20%40%60%
Social Media 360%40%20%20%60%30%40%30%80%20%
Social Media 480%20%10%10%80%10%10%80%90%10%
Competitor analysis:
30Average response time (in hours)
Social MediaEngagement
10,000
25%
22%
25
24.4
8,000
20%
20.2
17%
20
6,000
15%
15
4,000
8,200
10%
11.1
8%
10
7%
2,0004,600
4%
5%
6.1
5.5
3%3%
5
2,5001,900
2%
2.4
800700600150
0.9
0
0%
0.6
Competitor 1Competitor 2Competitor 3Competitor 4Competitor 5Competitor 6Competitor 7Competitor 8
0
Total EngagementEngagement as % of Followers
Competitor 1Competitor 2Competitor 3Competitor 4Competitor 5Competitor 6Competitor 7Competitor 8
90ReferralsReviewsCommentsOther
Replies
280
70
10
60
50
30
40
10
2
1
303
2418
229
7
20
121024
9
5
5
14
6
5
3
8
10
2024
11
81515635
454
0
Competitor 1Competitor 2Competitor 3Competitor 4Competitor 5Competitor 6Competitor 7Competitor 8
4Campus MaverickRound 1 5
Case questions:
GameIncorp is predominantly inclined toward the retailing of cricket, football, and golf products. Arrive at the most profitable region for each of these products in 2017.
Forecast the profitability of cricket, football, and golf products in Q3 of 2018.
If GameIncorp wants to increase its customer reach in the east, suggest the most cost-effective communication channel that the company can leverage in 2018.
Perform a comparative analysis of GameIncorp as against Competitor 1 and Competitor 2 in all product categories across regions.
GameIncorp can no longer ride the affordability wave if it wants to stay competitive in the north. The company appears to be the market leader in the region. However in order to sustain this market position the company has to look toward moving from brick to clicks and furthermore integrate social media to engage better with the target market. In this context and with the data around social media:
Analyze potential social media adoption channels for GameIncorp:
If GameIncorp targets to reach age groups 18-39 through social media, which would be the most viable channel?
Determine the most profitable medium of communication and awareness for GameIncorp.
Based on data provided, determine the competitor with the most robust social media practice.
What would be the associated risks if GameIncorp were to adopt of e-commerce and social media into their business model?
About Deloitte
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Copyright 2015 Deloitte Development LLC. All rights reserved.
Member of Deloitte Touche Tohmatsu Limited
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