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Mobile Amusing Hub

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It is observed that now-a-days people do not have leisure time and even if they do have a spare time they spend it mostly at the social networking site such as Facebook. With the service industry booming theses days, it has made one thing clear that people are leaning toward the service sector to a great extent. Thus, we are introducing an entertainment zone where university going students will be able to refresh their mind and brain to reduce study stress. After attending classes usually students feel tired and boring. Therefore, at that particular time they need an effective break to get some refreshment or to get ready for the next class. From that point of view, we have got the idea of launching ā€œFreedom Islandā€, which can act as a motivation factor and which will lead the students to be more focused onĀ their studies. We did a survey on what the students want on their free time. Through analyzing the survey, we found out that they want to do things that are going to make their life more fun. With this in mind we have come up with games and entertainment that include ping pong skills, words and synonyms and laser show respectively. Since this is the initial stage of such a business that is why we are recruiting few employees but if required we are going to broaden our manpower requirement by outsourcing.

Introduction:
ā€œMobile Amusing Hubā€ for University going students used as Entertaining Zoneā€ Before going to discuss about the business perspective let us brief about ā€œMobile Amusing Hub or Entertainment Zone. Mobile Amusing Hub or Entertainment Zoneā€ is basically an Entertainment Place where university going students will be able to refresh their mind and brain to reduce study stress. After attending classes usually students feel tired and boring so at that particular time they need an effective break to get some refreshment or to get ready for the next class. From that point of view we have got the idea of launching Freedom Island which can act as a motivation factor and which will lead the students to be more focused on their studies.

Company:
This is the Company of our Mobile Amusing Hub. Here we introduce some recreational game & show for university going student. We will let them introduce with show which is divided into 4 parts as Planet show which is our Main Service; here we show them the mystery of the sky. Then laser Show with music. Puppet show here we bring some cultural thing of our rural people life. Lastly our traditional show Bioscope. In Bioscope we will show the picture of different time of & wonders in the world, Historical Place of the world, sometimes we will show them theme cinema in there. After that we will give them some game zone which is physical game rather than any digital because students are now so much addicted into PC game. We will remove their .monotonous life with this interesting physical game. Some times we will organize a tournament with surprise gift items. Website: www. FMID.com.bd.

Acquire a pool of students- Attract a lot of university going students by introducing most of the entertainment tools that will break the monotony in their lives. Launch new programs- Some brand new products will be launched that would help to build up the knowledge of the students as well. Satisfy- We would satisfy and also hold the university going students by introducing this sort of an entertainment that runs on wheels.

Market Analysis:
Target Market: The target market for ā€œTraveling/Mobile Amusing Hubā€ is mainly the young people. With respect to other age groups, the youth get to spend more leisure time. Thus, they mostly spend it by hanging around with friends and playing video or other sort of games. Market Needs: According to our physical survey the Market Needs of this particular business is huge. Already we have interviewed few university going students informally about ā€œMobile Amusing Hub or Entertainment Zoneā€ and we have got huge positive response and various perceptions. Moreover, in our country all the universities do not have entertainment zone where students can get their desired refreshment. On the other hand, the universities which have these facilities are very limited and not well modernized as students expect. In addition, this is a brand new idea of business and to provide refreshment to the students so we think and believe this business will do very well. Market trends (market forecast):

We identify market trends using technical analysis, a framework which characterizes market trends as predictable price tendencies within the market when price reaches support and resistance levels, varying over time. The terms bull market and bear market describe upward and downward market trends, respectively. Market Growth: We know only in Dhaka City there areĀ more than 50 universities that have been established and most of them do not have a modern and well equipped entertainment zone. Thus, ā€œMobile Amusing Hub or Entertainment Zoneā€ business has a bright future. In our country there is a lot of scope for expansion of this business. Therefore, this can be added as one more strength of this business. Competition and market share: As we mentioned earlier this is a brand new idea of business that is why at this time there are no competitors. If there is any, it would not create any problem for us because the area of this business is very big. Most importantly, we will ensure the best quality through our services and we will stay updated so that we can meet up the customerā€™s expectations all the time. SWOT Analysis-

Strength: This is totally a new business in Bangladesh. So it is a unique business this uniqueness is our main strength Weakness: People can copy this business easily. Opportunity: To measure the attractiveness and success of the business, we have created a mean through which we will be able to identify the possible combination of high/low attractiveness and high/low success considering some of the macro-environment factors.

Quadrant 1 (high attractiveness and high success):
ā€œFreedom Islandā€ is created for the youth so that their life does not get dull and monotonous. Moreover, new games are introduced to the market which will eventually be highly successful and attractive. Affordable prices of the games are set especially for the young generation. Cultural environment will be highly beneficial because students will have the opportunity to gather knowledge from various cultural based entertainments such as puppet show and bioscope. Quadrant 2 (high success and low attractiveness):

To overcome the change in consumer changing patterns new games are to be introduced in every month and in addition there will shows such as planet and laser show etc. Not only that but we are introducing tournaments based on specific games and few games will also consist of gift items. We would give few instruments such as guitars, violin, drums etc for rent only for a month so that students can use these for learning music or use them inĀ the purpose of universityā€™s cultural programs. Quadrant 3 (high attractiveness and low success):

Most of the universities going student do not get the opportunity to earn money. Thus, they will play by paying for the games which are extremely reasonable and would not exceed their usual allowance. The environment is not going to affected to a great extent because we are recruiting a full time maintainer who will make sure to keep the surrounding of our business neat and clean. Quadrant 4 (low attractiveness and low success):

Technological factor might be an issue because of the presence of smart phones and tablets in the market. Nevertheless, X-Vehicle in front of thox and other exciting games will be there. Government agencies or pressure groups might intervene regarding the placement of the vehicle in front of the private university. Threat matrix: To measure the possible threats and their occurrences, we have created a mean through which we will be able to identify the possible combination of high/low threats and high/low probability of occurrences considering some of the macro-environment factors.

Quadrant 1 (high probability of occurrence and high seriousness): Other age groups might have a negative opinion about such a business. During rainy season it might be a huge challenge to coordinate few games around the vehicle. Nevertheless, tents will be arranged to avoid such a scenario and eventually this would create a wonderful environment to make it enjoyable for the students. Quadrant 2 (high probability of occurrence and low seriousness): The business might hamper the students ā€˜studies if they turn up for playing games throughout the day. However, our team and staffs is going to make sure that students do not spend their time in the hub the entire day. Earthquake might rupture the set up of the business.

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