You are on page 1of 13

1

INFOSYS.110 BUSINESS SYSTEMS:
DELIVERABLE 2: BUSINESS SECTION
2014

Name Qin Zhao
NetID qzha482
Group Number: 493
Website Link: http://infosys1102014fcgroup493.blogspot.co.nz/2014/04/loading.html
Tutorial Details
Tutor: Day: Time:
Nicholl Oblitas Costa Friday 11am
Time Spent on
Assignment:
20hours Word Count: 1643

2


2
WORKNPLAY——NO MORE GAME ADDICTION
INTRODUCTION
Nowadays, with the development of the internet and the popularity of personal computer, people can get more fun and convenience from
them. However, it also brings us a social problem——game addiction. Caused by lots of complex causes, game addiction does harm to many
aficionadoes. In order to help those people, we dicide to make a software, ‘Worknplay’ which creates ‘risk and reward’ system to solve this
problem.
3. BUSINESS SECTION
3.1 Vision
Keep the balance between playing games and doing other activities. Help those who suffer from game addiction and their families to go back to their
normal life.
3.2 Industry Analysis: software Industry
Industry: Software Industry
Force: High/Low: Justification:

3


3
Buyer power: High According to Wikipedia,’ A great variety of software
companies and programmers in the world comprise a
software industry’. For example, Microsoft Office,
Facebook, Twitter, etc.
Supplier power: Low
According to Wikiwealth, it does not cost much to find
other suppliers in software industry, therefore
suppliers have less power.
Threat of new entrants: High ‘Software industry is a growing industry and there are
many potential new entrants to the
industry.’(Wikiwealth, nd)
Threat of substitutes: Low
As kjpatel9 stated, ‘There is no close substitute of
software.’ Without it, computer would be useless.
Rivalry among existing
competitors:
High As is stated by kjpatel9,’ Presence of a large
number of players in industry leads to
competition and rivalry among companies’.


4


4
Overall attractiveness of the industry: Although there are many competitors , software is really important and irreplacdable in this fast-
developing world. Therefore it is quite attractive and profitable.
3.3 Customers and Thei r Needs
Those who are addicting in playing games and are even not able to have a normal life. They need to go back to real life, do what ordinary
people do and keep a balance between playing games and doing other everyday activities.
3.4 The Product and Service
Using this software does not mean customers cannot play games any more. In fact, we aim to reduce the time they spend on games so that
they can join other activities as well.’Worknplay’ creates a ‘ risk and reward’ system . In real world, people can earn what they want by doing
what they are asked to accomplish. Users can only play computers after they finish their work or do other activities such as finishing
homework, playing sports etc. They can set a period of time on Worknplay. During that period, nobody is able to access the computer. If they
are successful in obeying the rules for a certain amount of times, for example, 15 times ,they will be rewarded extra time on playing games.
Such kind of reward is motivation which will urge them to engage in other activities rather than make them indulge in games. Furthermore,
users can borrow time to play computers. However, they have to spend more time ,let’s say, three times more, on doing other work. The more
they borrow, the higher the risk will be. In such kind of way, users will not be tired of using the software. Instead, they will find it fun and
challenging, which makes them more willing to do other work.
3.5 Suppliers and Partners

5


5
Supplier1: disc company. Worknplay is a software put in a disc and then sold to customers. Therefore, we need to find a disc made company to
supply discs.
Supplier 2: packaging company. In order to make our products more popular ,we should not only focus on the benefits it deliver to customers
but also concentrate on making it look more attractive. Thus, we can differentiate it by packaging.
Partner1: social network such as Facebook. We need these websites to make advertisements so that more and more people will know it.
Nowadays, the number of people using social network to communicate or share things is growing rapidly. Those who have game addiction will
certainly see our products on Facebook. In addition, their families or friends will also notice the advertisements.Consequently, our product will
become more and more well-known.
Partner2: app store such as Android, IOS App Store. We not only provide our customers with tangible software but also offer apps easier and
more convenient to use(although with fewer functions). Since our target customers are very likely to use mobile phones, we can put
‘Worknplay’on app store so that they can download it directly.
3.6 Strategy: Focused Low Cost
We are facing a relatively narrow market. Although there are growing numbers of people suffering from game addiction as a result of the
rapidly developing information society, those people are still a small proportion of all internet users.
Making this product does not require much investment thus is relatively cheap. Discs are quite easy to buy and we do not need to spend much
on packaging. There are many suppliers offering homogeneous products in the market indicating we have many choices. The cost therefore is
quite low.

6


6
The overall strategy is therefore Focused Low Strategy
3.7 Value Chain Activity: Market and sell product and service.
The most important value chain activity for this business is Market and sell product and service.
There are too many products in this industry and the competition is really fierce.We have to focus on the ‘market and sell’ value chain activity.
Our vision is to help people solve game addiction and we are facing a relative narrow market based on our strategy, thus we do need to pay
attention to how to make our products accepted by target customers. Because of the rivalry among existing products, we have to make an
effort to persuade customers to buy Worknplay. For example, cooperating with Facebook to make it well-known, providing customers with
promotion(the first month free).
3.8 Business Processes
3.8.1. CUSTOMER FEEDBACK ANALYZING PROCESS - Because of our strategy that we aim to help those who have game addiction go back to their
previous life, knowing what causes their addiction in games and how they feel after using our product is of great importance. Firstly, we need
to know the reason why they replace their normal activities with games. Probably it is because they are too stressed, playing games is the only
way for them to relax; maybe they are not confident in the real life, thus they get a sense of achievement from playing games. We need to
capture their feedback to help us know why they cannot live without games. In addition,we care about whether ‘Worknplay’ does make any
change to their life. Therefore, we should keep contact with them so that we can improve our products. For these reasons, customer feedback
analyzing process is vital. It relates to the customer service department and needs customer feedback processing system to support it.


7


7
REPLACE WITH BUSINESS PROCESS 1 MODEL

8


8
start
Receive customer’s
order
Is there enough
inventory available
Create the order
and send the order
to warehouse
yes
Receive payments
from customers
Deliver the software
Send invoice to the
customer
Get more detailed
information about
the order
Send this
information to
cuatomers
no
end
Order management system
Have they
received the
product
no
Check with delivery
company
Are there any
orders returned
yes
no
Receive orders and
pay customers
returns
yes
Warehouse


9


9

3.8.2. ORDER MANAGEMENT PROCESS - We make Worknplay, thus we should focus on selling it. Consequently, managing the orders is
significant. Whenever there are customers demanding our products, an order is placed and is sent to our sales department. The staff then
check whether there is enough inventory to meet the demands. They also need to know when and where to get and deliver the products, the
number of the products and so on. An order processing system will be helpful.
REPLACE WITH BUSINESS PROCESS 2 MODEL


10


10
start
Receive customer
feedback
Analyze the cause of
their game
addiction
Make some
improvements
based on the
analysis
Make some changes no
Do customers find
‘Wroknplay’useful?
Send the analysis to
customers
end
Customer Service Customer feedback capturing system


11


11
3.9 Functionalities
3.9.1. CUSTOMER FEEDBACK ANALYZING PROCESS
Analyse the cause of their game addiction
Know their feelings about using the product
3.9.2. ORDER MANAGEMENT PROCESS
Place the order
Check the availability of the product with the warehouse
3.10. 1. CUSTOMER FEEDBACK PROCESSING SYSTEM - This system helps maintain contact with the customers so that analysis can be made to
make progress. As mentioned before, we need to know the cause of that specific customer’s addiction to games. Since situation varies from
person to person, in order to make the product helpful, we need to know that exact customer’s problem and make some changes to the
product so that it not only applies to every user but also is effective to that customer. We use this system to support that process and the
functionality. As a result, it can help to realize our vision.
3.10. 2. ORDER PROCESSI NG SYSTEM - Ordering is the first step in making profits. We take the order from our customers, check with warehouse
, collect the information about the order and then place it, give invoice,etc. This system is really significant because it helps us to solve these
problems and then support our functionalities..
3.10. 3. SALES PROCESSING SYSTEM - As mentioned before, how to make customers know and accept ‘Worknplay’ is the most important step.
This system helps us identify what category of people will be our target customers, how can we meet their requirements, furthermore, it finds

12


12
new partners to market our products. With the help pf this system, sales revenue can be generated. Without this system, we could not make
any earning to support our business. Nor could we give our target customers a helping hand. For these reasons, the importance of this system
should not be underestimated.
3.11. Summary Table: Value Chain to Systems

Value Chain
Activity
Processes Functionalities Specific Information
System(s)
Broad Information
System(s)

Market and
sell product
and service
1. customer
feedback
analyzing
process
1. Analyse the cause of their game addiction
2. Know their feelings about using the product
customer feedback capturing
system
customer relationship
management system
2. order
management
process
1. Place the order
2. Check the availability of the product with the
warehouse
order processing system transaction processing
system

13

13
CONCLUSION
To help those who are still struggling in playing games, we make ‘Worknplay’ to balance
playing games and living a better life. We are in a relatively attractive industry which is quite
profitable. With the help of information systems such as customer relationship
management system and transaction processing system, we can not only generate profit
but also help people and create a better world.
REFERENCES

http://en.wikipedia.org/wiki/Software_industry
http://www.wikiwealth.com/five-forces:software-industry
http://www.wikiwealth.com/five-forces-supplier:software-industry:low-cost-of-switching
kjpatel9(nd),Software Industry Analysis http://zh.scribd.com/doc/37275695/Software-Industry-Analysis