Professional Documents
Culture Documents
Business Plan
Topic: Business Planning Words: 1722 Pages: 7
With regards to the gaming lounge, the idea is only viable if there is
an emerging market of consumers that prefer to play games in a
physical atmosphere rather than online. But in the technological
world, the business venture might prove to non-viable as more and
more companies are changing their business operations to be more
Internet-based (Fattah and Paul 2002).
The Internet and the technological environment therefore presents a
major challenge to the viability of the business venture as many
people prefer to play video games such as PS3 and Wii games in the
comfort of their homes. The gaming lounge will therefore face some
stiff competition from online gaming lounges as well as from video
arcades and toy stores (Peters 2004).
Another challenge that will affect the gaming lounge is the target
market which according to Appendix 1 will mostly target young
adults such as teenagers and children in Norwich who are mostly in
school during the weekdays. This might affect the profit and income
generating activities of the venture especially if the business is going
to primarily concern itself with offering gaming services.
While the business idea itself is strong, the plan becomes weak
especially when the operations of the business are focused only on
providing gaming experiences to young people. The challenge
therefore becomes to look for another target market that will
focused on to provide weekday sales and revenues for the business
(Ferrazzi et al 2003).
While the 640 visitor number projected for January in the financial
forecast might seem to be viable, the number might vary during the
first day operations of the business depending on what marketing
technique the business has used. Social networking sites such as
Facebook and Twitter might prove to be an important tool in
increasing the numbers of visitors to the gaming lounge (Westwood
2004).
Potential Risks
The operational risks that will arise during the start up of the
business will involve machine breakdowns where the Wii and PS3
game consoles might breakdown through improper use. Another risk
will arise when the supplier’s of the business fail to deliver the food
and drinks needed in the gaming lounge.
The strategic risks that will arise during the course of running the
business will be potential competition from arcades and toy stores
that have now started offering virtual and realistic games. The
financial risks that will arise in the business will include increasing
rent, water and electrical bills as well as increasing game console
prices (David et al 2010).
Conclusion
The purpose of this essay has been to critically evaluate the
business plan that has been developed for a gaming lounge known
as LMNE which will be located in the Norwich area of the United
Kingdom.
The evaluation of the business plan has shown that while the plan
itself is strong, there are various weak points which need to be
addressed in the competitive environment of the business venture.
The evaluation has highlighted the fact that the Internet has played
a major role in the gaming lounge business where many gaming
companies are able to offer online services without having to
physically provide game arcades and lounges to their clientele.
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