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KEY ACTIVITIES VALUE PROPOSITIONS

CUSTOMER
KEY PARTNERS CUSTOMER
RELATIONSHIP
SEGMENTS
• Occupation role play based learning
activity designing and operation
• Social and economic related • Cross Feedback / Ratings
knowledge PARENTS System
• Franchisee search Educational content for their wards • Social Media
• Market research across countries Lesser Screen time
and Innovation for new designs / • Support / Help / Contact
• Initial Investors Secure place to play & learn
activity Free time to bond with each other • Loyalty program
• Local & International brands • training of employees
Local proximity • VIP passes
(Industry Partners) • New Industry partner induction
Senior Citizen – health & fitness • Digital interactive platforms
• Franchisees SCHOOLS • Families Kids (4 to 16
• Employee (Supervisors, Reinforcing education through years), Parents
KEY RESOURCES practical experience
management, analysts) accompanying with kids
• Schools & families KIDS CHANNELS
• Schools
Peer interaction
• Government • Event organizers
• Powerful Brand name, Infrastructure (Park) Learning values of responsibility,
• Media Partner instilling creativity teamwork, • Media (Print, electronic, companies
• SOPs on over 200 activities
(Print/electronic etc.) leadership etc radio etc.)
• Local & International brands attractiveness, • Digital and social media
• Travel review websites INDUSTRY PARTNERS:
Loyalty plan norms Added brand value • Others - Advertisements
• Event organizers through industry partners
• Franchise establishment experience Merchandise Sales
• Organization structure with Skilled SupervisorsPlatform for marketing and
support.
engagement • Travel review websites
& Employees across skillsets, Safety Norms ,
Reach to potential customers • Seminars
Market research , CRM data • Publications

COST STRUCTURE REVENUE SOURCES


• Initial construction permits & works
DESIGNED FOR: • Rents, Utilities, • Admission entry fees paid by Parents / teachers
• Salaries to Zupervisors (Payrolls) • Yearly maintenance fee by industry partners
DESIGNED BY: • Regular maintenance of parks • Franchisee license/rights/Royalties
• Innovation and research costs • Merchandise sales (food & merchandise)
DATE: •

Training Franchisees • Events organizing
Marketing costs • Loyalty revenue
• Administration expenses • Photography revenue
ITERATION: • Travel expenses
• Loyalty discounts
Strategy Statement:

Providing children with practical experiences, being a grown up, to instill


learnings, values in a fun and educative way to prepare them for a bright
future
Core Competencies of KIDZANIA (VRIN)
Core Competency Description Is it Valuable? Is it Rare? Is it Inimitable? Is it Non-substitutable?

Strong market research based Strong market research conducted


selections in Edu-Entertainment to arrive at over 200 activities Y Y N Y

Experience of visiting over 180 Practical experience of


parks understanding competition based Y Y Y Y
on field visits

Most directors had very good


Experience of Senior mgmt. experience in education and
Employees entertainment and are very loyal Y N N N
and passion

Location in over 20 cities and can


Global Presence help with cross country Y Y Y Y
experiences sharing

Managerial and Operational Can develop 6- 8 parks in a year.


capacity
Investment lesser than most theme Y Y Y Y
parks

Similarity in operation while All the Kidzanias in different cities


maintaining local flavour would follow certain core themes Y Y Y Y

Loyalty programs to support return


visits.
Guarantee of return visits Proximity Y Y Y Y
Also located in Malls where people
frequent

Focussed on entertainment based


on practically educating children
which will have impact on social
Edu Entertainment concept behaviour and well being. Y Y Y Y
Creating model Citizens of
tomorrow
Core Competencies of KIDZANIA (VRIN)
Core Competency Description Is it Valuable? Is it Rare? Is it Inimitable? Is it Non-substitutable?

Highest number of large industry


Industry Partnership
partners Y Y N Y

Bringing aspects of local customs


Localization and traditions into the activities and Y Y Y Y
events

Children can earn their currency to


Own Economy / city based approach purchase their own items Y Y Y Y

Technology based safety Offering


most safe atmosphere for kids to
Safety facilities play and learn while Adults can Y Y Y Y
engage in other activities leaving kids
in Kidzania location.
Only 3 parks owned, rest are run by
Risk Diversification through an Asset
lite model Franchises and secure continuous Y Y Y Y
flow of license fees

Franchise partner relevance in Franchise partners are selected


selection
based on relevant experience on the Y Y Y Y
parks
Industry partners get added brand
value by partnering to fun the
Platforms for industry partners activities. Y Y Y Y
Opp for industry partners to catch
their customers early
Motivating and Training employees
Focus towards Employees to get them upto speed and Y Y Y Y
retaining them
ANSOFF MATRIX
PESTEL FRAMEWORK - GLOBAL
• Political interferences is low. They will actually get support to encourage the model forward to create good citizens
P • Taxes on Entertainment could increase costs

• Rising middle class income allows people to access


• Rise of Disposable income
E • Inflationary changes could affect spending on entertainment
• Higher prices of tickets could dissuade families and schools

• Approach towards recreation & Entertainment activities


S • People favoring Practical approach of learning in safe and secure environment
• More disposable income supporting frequent outings resulting in lesser screen time
• High Mobile & digital penetration rate supporting App based learning which will negatively affect theme park.
• Rise in VR platform usage
T • Media content based on Theme park characters gaining good prominence
• Technology in Safety & monitoring will be needed
• Circular economy focus taking mainstage. They can use recycled items and can utilize the concept for activities
E • Renewable energy focus can be taught in activities
• Weather conditions affecting travel to the location.

• Bureaucracy might affect if they try to enter on their own


L • Being kids oriented, Safety of kids
• Deviations of contracts by franchises could result in legal
Edutainment recognition

Digital presence high

Higher ticket prices


Lower regulations on
entertainment
Foot Fall increase Ease of business higher Foot Fall Decrease

Ease of business lower

Higher regulations

Lower ticket prices

Low Digital Adoption

Entertainment only
Products Existing Strategic Options Products New

Market Penetration: Open More Parks Product development: Developing different types
of parks
Pros: capitalizing on existing business model, Offering more Pros: Addressing & cultivating newer demands by customers,
proximity to customers, Cost of entry is minimal, Good good knowledge of business regulations and customers,
xisting understanding of market & customer, Better control of operations showcase uniqueness, potential to grow, brand of kidzania can
offer trust
Cons: Market saturation, unable to cater newer demands, Cons: Time to launch the activity might be delayed for testing,
competition from digital , lack of innovation, stifled global franchises & investors might not trust the new and untested
presence, stagnant growth after sometime, cant maintain themes, process control might be difficult till standardizing,
uniqueness Customer acceptance could take time

Market Development:
Diversification: Digital expansion, Developing media
Pro: faster establishment, understanding of business process higher, content based on kidzania characters
replication of business model is easier, training of employees easier with SOPs,
lower saturation offers scope of growth in the market higher, Pros: Upgrade to latest trends, reaching out to newer segments &
New customers, anytime access to customers, global outreach, high
Con: knowledge of market might be minimal, local content knowledge lower, scalability, more asset lite & lesser investment, faster theme
competitive landscape awareness is lower, risk of losing investment, skilled establishment, quick changes of themes to cater to ever changing kids
worker availability doubtful, local market regulations, higher initial costs of demands,
establishment, margins lower initially, time to market higher
Cons: Implementation might take time, higher risk and uncertainity,

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