Virtual stationIts no longer just a game !! Abinath [10abo1] Anne [10ab03] Aparna [10ab04] Arul [10ab05] Arun [10ab06]
Gaming industry Huge potential and big market. ($ 46 b) Current video games Time spend Target of any gaming industry In line with its objective and resources Strong R& D
Unique product No competition as new innovation Dream product Strong money support competitors– normal play station games, other entertainments
A unique gaming experience taking gaming to the next level ,targeting not only children but adults too. Attracting children as it creates a near to real experience in gaming for entertainment and repeated usage. As it’s the first of its kind attracts adults out of curiosity and youngsters who still game.
First ever Real time gaming , with 3d and real time experience , gives the feeling of gaming with near human as it gives physical form to the computer player.• Communicability• Need level 190 million households will use a next generation• Gap level• Perceived value• targets
Target – children , adult gamers and adults who crave for better gaming Positioning – higher price , unique reality experience. Market share 5 % gaming industry in a year. Two product ranges based on pricing Offers to franchisers, customers & Service offers
Cost - 100 million USD Estimate 25 installations in the first year of operation Maintain the numbers in the second year Project Cost 4 billion USD Break even in second year.
Physical prototype Customer testing alpha testing beta testingTesting centres with in the R&D facilitiesMarketing test not required
First entry U.S , via Disneyland Tie up with Disney land Heavy promotions with budgets over 300 million USD To urban population and people who are crazy towards games.