Business plan
Game Loot Network
Business Plan
3/8/2015
Game Loot
Lance Baker
Table of Contents
Table of Contents
1.0 Executive Summary ..................................................................................................... 1
1.1 Objectives ......................................................................................................................................... 1
1.2 Mission.............................................................................................................................................. 2
2.0 Company Summary ..................................................................................................... 2
2.1 Start-up Summary ............................................................................................................................. 2
3.0 Services .......................................................................................................................... 3
4.0 Market Analysis Summary ......................................................................................... 3
4.1 Facts & Figure about Mobile Game Industry ................................................................................... 4
4.2 Statistics on Mobile Gaming............................................................................................................. 4
4.2.1 Global Industry Overview [3] .................................................................................................... 4
4.3 Market Segmentation ........................................................................................................................ 5
4.3.1 Demographic Data of Mobile Game [4] .................................................................................... 5
4.4 Sizing up the market ......................................................................................................................... 7
4.5 Top 25 Companies by Game Revenues: ........................................................................................... 9
4.6 Target Market Segment Strategy .................................................................................................... 10
4.7 Market Definition and Segmentation .......................................................................................... 10
4.7.1 Mobile Game Users ................................................................................................................. 10
4.8 Target Market: Mobile Game Users ............................................................................................... 11
4.8.1 Needs and Requirements.......................................................................................................... 11
4.8.2 Distribution Channels .............................................................................................................. 11
4.8.3 Communications ...................................................................................................................... 11
4.9 Service Business Analysis .............................................................................................................. 12
4.9.1 Competition and Buying Patterns ............................................................................................ 12
5.0 Web Plan Summary ................................................................................................... 13
5.1 Website Marketing Strategy ........................................................................................................... 13
5.1.1 Social Media Marketing:.......................................................................................................... 13
5.1.2 Social Media Measurements: ................................................................................................... 14
5.1.3 Social Media Metrics: .............................................................................................................. 14
5.1.4 Social Media marketing websites: ........................................................................................... 14
5.2 Video Marketing: ............................................................................................................................ 16
5.3 Website Design: .............................................................................................................................. 16
6.0 Strategy and Implementation Summary ................................................................. 16
Page 1
Table of Contents
6.1 SWOT Analysis .............................................................................................................................. 16
6.1.1 Strengths .................................................................................................................................. 16
6.1.2 Weaknesses .............................................................................................................................. 17
6.1.3 Opportunities............................................................................................................................ 17
6.1.4 Threats...................................................................................................................................... 17
6.2 Competitive Edge............................................................................................................................ 17
6.3 Marketing Strategy.......................................................................................................................... 17
6.3.1 Mass marketing ........................................................................................................................ 18
6.3.2 Website Marketing: .................................................................................................................. 19
6.3.3 Price setting:............................................................................................................................. 19
6.3.3.1 Most popular Apple App Store categories in January 2015 ............................................. 20
6.4 Sales Strategy .................................................................................................................................. 22
6.5 Sales Forecast.............................................................................................................................. 22
6.5 Milestones ....................................................................................................................................... 24
7.0 Management Summary ............................................................................................. 24
7.1 Personnel Plan................................................................................................................................. 24
8.0 Financial Plan ............................................................................................................. 25
8.1 Start-up Funding ............................................................................................................................. 25
8.2 Important Assumptions ................................................................................................................... 26
8.3 Break-even Analysis ....................................................................................................................... 26
8.4 Projected Profit and Loss ................................................................................................................ 27
8.5 Projected Cash Flow ....................................................................................................................... 30
8.6 Projected Balance Sheet .................................................................................................................. 32
8.7 Business Ratios ............................................................................................................................... 33
Table: Sales Forecast ......................................................................................................... 1
Table: Personnel................................................................................................................. 2
Table: Personnel................................................................................................................. 2
Table: Profit and Loss ....................................................................................................... 3
Table: Profit and Loss ....................................................................................................... 3
Table: Cash Flow ............................................................................................................... 4
Table: Cash Flow ............................................................................................................... 4
Table: Balance Sheet.......................................................................................................... 5
Page 2
List of Figure
List of Figures
Figure 1: Chart- Highlights ......................................................................................................................... 1
Figure 2: Chart-Start-UP ............................................................................................................................. 3
Figure 3- Demographic Data ...................................................................................................................... 5
Figure 4: Most popular Apple App Store categories in January 2015, by share of available apps [7] ... 21
Figure 5: Chart: Break-even Analysis....................................................................................................... 26
Figure 6: Chart- Profit Monthly ................................................................................................................ 28
Figure 7: Profit Yearly .............................................................................................................................. 28
Figure 8: Chart- Gross Margin Monthly ................................................................................................... 29
Figure 9: Chart- Gross Margin Yearly ...................................................................................................... 29
Figure 10: Chart- Cash .............................................................................................................................. 31
Page 1
List of Table
List of Table
Table 1: Start-up ......................................................................................................................................... 2
Table 2: Global Industry Overview ........................................................................................................... 4
Table 3- Market Analysis............................................................................................................................ 6
Table 4: Chart: Market Analysis (Pie) ........................................................................................................ 7
Table 5: Responses of people in each device category [5] ......................................................................... 8
Table 6: Sales Forecast ............................................................................................................................. 23
Table 7: Chart- Sales Monthly .................................................................................................................. 23
Table 8: Sales by Year .............................................................................................................................. 24
Table 9- Milestones................................................................................................................................... 24
Table 10: Personnel................................................................................................................................... 25
Table 11: Start-up Funding ....................................................................................................................... 25
Table 12: Break-even Analysis ................................................................................................................. 26
Table 13: Profit and Loss .......................................................................................................................... 27
Table 14: Table- Cash Flow...................................................................................................................... 30
Table 15: Table- Balance Sheet ................................................................................................................ 32
Table 16: Table- Ratios............................................................................................................................. 33
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Game Loot Network
1.0 Executive Summary
Worldwide, smart phones are becoming the most widely available communication platforms. People are
easily bored and need to be constantly entertained. We wanted to create fun loving Mobile games to
provide an easy entertainment
Game Loot Network provides Mobile Game Application. Game Loot Network talented core team
members have produced quality Games, and have individual experience with dozens more. Game Loot
Network is committed to creating high-quality, innovative, successful Mobile games
Game Loot Network, believes the company is well positioned to be a valuable resource to gaming
companies that are seeking cost-effective ways to implement a gaming design mission that will meet
projected completion dates. One of the greatest obstacles is the ability of the production team to perform
without wasted effort and resources. Game Loot Network has a documented history of completing its
projects under budget and on time.
This Business plan represents our market segments, market analysis, Sales strategies & financial plan.
We are employing to get customers and create a solid revenue stream. Our unique focus of creating
games over our competitors by giving customers a new outlet to enjoy mobile games. In the first 3 years
of the business, we expect consulting to constitute a large portion of our revenue stream.
Figure 1: Chart- Highlights
Highlights
$1,200,000
$1,000,000
Sales
$800,000
Gross Margin
$600,000
Net Profit
$400,000
$200,000
$0
Year 1
Year 2
Year 3
1.1 Objectives
Game Loot Network' objectives are as follows:
• Achieve sales goal of $200,000 during first year of operation.
• Achieve a customer base of 40 companies.
• Increase sales by 60% during the second year of operation.
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Game Loot Network
1.2 Mission
The mission of Game Loot Network is to provide the highest quality service through the development of
innovative, exciting products to the interactive entertainment industry.
2.0 Company Summary
Game Loot Network, is a Mobile game development studio providing Mobile Games application. The
company is launching its first flagship game, Game Start, which uniquely combines a popular social
media game with (section removed for company privacy) gaming elements. It is launching Game Start
on Face book in June 2015, and is implementing a rigorous marketing plan to penetrate the market and
gain viral success in this high growth market.
2.1 Start-up Summary
The start-up expense for the Game Loot Network is focused primarily on equipment and office space.
Between years 2-4 management projects to gain 25,000, 100,000 and 500,000 users respectively, which
translates into $2 million revenue by 2016. The Market of Game Industry is a rapidly growing market.
Table 1: Start-up
Start-up
Requirements
Start-up Expenses
Legal
Research
Advertising and promotion
Equipment and supplies
Technological expenses
Employee expenses
Social Media Marketing
Insurance
Rent
Other Expenses
Total Start-up Expenses
Start-up Assets
Cash Required
Other Current Assets
Long-term Assets
Total Assets
Total Requirements
$1,000
$10,000
$20,000
$80,000
$10,000
$20,000
$10,000
$2,000
$2,000
$5,000
$160,000
$290,000
$10,000
$40,000
$340,000
$500,000
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Game Loot Network
Figure 2: Chart-Start-UP
Start-up
$500,000
$450,000
$400,000
$350,000
$300,000
$250,000
$200,000
$150,000
$100,000
$50,000
$0
Expenses
Assets
Investment
Loans
3.0 Services
Game Loot Network' cohesive, talented development team offers their clients:
• Game concepts and development for Mobile Games Application
• 2D and 3D art, programming, libraries to spec.
• Interface design and software enhancement.
• On time and on budget shipping.
4.0 Market Analysis Summary
The Market the Game Industry is a rapidly growing market. The global mobile games market is
expected to grow 27.3% annually, reaching $23.9 billion US by 2016, according to a new report from
mobile game marketers, AppLift, and the market research firm, New zoo. Mobile games are the fastestgrowing segment of the market, with revenue set to nearly double between 2013 and 2015 from $13.2
billion to $22 billion. The Year 2013 is an important year for the game industry as Sony, Microsoft and
recently Nintendo are releasing their next-generation video game consoles to a market that may be
moving in another direction due to the popularity of mobile devices. Facebook dominates as the primary
social media platform for social network games as 290 million people play games monthly and 20% of
these users pay cash for in- game benefits. The major market participants in this area are Gung Ho, Super
cell, King, GREE, Dena, Kabam , Game loft , Storm8 ,Zynga Inc., Sega . These leaders hold large assets
of active monthly players worldwide, possess majority market share and are seeing rapid revenue
growth in this industry. With its unique product which synthesis of highly popular gambling/gaming
elements in the market, together with a strong marking implementation plan. [1]
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Game Loot Network
4.1 Facts & Figure about Mobile Game Industry
•
•
•
•
•
•
•
Game revenues will grow at a compound annual growth rate (CAGR) of 6.7% to $86.1 billion by
2016
The number of gamers worldwide will rise from 1.21 billion this year to 1.55 billion
Mobile gaming will grow at an average annual rate of 19% for smart phones and 48% for tablets,
grossing $13.9bn and $10.0bn in 2016 respectively
Combined, they will take a 27.8% share of the global market, up almost ten percent points
compared to this year
Primarily fuelled by a global CAGR of 10.4% for MMO games on PC, the computer screen will
continue to lead other screens with a market share of 35.8% totaling $30.9bn in 2016
Nextgen consoles, free-to-play triple A titles and alternative distribution of games to TV will
help to consolidate revenues through the TV screen at a global growth rate of 3.5%
The Asia-Pacific region will strengthen its leading position with a 37.9% market share by 2016
as emerging markets drive global growth [2]
4.2 Statistics on Mobile Gaming
Mobile games contribute greatly to the high growth rate of mobile media use. On the global level,
the industry generated 7.8 billion U.S. dollars revenue in 2012 and the figure is expected to grow to
more than 12.6 billion by 2016. The share of mobile games in video gaming revenue is expected to grow
from 14 to 17 percent in the same period. In 2013, there were 909 million mobile gamers worldwide,
nearly half of which resided in the Asia Pacific region. North America came second, with 146 million
mobile gaming enthusiasts.
Among the North American enthusiasts, 52 percent are men and 48 percent are women. The largest
share of mobile gamers belongs to adult Millennial, comprising 38 percent of the total, with Generation
X and teenagers ranking second and third among gamers, respectively. Smartphone games are still more
popular than tablet games—among mobile gamers, 71 percent play Smartphone games and 38 percent
play tablet games. A majority of mobile gamers invest more than half an hour daily into the activity, and
21 percent play for more than hour each day. Smartphone and tablet games are most often played at
home, somewhat contrary to the portable character of the devices. More than fifth of the players play
games on portable devices during their commute and at the office. The most beloved genres are brain
and puzzle games as well as cards and casino games. [3]
4.2.1 Global Industry Overview [3]
Table 2: Global Industry Overview
Sr.
No
1
2
3
4
5
6
7
8
9
Description
Value
Mobile Contents Market Value Worldwide
Global Mobile Gaming revenue
Mobile Gaming Share of total gaming revenue worldwide
Mobile Contents market Value in North America
Mobile Gaming Revenue in US
Number of Mobile phone Gamers in the US
Mobile Phone Gamers penetration in the US
Weekly time children spent playing Mobile Games
Average Annual Consumer spending Mobile Games
$20bn
$10.58bn
16%
$4.7bn
$2.61bn
144.1m
45.2%
7h
$26.1
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Game Loot Network
4.3 Market Segmentation
We want to determine which types of customers would be interested in our product so we can target
them directly through our marketing channels.
The four basic market segmentation strategies are based on:
• Behavior (rate of usage, loyalty status, readiness to purchase etc.)
• Demographics (age, gender, occupation, socio-economic group etc.)
• Psychographics (personality, lifestyles etc.)
• Geography (customer location, region etc.)
The one we are using is Demographics. Our segmentation is as follows:
Figure 3- Demographic Data
4.3.1 Demographic Data of Mobile Game [4]
Gaming industry statistics for 2014 give us some interesting insights to gamer habits and demographics
around the globe. The average age of a gamer / game buyer falls in the 30-35 age range within the U.S.
and over three-fourths of all gamers play for more than one hour each week. Examining the stats of
today against the State of Gaming of the not-so-distant past, it’s easy to see how the generation of
gamers that cut their teeth on Mega Man 2 has graduated to making games a part of their daily lives.
These facts truly speak to the passion gamers have had ever since gaming burst onto the scene just a few
decades ago.
Facts & Figure about US Mobile Gamer Data:
•
•
•
•
•
•
58% of Americans play video games
Average age of players: 30
62% of all gamers are adults
68% are above 18 and older
45% are female (up from 42% in 2012) and are usually over 18
Average of 2 gamers per household
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Game Loot Network
•
•
•
•
•
•
51% of households own at least one console
Average age of purchaser: 35
77% of gamers play at least one hour a week
36% play games on their smart phone
Parents are involved in their kids’ game purchases 89% of the time
79 percent of parents place time limits on video game playing, compared with 78 percent who
limit Internet usage and 72 percent who limit TV viewing
Facts & Figure about UK Mobile Gamer Data:
• The average UK gamer is 35
• Most are male
• Plays for almost 3 hours a day
• The average gamer fights with their partner over their gaming hobby twice a week, with some
15% of people saying they’ve broken up over the amount of time spent gaming.
• The UK is just behind the U.S. in terms of iPad game purchases.
Facts & Figure about Other Countries Mobile Gamer Data:
• The world-wide video game industry grew 9% in 2013 and now exceeds $76 billion with
projections it will reach over $86 billion by 2016.
• The European market for games is almost $20 billion.
• Japan and China lead the pack when it comes to iPhone/iPad games. Russia is also a major user,
ranking #6 in the world.
• The games industry in India grew 16% in 2012, to $227 million.
• 91% of all people on earth have a mobile phone
• 56% of people own a smart phone
• 50% of mobile phone users use mobile as their primary Internet source
• 80% of time on mobile is spent inside apps or games
Table 3- Market Analysis
Market Analysis
Potential Customers
Male
Female
Teens
Total
Growth
25%
18%
30%
82.24%
Year 1
Year 2
Year 3
Year 4
Year 5
CAGR
10,000
9,000
15,000
34,000
25,000
16,000
30,000
71,000
50,000
35,000
60,000
145,000
100,000
75,000
120,000
295,000
125,000
100,000
150,000
375,000
88.03%
82.57%
77.83%
82.24%
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Game Loot Network
Table 4: Chart: Market Analysis (Pie)
Market Analysis (Pie)
Male
Female
Teens
4.4 Sizing up the market
Perhaps the most important question for anyone trying to market a new product or service is determining
the size of the potential market. The estimation of market size gives a business plan its sense of scale.
We want to know how big the opportunity is currently and how big it may become in the future.
Sizing up the market is probably the most challenging aspect as it is not an exact science. Market size is
relative, markets change quickly, so market numbers are educated guesses at best. There are many
techniques which can help us estimate the size. The one we shall use is the chain-ratio method. It
consists of multiplying a larger market size, which is well known, by a chain of related-percentages.
According to the 2012 RJI Mobile Media News Consumption Survey, researchers have determined that
two-thirds of U.S. adults used at least one mobile media device in their daily lives during the first
quarter of 2012. Smartphone and large media tablets are now the preferred mobile media devices. In the
two years since Apple defined the large media tablet market with its iPad, nearly a third of all adult
mobile device owners in the U.S. said they are using one. For news organizations and advertisers, users
of these devices, especially those who own large media tablets, have appealing demographic profiles.
They tend to be relatively affluent, well-educated and avid news consumers. [5]
DEVICE CATEGORIES: Nearly 70 percent of mobile media device owners routinely used two or
more mobile media devices. Sixty percent of all Smartphone owners used at least one other mobile
media device. More than half (51%) of all large media tablet owners also used an Apple iPhone. Among
Smartphone owners who used one or more additional mobile media devices, 44% owned an Apple
iPhone, 37% owned a variety of Android-powered Smartphone brands, 14% owned a Blackberry, and
about 5% owned some other brand. The following table summarizes responses in each device category.
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Game Loot Network
Table 5: Responses of people in each device category [5]
Device Category
Percent of All
Respondents
Smart Phones
Large Media
Tablets
Small Media
Tablets
E-Readers
Other Mobile
Devices
57%
21%
Percent of All
Mobile Device
Owners
87%
32%
8%
12%
13%
21%
19%
31%
Most Popular
Brands in Each
Device Category
Apple iPhone
Apple iPad
Amazon Kindle
Fire
Amazon Kindle
Apple*
Percent of Brand
Within Device
Category
39%
88%
68%
73%
43%
GENDER: Men are still somewhat more likely than women to use mobile media devices, but the gap
appears to be closing. In this survey, men accounted for just over half of all device users. However,
gender ratios varied significantly within device categories. Women accounted for more than half of the
small media tablet and e-reader users.
Device
Category
Men
Women
Smartphone
60.3%
39.7%
Large Media
Tablet
Small Media
Tablet
63.6%
36.4%
E-Reader
48.8%
51.3%
45.4%
54.6%
Other
Mobile
Device
54.3%
45.7%
AGE GROUPS: Individuals between the ages of 18 and 34 represented the largest percentage of mobile
media device users (45%). More than half (51%) of the non-mobile device users were ages 55 or older.
Age Group
Age 18-34
Age 35-54
Age 55 or Older
Percent Mobile Device
Users
44.9%
32.4%
22.7%
Percent Non-Mobile
Device Users
18.7%
30.2%
51.1%
Percent All
Respondents
36.3%
31.7%
32.1%
INCOME GROUPS: Mobile media device users tended to have higher incomes than non-users of
mobile media devices. Among all respondents who indicated that they had an annual household income
of $75,000 or more, 81% were mobile device users.
Income Group
Less Than $75,000/Year
More Than $75,000/Year
Percent Mobile
Device Users
59.4%
81.3%
Percent Non-Mobile
Device Users
40.6%
18.7%
Percent All
Respondents
100%
100%
Income differences were significantly more pronounced for different brands within each device
category. For example, 50.8% of Smartphone users with an annual household income of $75,000 or
more owned an Apple iPhone. Conversely, 50.4% of Smartphone users with an annual household
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Game Loot Network
income of less than $75,000 owned an Android-powered Smartphone. The following table compares
income ranges between Smartphone brands and large media tablet brands.
Income Group Android
Smartphone
Less
Than
$75,000/Year
More
Than
$75,000/Year
Apple iPhone
Blackberry
Smartphone
63.9%
38.5%
Android
Apple iPad
Large Media
Tablet
41.3%
61.5%
39.1%
36.1%
61.5%
58.7%
38.5%
60.9%
4.5 Top 25 Companies by Game Revenues:
The data is based on analysis of annual and quarterly financial reports of a number of relevant publicly
listed companies and includes various estimates and assumptions, which may or may not be indicated
explicitly. Revenues (GAAP) are restated to reflect Calendar Years, therefore do not necessarily match
reported Fiscal Year results of individual companies. Revenues exclude hardware sales and other nongame sales to the extent publicly available. Microsoft and Sony estimates represent all Xbox and Play
station non-hardware platform revenues.[6]
Sr Company
Q1
Q2
H1
H1
H1
No.
14 ($M)
14 ($M)
14 ($M)
13 ($M)
Growth
1
Tencent
1.682
1.794
3.476
2.479
40%
2
EA
1.123
1.214
2.337
2.158
8%
3
Activision Blizzard
1.111
970
2.081
2.374
-12%
4
Sony
1.166
875
2.041
1.705
20%
5
Microsoft
1.147
843
1.990
2.000
-1%
6
Apple
920
960
1.880
1.147
64%
7
Google
694
724
1.418
673
111%
8
King.com
641
594
1.235
661
87%
9
GungHo Ent.
485
432
917
711
29%
10 Nexon
462
359
820
772
6%
11 Nintendo
419
387
806
825
-2%
12 Ubisoft
259
482
741
346
114%
13 NetEase
347
377
723
663
9%
14 DeNA
333
277
610
879
-31%
15 Square Enix
369
228
597
412
45%
16 GREE
302
258
560
692
-19%
17 Disney
268
266
534
377
42%
18 Konami
318
198
516
532
-3%
19 Facebook
237
234
471
427
10%
20 Bandai Namco
248
205
453
394
15%
21 NCSoft
173
207
380
358
6%
22 Sega
216
164
380
346
10%
23 Changyou
181
178
359
360
0%
24 Zynga
168
153
321
494
-35%
TakeTwo
-27%
25
195
125
321
442
Interactive
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Game Loot Network
4.6 Target Market Segment Strategy
Our ideal customer is between the ages of 13 and 45 who enjoys playing video games and has a mobile
phone that allows applications to be downloaded, such as the I-Phone, Android Games
Customers are typically male and female and own or have access to a Smartphone. They have a wide
range of disposable income. Some are teenagers living at home; others are college students or those who
have joined the workforce in the last 5 years.
Our game design consulting customer is the VP of marketing or equivalent position of a medium to
large organization who is looking for creative promotional methods for their products and services.
Our strategy focuses on developing an initial set of libraries containing game attributes that can be
combined to create new games. Upon launching the first set of games, we will stay in regular contact
with our customers via numerous online methods, including social media and email marketing. After
creating these libraries and games, we will be able to market fast-turnaround consulting services to
organizations who would like their own promotional games.
4.7 Market Definition and Segmentation
We target two segments: mobile game users and organizations that want to reach them. In both of these
segments, customers are computer and mobile phone savvy and enjoy creative experiences.
4.7.1 Mobile Game Users
There are two types of customers that define the demographic of mobile gamers: teens (including preteens) and young adults, which for the purposes of this marketing plan will include teenagers age 18 and
above as they are considered young adults by the general population as well as by the law. The primary
difference between the two demographic segments is who provides the money for game purchases.
Free mobile games:
• We offer trimmed back versions of our games for free so that users can get a taste of the full
game without committing any money up front
•
Some features of free versions are disabled and advertising is displayed in some strategic
locations within the game so that users are not bothered or distracted by the ads. For example, a
soda company may pay for a sponsorship and we might embed their name as a clickable
(tappable) billboard that appears as if it is part of the game itself.
Paid mobile games:
• Our paid mobile games contain a broader set of features. The price range is between $0.99 and
$4.99 in order to create very low price resistance for customers.
•
Paid games are also monetized via clickable (tappable) ad sponsorships embedded within the
games.
Games are available via instant download on their appropriate mobile platform Google like Android
Play Store and IOS App Store
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Game Loot Network
4.8 Target Market: Mobile Game Users
Our mobile games have a timely connection to current news events. The mobile game user market
enjoys interacting with games that give them a sense of power and excitement, allowing them in some
way to live vicariously through the game.
4.8.1 Needs and Requirements
Mobile game users get tired of games quickly and are constantly looking for new games to play. With
the plethora of news events always in circulation, we will target the news media so they discuss games
related to the stories they are covering. The games we develop will target stories that are covered by the
types of media outlets this demographic consume.
The users in this segment also have limited financial capacity. Teens typically get their money to make
game purchases from their parents, which can be in the form of gifts or allowances, or from low paying
jobs. Older teens and young adults also have limited financial capacity yet choose to spend part of their
disposable income on games as one of their sources of entertainment.
Very frequently, these customers talk to each other about which games they enjoy, including strategies
for playing and winning. They also participate in online forums and discussion groups to gather tips and
other information to help them play or to find new challenges. Additionally, they enjoy being listed as
the "high score" when there is a public setting available for players. We intend to offer this public setting
by allowing the customer to upload their score to our web site for each game. The highest scores will be
posted, giving the player worldwide "bragging rights". As a result, the word of mouth potential for
timely games is explosive.
4.8.2 Distribution Channels
I-Phone & Android games are distributed through the App store which is currently controlled by Apple
and Google. One of the obstacles we have to overcome is the speed with which Apple approves
applications for downloading, which will be important for us since our games have a time sensitive
nature to them as they will be popular as long as a news story is in circulation.
Google's Android offers an open source model so they will likely surpass the I-Phone in the number of
applications available soon. This also eliminates the need for review and allows us to post new
applications quickly. As more applications come out for this device, it will gain market share. We want
to be positioned so that we provide excellent games for this community.
Blackberry applications are controlled by Blackberry through Blackberry App World. Their users tend
to be older and more focused on business uses for their mobile devices. Because of this, we will not
focus our initial efforts on Blackberry. However, we do have the expertise to build Blackberry
applications and will create custom games for this device for consulting clients who would like them.
4.8.3 Communications
We will leverage social media and word of mouth for the vast majority of our marketing using platforms
such as Twitter, Facebook, and MySpace. These platforms are widely used by the customers in our
demographic market. We will make announcements via regular tweets and updates to our fan page on
Facebook
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Game Loot Network
The newsworthy component of our mobile games also makes it enticing for traditional media to
publicize a game that is related to a current news story.
We will also use our email marketing list which is comprised of people who have expressed interest in
knowing when we release new games. We have segmented our email list so that we can send appropriate
emails to media and different ones to actual gamers, our customers.
4.9 Service Business Analysis
Companies are combating development costs by outsourcing segments of the development project.
Currently, it is estimated that 30% of project work is outsourced. There are a number of advantages to
this strategy.
By outsourcing, companies can take advantage of a tremendous gaming experience base without paying
the personnel price tag to retain the talent on payroll. By negotiating a price for the outsourcing,
companies can also cap development cost. More importantly, as few larger companies compete in the
marketplace for dominance, a number of service firms will emerge to fill the demand for quality
developers that are necessary for specific projects, much like the rest of software industry. It is estimated
that product development in the software industry can save upwards to 30% of development costs by
outsourcing key elements of the development process.
4.9.1 Competition and Buying Patterns
There are many mobile game developers. However, few are actual companies. Most games are
developed by one person who does not have the marketing savvy to integrate advertising sponsorships
into their games as we have outlined in this marketing plan. Our unique twist on the types of games is
also an advantage because we will not have to spend as much time and energy thinking of the game
themes - the news of the day will provide that fodder so our efforts can be concentrated on developing
that real-life story into a game.
The interactive game industry is based on the hype that is created by core players. The ability to create
product that satisfies the gaming demands of core players is a critical consideration when outsourcing
opportunities emerge. This unique cultural aspect of the industry influences how companies outsource.
Technological expertise is secondary to the ability to create a product that the target group will
immediately be comfortable with. Companies are looking for production track records with products
with similar play devices that were focused on similar target users. Typically, a selected group of firms
are asked to submit proposals for the outsourcing assignment much like an ad campaign. The firm with
the best ideas and the best talent to implement the idea gets the contract. Over 80% of the interactive
game companies have outsourced segments of game development. This represents a client base of 400
companies.
Currently there are 100+ firms that compete for outsourcing contracts in the interactive game industry.
Because of the unique cultural aspect of the interactive gaming community, companies specialize in
gaming devices or user groups in order to gain advantage in the proposal process.
The team's track record is the most important pivotal issue when competing for outsourcing contracts. A
firm that has an intact team that has achieved past project goals has an advantage in the bidding process.
Production companies are looking for assurances that deadlines will be met and the quality will be there.
The production of a game is on a tight schedule and any missed deadline will ripple effect over the
entire project, and could result in missed revenues and increased expenses.
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5.0 Web Plan Summary
The website will be used as a way to disseminate information regarding the firm, show past examples of
work. In today's day and age, a website is almost a given, a standard source of information regarding the
company.
5.1 Website Marketing Strategy
The marketing strategy for the website will be based on inclusion of the Internet address in all materials
that Game Loot Network releases. These strategies include the use of search engine optimization and
pay per click marketing.
Marketing Strategy
Our marketing strategy will focus on two segments. Those segments are described in the following
subtopics. We will implement a strategy that treats customers as a community. This means our
marketing resources will be centered on advertising both sales promotions (events) and personal sales
(customer service, friendly atmosphere).Marketing promotions will be consistent with the Mission
Statement and support the following objectives:
1. 100% customer satisfaction, measured through repeat customers, referrals and surveys.
2. To achieve a respectable profit margin within the first three-years.
3. To achieve a healthy net profit by year two.
4.
Following is the important Marketing Strategies
• Social media Marketing
• Mobile Marketing & Design
• Video Marketing
• Website Design
• Branding
5.1.1 Social Media Marketing:
Social media is a vast and growing landscape that offers many unique marketing opportunities for
businesses of all kinds. Making the most of this interactive environment requires an understanding of
how different social media channels work and how your customers are using them to engage with
companies whose products and services they enjoy
The social media strategy ladder looks like this:
•
•
•
•
•
Step 1: Content
Step 2: RSS (Real Simple Syndication)
Step 3: Social Search
Step 4: Social Bookmarking
Step 5: Social Networks
1. Step 1- Content: There are some that will refer to content as blogging. Content is the foundation
of social media marketing. Content will leave a longer lasting impression. Content will engage
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2.
3.
4.
5.
your target audience and drive profitable action to your business. Content also isn't just about
your content, it's about reading content from others commenting on that content and sharing.
Step 2 – RSS: I view RSS as easy way curate information that will give you ideas, help you
think of new topics and also give you information to share with your networks. RSS stands for
Real simple syndication. It's an easy way to aggregate and filter content around particular
subjects that interests you and your target audience. RSS is easy to use and is delivered right to
your desktop. My personal favorite RSS reader is Google Reader, it's one of my 7 time saving
tools that I use.
Step 3 - Social Search: That's right, social search has increased in importance over the last few
years. Social search is the integration of personal social results and their social graph in public
search listings. What you say and what others say about your business on social networks gets
listed. You can use social search to not only stimulate conversation, but to also assist you in
managing your reputation.
Step 4 - Social Bookmarking: Social Bookmarking sites provide you with a way to find and
bookmark and tag stuff all over the web. You can curate information that interests you and
share it with your social bookmarking community. Tagging content to and participating in social
bookmarking communities is a great way to open up more channels to your business and drive
search traffic. Social bookmarking creates valuable links and search engine juice; these two
things empower your content to rank higher in search engine results
Step 5- Social Network :Social network like Face book, Twitter, LinkedIn and Google+ but
unless you've implemented the previous steps climbed up the ladder, Social networks should
work to grow your business, not just suck away your time. Social networks carry a lot of value to
your business, but without content and engagement these networks will leave you empty handed.
5.1.2 Social Media Measurements:
Social media measurement or ‘social media monitoring’ is an active monitoring of social media
channels for information about a company or organization usually tracking of various social
media content such as blogs, wikis, news sites, micro-blogs such as Twitter, social networking sites,
video/photo sharing websites, forums, message boards, blogs and user-generated content in general as a
way to determine the volume and sentiment of online conversation about a brand or topic.
5.1.3 Social Media Metrics:
ROI (Return on Investment): ROI, or return on investment, is a measurement of efficiency. Social
media ROI is defined as a measure of the efficiency of a social media marketing campaign. It is
calculated using the following formula:
The difficulty emerges however in attempting to determine the value of "SM return", as indeed it is for
any intangible asset.
5.1.4 Social Media marketing websites:
The major social media websites are as follows:
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Game Loot Network
Facebook: Facebook is rapidly becoming the hottest site in all of online land. Approximately more than
800 million individuals are using Face book. At the moment Face book is the second best rated web
page. Face book customers can post notices, create categories, distribute material with thousands of
buddies and upload video clips. Over one billion people like and comment an average of 3.2 billion
times every day. When you have a strong presence on Face book, your business is part of these
conversations and has access to the most powerful kind of word-of-mouth marketing recommendations
between friends.
Twitter: Every day, millions of people turn to twitter to connect to their interests, to share information,
and find out what's happening in the world right now. Anyone can read, write and share messages .For
businesses and brands, these conversations provide a rich canvas and a powerful context in which to
connect your messages and your brand to what people are talking about right now. Businesses can also
use Twitter to listen and gather market intelligence and insights. It is likely that people are already
having conversations about your business, your competitors or your industry on Twitter.
Blog Marketing: Blog marketing is any process that publicists or advertises a website, business, brand
or service via the medium of blogs. This includes, but is not limited to marketing via ads placed on
blogs, recommendations and reviews by the blogger, promotion via entries on third party blogs and
cross-syndication of information across multiple blogs.
You Tube Marketing: YouTube is the largest video sharing site to date, with the most traffic and the
highest amount of users on it making YouTube the definitive place for getting your videos published and
marketed. There are going to be a lot of tools YouTube has created for marketing your video
•
•
•
•
•
•
•
On videos there is a share option. You can share by email address or with friends you have
attached to your account. Remember the more friends you have the more people you can
send to.
Bulletin Boards: By posting a message this video will be displayed to all of your friends on
your profile.
Invite to subscribe: This feature is available in your account once you request a friend
invite.
Make sure your video appeals to the community
Sharing videos with email: We like to go viral with our marketing campaigns for videos.
Send videos out to your friends and family with a link to the video and an encouragement to
share it.
Use StumbleUpon.com: Submit the video to video.stumbleupon.com and then import your
email addresses and send to your friends on stumble upon.
Social Media it: You can leverage dig and other social sites like face book and MySpace to
drive traffic to videos.
LinkedIn: You can target your ad by geography, job function, industry, company size, seniority, age
and gender, as well as company name, LinkedIn group and job title. There is plenty of scope to define
your audience. Your ad will display either along the top, bottom or right-hand side of a member’s home
or profile page, and can contain both text and an image. Link your ad to your own website, your
LinkedIn company page, your group or anywhere else you might want to send your visitor for further
information. Or consider sending your visitor to your company Face book page where you can possibly
convert her into a Like. In terms of cost, LinkedIn ads run very much the same as other text ad systems,
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Game Loot Network
on an auction or bid basis. You can pay either for CPC (cost per click) or CPM (cost per 1,000
impressions).
5.2 Video Marketing:
Video Marketing creates targeted advertising visible to consumers when they are actively looking for
your local business or services. Video marketing ranks better and faster than any other form of Internet
Marketing. Let us create a short video introducing your business to potential customers. Video not only
has the ability to inform and educate your customer about your services, it also has a very strong call-toaction!
According to recent customer surveys, 92% of customers expect you to have an online presence even if
you are a brick-and-mortar business. Now, a day’s very creative ads are being made, the ads which are
very catchy and jingly. Such ads are made that one can’t resist watching them, even watching on
Television is not enough, and one can see those ads on their websites or on YouTube any time.
5.3 Website Design:
The local business, just wants to be found online, offer information and location details, and possibly
sell their products online via an ecommerce storefront. There are very basic needs that need to be met
for a majority of the local business aiming to build a website. Websites should be built with Content
Management Systems that offer the client the ability to update their website with very minimal computer
skills. For instance this website is run on the Word Press Content Management System, and if you are
able to work in Microsoft Word typing a letter, you already have all the skills you need to update your
website
6.0 Strategy and Implementation Summary
Game Loot Network' developers, have extensive connections throughout the gaming industry. They will
be responsible for marketing the company's services to potential customers.
6.1 SWOT Analysis
A SWOT analysis is a method used to evaluate the Strengths, Weaknesses, Opportunities, and Threats of
a business. The purpose is to align our strategies with the realities of our business environment in order
to:
• Maintain and build on our strengths
• Take advantage of our opportunities
• Fix or eliminate our weaknesses
• Counter threats
6.1.1 Strengths
•
•
•
•
Strong developer team: The developers of the mobile games app are key developers of the
R&D department with very strong skills.
First to market: we have and must always keep a step ahead. A first mover may not always be
an advantage. Secondary or late movers to an industry or market, have the ability to study the
first movers and their techniques and strategies. They can learn from their mistakes. The
competition is also allowed to benefit and not incur the costs which the first mover has to sustain.
First movers must deal with the entire risk associated with creating a new market, as well as the
technological uncertainties which will follow (Shifts in technology or customer needs).
Innovative approaches to technology specially on Game play
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Game Loot Network
•
•
Easily accessible to user through their smart phones
First Fun Games Provider with prizes
6.1.2 Weaknesses
•
•
•
•
Their software is dependent upon the platforms that are created by other companies, leading to
limitations in design capabilities, graphics and game performance.
Product Quality not Top- Notch
Slow in response to customer enquires
Long Subscription Progress
6.1.3 Opportunities
•
•
•
•
•
Mobile advertising. Mobile advertising markets are expected to grow in double digits over the
next few years and Microsoft has a great opportunity to tap into these markets with its mobile
OS.
Mobile device industry. Smartphone’s and tablets markets will grow steadily over the next few
years and Microsoft could exploit this opportunity by introducing more of its own tablets and a
new company phone.
Video Game Industry expecting significant growth for the Next Years
Rise of Interest in video games from all demographics
Growing Consumer base in emerging markets
6.1.4 Threats
•
•
•
Competitors emerging: as we are first to the market, we need to be sure to stay one step ahead
of the competition.
PC and mobile Segments
Other Indirect competitors entering the field to complete directly
6.2 Competitive Edge
The competitive advantage of Game Loot Network is always bringing in a project before the projected
deadline. As noted in the Market Analysis Summary, one of the greatest challenges will be production
costs. Nowhere is this more critical than with outsourced projects. If a company can produce by
deadline, they will get more work.
6.3 Marketing Strategy
The next question we have to ask ourselves is how we will reach our potential customers? How can we
make them aware our app is available and convert them as our customers? This will be realized by our
marketing strategy.
There are three kind of marketing strategies:
•
•
Direct sales: this is done when a customer base exists, where we can directly reach out to our
customers usually by phone, by email or through direct personal contact
Direct marketing: there is a straight communication to the customer (or potential customer; this
can be used on contact information from a database) with advertising techniques such as SMS,
email, interactive consumer websites, online display ads, fliers, catalogue distribution,
promotional letters, and outdoor advertising.
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Game Loot Network
•
Mass marketing: Is the technique of trying to spread a marketing message, to anyone and
everyone who is willing to listen, through big audience media such as radio, television, internet,
etc.
For our Games, we are going to use two different marketing strategies:
6.3.1 Mass marketing
We have seen that our potential customer base is between two and three million people, so we have
quite a big audience. These people are not existing customers, we have no relationship with them nor do
we possess their contact information. The strategy to adopt is a mass marketing strategy. We will try to
reach to our niche through mass marketing channels, mainly the internet. There are many ways to
proceed:
• Getting our app into the iPhone app store & Android App Store. In later stages the app will be
available on independent app stores such as GetJar, Handango, and Amazon etc. We choose for a
slow distribution so we can manage feedback, fix bugs quickly and concentrate on updates
before a rollout strategy.
• Using social media. We will create some YouTube video’s where we will demonstrate our
application. Besides YouTube, we will create Facebook and Twitter accounts and use LinkedIn
as a communication channel.
• Making an app-specific web site. We will also promote our app through our firm’s website.
• Setting up search marketing campaigns through search providers such as Google, Yahoo and
Bing.
• Reaching out to bloggers such as TechCrunch, TheNextWeb, Mashable, VentureBeat, TUAW
etc.
• Participating in events: exhibitions, meet-ups, conferences etc.…in the electronics and
automation world.
• Placing an advertisement or an article in a specialized magazine.
The marketing strategy can be divided in two parts: A pre-launch and post-launch strategy. The
prelaunch strategy is used to create awareness and visibility. The goal is to try to acquire the interest and
build the curiosity of as many users as possible.
The post-launch strategy is used to maintain existing customers, to increase the conversion rate and to
create user retention
Pre-launch strategy:
i.
ii.
iii.
Landing page: create a landing page, typically a one page website that is an advertising tool for
our app. Even though a lot of downloads will come directly from the app store, a huge amount of
traffic is driven through the web. This is also a good way to build an email database as we will
invite people to share their email addresses to stay updated when the app launches. These are the
people that are more likely to be converted into customers.
Blog: create a blog where we will write regularly about the issues that our product covers or
might be a solution for.
Social Media Profiles: create social media profiles so we can spread the word about our blog
posts, our landing page and website, and also write about the category and related content of our
app. It is also important to follow and connect with influential people of the niche market
(bloggers, reviewers, writers etc.)
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Game Loot Network
iv.
SEO: begin search engine optimization or SEO for our website. The idea of SEO is to generate
as much traffic as possible on our website by finding the most relevant and popular keywords for
the site and our app and using them in a way that generates and converts traffic.
v.
Tech Blogs: once the beta testing is finished and the app is ready for launch and bug-free, we
want to prepare a press release of our product idea and start getting in touch with blogs such as
Mashable, TechCrunch, TheNextWeb, FastCoDesign, Ars Technica, etc. A press release will
contain a short description of the app and its key benefits, some screenshots, links to videos,
links to user testimonials and reviews and a link to the website which includes our contact
information.
vi. Forums: we want to be as active as possible in gaming forums and try to integrate with our
response a link back to our website. These links are crucial in the Search Engine Optimizing
(SEO) of our website. The more back links we have from other blogs and forums back to our
site, the higher up our site will appear in search engine results. We must keep participating in
online forums to keep discussion about our product active and on-going. A great tool to use here
is Google alerts. This way we can track keywords and news about our app.
Post-launch strategy:
i.
ii.
iii.
App Store marketing: we will try to grab the attention of the online audience by having a
catchy app icon. App stores require us to mention keywords that we feel our customers will use
to search for our application so the selection has to be done wisely. Our Game description is also
important, it is our selling pitch. It should be short, explain key benefits and highlight the cool
features.
Game App Review Websites: as a large audience reads online reviews before downloading
Game, we need to prepare a press release and send it to app review sites.
Ratings and Reviews: we will encourage our customers to review and rate our application. The
more the ratings, the more chances of it being downloaded from the App Store. All feedback,
positive and negative, must be quickly responded to.
6.3.2 Website Marketing:
i.
ii.
iii.
The website and launch page also has to be social media friendly. We have to incorporate links
to our social media accounts: a Facebook Like button, a Tweet button etc
We have to integrate badges. Badges are quickly recognized as download links to the app
marketplace
Create call-to-action buttons. The goal of these buttons is to get a visitor to our site to do
something. In our case that something could be downloading our app, requesting information and
signing up. Someone signing up for our email newsletter is someone we’re going to be able to
reach easily and engage with.
Newsletters are a powerful tool as they give us the possibility to:
• Gauge the interest people have in our app (no sign ups? Maybe something is wrong)
• Keep people informed about when our app is launching.
• Ask people for feedback
• Ask people to vote for our app for an award or a contest
• Let people know about great news and milestones
6.3.3 Price setting:
There are a number of factors that should help us determine what to charge for our Game app. The first
step consists of pricing our app in relation to the existing competition. This assures fair pricing for our
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mobile app and gives our audience the impression that we are at par with the competition. Raising our
price slightly above the competition will make customers think that ours is a better product. In our case
we are first to the market with our product so there is no price setting by the market in our category.
The most important key in Game app pricing is the user expectations. Users expect simple apps to be
either free or $0.99. More complex utilities often sell for between $2.99 and $4.99. Game Apps in the
$4.99 range need to have an expansive feature set and lots of polish. That is, they need to look good and
provide a great deal of value for the user. While users won’t know if they got their money’s worth until
they install the app, users will be quick to leave negative feedback if they feel they’ve been ripped off,
which will likely turn off future customers.
For the pay per download model we will set the price at FREE. For the fully subscript Game we will set
the price at $0.99-$4.99
6.3.3.1 Most popular Apple App Store categories in January 2015
Gaming on mobile devices is popular throughout many demographics and the nature of mobile apps
facilitates free-to-play and fermium models of monetization. Educational, entertainment and lifestyle
apps also benefit from mobile availability, as they can offer users compact pieces of information.
Furthermore, business apps profit from the Smartphone’s ubiquity in almost all professional areas and
thus are used to facilitate transactions or the exchange of information. [7]
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Figure 4: Most popular Apple App Store categories in January 2015, by share of available apps [7]
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6.4 Sales Strategy
This part considers our business model choice. A business model describes how an organization
creates, delivers, and captures value and generates revenue, or in other words how will we make
money through our application. Monetizing an application can be the single most challenging aspect
when undertaking a mobile venture. How to price our application? Will our application be free for
users or will they be charged? What is the appropriate pricing model for our application? These are
some of the questions which will be reviewed here.
Game Loot Network anticipates that sales will start during the third month. The first two months of
operation will have flat sales. After that point, sales will increase.
There are about 4 existing different business models today in the mobile app business:
•
•
•
•
i.
ii.
iii.
iv.
In-app advertising
In-app purchasing
Fermium
Subscription
In-app advertising: In the advertising model, users download the app for free. Instead, ads are
placed (usually banners, but not always – lots of innovative new ad types are available these
days) and we get paid by advertisers when users click the ads
In-app purchasing: With this model the application it can be free (but is not required) and the
main revenue stream is generated through the in-app purchase. The applications consist of an
initial usable part and a part that is only usable if the customer decides to buy it. For example, a
game has five free levels and to play the sixth level the user has to buy the level.
Fermium: These applications are free. The objective here remains to make money. Free is a
very powerful motivator to get people to download a product. This model generates income only
from other business activities, such as:
Subscription: A subscription means the customer has access to a service or product as long as a
fee is paid. The fee is paid for a limited period of time; if the time is complete the customer has
to re-initiate the subscription. Magazines or newspapers work with this model.
6.5 Sales Forecast
Sales will come from three sources:
1. Game downloads - this includes free and paid downloads. The free downloads are monetized
from embedded advertising sponsorships
2. Embedded Advertising Sponsorships - ads embedded in both free and paid games
3. Custom games developed for companies - this would be consulting projects to develop iPhone,
Blackberry and Android promotional games
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Table 6: Sales Forecast
Sales Forecast
Sales
Game Downloads
Game Sponsorships
Custom Game for Corporations
Total Sales
Direct Cost of Sales
Game Downloads
Game Sponsorships
Year 1
Year 2
Year 3
$60,000
$156,000
$197,000
$413,000
$97,000
$250,000
$380,000
$727,000
$220,000
$380,000
$680,000
$1,280,000
Year 1
$25,400
$47,900
Year 2
$35,800
$75,500
Year 3
$52,500
$100,000
Table 7: Chart- Sales Monthly
4
7
5
1
2
11
3
6
8
9
Month 12
10
Sales Monthly
$80,000
$70,000
$60,000
Game Downloads
$50,000
Game Sponsorships
$40,000
Custom Game for Corporations
$30,000
$20,000
$10,000
$0
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Game Loot Network
Table 8: Sales by Year
Sales by Year
$1,200,000
$1,000,000
Game Downloads
$800,000
Game Sponsorships
$600,000
Custom Game for Corporations
$400,000
$200,000
$0
Year 1
Year 2
Year 3
6.5 Milestones
The accompanying table lists important program milestones, with dates and managers in charge, and
budgets for each. The milestone schedule indicates our emphasis on planning for implementation.
What the table doesn't show is the commitment behind it. Our business plan includes complete
provisions for plan-vs.-actual analysis, and we will hold monthly follow-up meetings to discuss the
variance and course corrections.
Table 9- Milestones
Milestones
Milestone
Office Setup
Equipment/Network
Setup
Game App Development
Marketing
Totals
Start Date
5/1/2015
5/1/2015
End Date
5/20/2015
5/20/2015
Budget
$10,000
$100,000
Department
Admin
Admin
5/20/2015
7/5/2015
7/4/2015
8/10/2015
$50,000
$5,000
$165,000
Technical
Marketing
7.0 Management Summary
Lance Baker will be the Owner of the company
7.1 Personnel Plan
Game Loot Network staff is as follows:
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Game Loot Network
Table 10: Personnel
Personnel Plan
Year 1
$16,000
$13,000
$9,000
3
$38,000
Developer-1
Developer-2
Admin
Total People
Total Payroll
Year 2
$20,000
$16,000
$11,000
3
$47,000
Year 3
$25,000
$20,000
$15,000
3
$60,000
8.0 Financial Plan
The following is the financial plan for Game Loot Network. The various topic tables display annual
figures for the first three years. Monthly figures for the first year are presented in the appendix.
8.1 Start-up Funding
Table 11: Start-up Funding
Start-up Funding
Start-up Expenses to Fund
Start-up Assets to Fund
Total Funding Required
$160,000
$340,000
$500,000
Assets
Non-cash Assets from Start-up
Cash Requirements from Start-up
Additional Cash Raised
Cash Balance on Starting Date
Total Assets
Liabilities and Capital
Liabilities
Current Borrowing
Long-term Liabilities
Accounts Payable (Outstanding Bills)
Other Current Liabilities (interest-free)
Total Liabilities
Capital
Planned Investment
Lance Baker
Additional Investment Requirement
Total Planned Investment
$50,000
$290,000
$0
$290,000
$340,000
$0
$0
$0
$0
$0
$400,000
$100,000
$500,000
Loss at Start-up (Start-up Expenses)
Total Capital
($160,000)
$340,000
Total Capital and Liabilities
$340,000
Total Funding
$500,000
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8.2 Important Assumptions
The Company has based its pro forma financial statements on the following:
•
•
Game Loot Network will have an annual sales growth rate of 1%.
The owner will acquire $250,000 USD of equity funds to develop the business
8.3 Break-even Analysis
The following table and chart show our Break-even Analysis.
Table 12: Break-even Analysis
Break-even Analysis
Monthly Revenue Break-even
$13,777
Assumptions:
Average Percent Variable Cost
Estimated Monthly Fixed Cost
45%
$7,512
Figure 5: Chart: Break-even Analysis
Break-even Analysis
$4,000
$2,000
$0
($2,000)
($4,000)
($6,000)
$0
$4,000
$2,000
$8,000
$6,000
$12,000
$10,000
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$16,000
$14,000
$20,000
$18,000
$22,000
Game Loot Network
8.4 Projected Profit and Loss
The following table and charts highlight the projected profit and loss for three years.
Table 13: Profit and Loss
Pro Forma Profit and Loss
Sales
Direct Cost of Sales
Other Production Expenses
Total Cost of Sales
Year 1
$413,000
$187,800
$0
$187,800
Year 2
$727,000
$311,300
$0
$311,300
Year 3
$1,280,000
$412,500
$0
$412,500
Gross Margin
Gross Margin %
$225,200
54.53%
$415,700
57.18%
$867,500
67.77%
Expenses
Payroll
Other Expenses
Depreciation
Leased Equipment
Utilities
Insurance
Rent
Payroll Taxes
Other
$38,000
$0
$9,996
$0
$4,800
$3,600
$18,000
$15,750
$0
$47,000
$60,000
$10,000
$0
$4,800
$3,600
$18,000
$31,500
$0
$10,000
$0
$4,800
$3,600
$18,000
$55,500
$0
Total Operating Expenses
$90,146
$114,900
$151,900
$135,054
$145,050
$0
$40,516
$300,800
$310,800
$0
$90,240
$715,600
$725,600
$0
$214,680
$94,538
22.89%
$210,560
28.96%
$500,920
39.13%
Profit Before Interest and Taxes
EBITDA
Interest Expense
Taxes Incurred
Net Profit
Net Profit/Sales
Page 27
Game Loot Network
Figure 6: Chart- Profit Monthly
Profit Monthly
$24,000
$21,000
$18,000
$15,000
$12,000
$9,000
$6,000
$3,000
$0
Month 1
Month 7
Month 5
Month 3
Month 2
Month 4
Month 6
Month 11
Month 9
Month 8
Month 10
Figure 7: Profit Yearly
Profit Yearly
$500,000
$400,000
$300,000
$200,000
$100,000
$0
Year 1
Year 2
Page 28
Year 3
Month 12
Game Loot Network
Figure 8: Chart- Gross Margin Monthly
Gross Margin Monthly
$44,000
$40,000
$36,000
$32,000
$28,000
$24,000
$20,000
$16,000
$12,000
$8,000
$4,000
$0
Month 1
Month 7
Month 5
Month 3
Month 2
Month 4
Month 6
Month 11
Month 9
Month 8
Month 10
Figure 9: Chart- Gross Margin Yearly
Gross Margin Yearly
$900,000
$800,000
$700,000
$600,000
$500,000
$400,000
$300,000
$200,000
$100,000
$0
Year 1
Year 2
Page 29
Year 3
Month 12
Game Loot Network
8.5 Projected Cash Flow
The following table and chart highlights the projected cash flow for three years.
Table 14: Table- Cash Flow
Pro Forma Cash Flow
Year 1
Year 2
Year 3
Cash from Operations
Cash Sales
Cash from Receivables
Subtotal Cash from Operations
$103,250
$211,075
$314,325
$181,750
$470,228
$651,978
$320,000
$827,876
$1,147,876
Additional Cash Received
Sales Tax, VAT, HST/GST Received
New Current Borrowing
New Other Liabilities (interest-free)
New Long-term Liabilities
Sales of Other Current Assets
Sales of Long-term Assets
New Investment Received
Subtotal Cash Received
$0
$0
$0
$0
$0
$0
$0
$314,325
$0
$0
$0
$0
$0
$0
$0
$651,978
$0
$0
$0
$0
$0
$0
$0
$1,147,876
Year 1
Year 2
Year 3
Expenditures from Operations
Cash Spending
Bill Payments
Subtotal Spent on Operations
$38,000
$225,869
$263,869
$47,000
$466,275
$513,275
$60,000
$688,562
$748,562
Additional Cash Spent
Sales Tax, VAT, HST/GST Paid Out
Principal Repayment of Current Borrowing
Other Liabilities Principal Repayment
Long-term Liabilities Principal Repayment
Purchase Other Current Assets
Purchase Long-term Assets
Dividends
Subtotal Cash Spent
$0
$0
$0
$0
$0
$0
$0
$263,869
$0
$0
$0
$0
$0
$0
$0
$513,275
$0
$0
$0
$0
$0
$0
$0
$748,562
Net Cash Flow
Cash Balance
$50,456
$340,456
$138,703
$479,159
$399,314
$878,474
Cash Received
Expenditures
Page 30
Game Loot Network
Figure 10: Chart- Cash
4
7
5
1
2
11
Month 12
3
6
8
9
10
Cash
$320,000
$280,000
$240,000
Net Cash Flow
$200,000
Cash Balance
$160,000
$120,000
$80,000
$40,000
$0
Page 31
Game Loot Network
8.6 Projected Balance Sheet
The following table highlights the projected balance sheet for three years.
Table 15: Table- Balance Sheet
Pro Forma Balance Sheet
Year 1
Year 2
Year 3
Current Assets
Cash
Accounts Receivable
Other Current Assets
Total Current Assets
$340,456
$98,675
$10,000
$449,131
$479,159
$173,697
$10,000
$662,856
$878,474
$305,821
$10,000
$1,194,294
Long-term Assets
Long-term Assets
Accumulated Depreciation
Total Long-term Assets
Total Assets
$40,000
$9,996
$30,004
$479,135
$40,000
$19,996
$20,004
$682,860
$40,000
$29,996
$10,004
$1,204,298
Year 1
Year 2
Year 3
Current Liabilities
Accounts Payable
Current Borrowing
Other Current Liabilities
Subtotal Current Liabilities
$44,597
$0
$0
$44,597
$37,762
$0
$0
$37,762
$58,281
$0
$0
$58,281
Long-term Liabilities
Total Liabilities
$0
$44,597
$0
$37,762
$0
$58,281
$500,000
($160,000)
$94,538
$434,538
$479,135
$500,000
($65,462)
$210,560
$645,098
$682,860
$500,000
$145,098
$500,920
$1,146,018
$1,204,298
$434,538
$645,098
$1,146,018
Assets
Liabilities and Capital
Paid-in Capital
Retained Earnings
Earnings
Total Capital
Total Liabilities and Capital
Net Worth
Page 32
Game Loot Network
8.7 Business Ratios
Business ratios for the years of this plan are shown below. Industry profile ratios based on the Standard
Industrial Classification (SIC) code 7372, Computer Programming Services, are shown for comparison.
Table 16: Table- Ratios
Ratio Analysis
Year 1
Year 2
Year 3
n.a.
76.03%
76.07%
Industry
Profile
4.51%
20.59%
2.09%
93.74%
6.26%
100.00%
25.44%
1.46%
97.07%
2.93%
100.00%
25.39%
0.83%
99.17%
0.83%
100.00%
19.93%
69.92%
91.46%
8.54%
100.00%
9.31%
0.00%
9.31%
90.69%
5.53%
0.00%
5.53%
94.47%
4.84%
0.00%
4.84%
95.16%
43.45%
29.51%
72.97%
27.03%
100.00%
54.53%
83.34%
100.00%
57.18%
85.26%
100.00%
67.77%
82.93%
100.00%
79.91%
56.99%
4.30%
32.70%
3.95%
41.38%
3.11%
55.91%
2.49%
-23.10%
Main Ratios
Current
Quick
Total Debt to Total Assets
Pre-tax Return on Net Worth
Pre-tax Return on Assets
10.07
10.07
9.31%
31.08%
28.19%
17.55
17.55
5.53%
46.63%
44.05%
20.49
20.49
4.84%
62.44%
59.42%
1.71
1.68
72.97%
-86.50%
-23.38%
Additional Ratios
Net Profit Margin
Return on Equity
Year 1
22.89%
21.76%
Year 2
28.96%
32.64%
Year 3
39.13%
43.71%
n.a
n.a
3.14
54
6.06
27
0.86
3.14
91
12.17
33
1.06
3.14
91
12.17
25
1.06
n.a
n.a
n.a
n.a
n.a
Sales Growth
Percent of Total Assets
Accounts Receivable
Other Current Assets
Total Current Assets
Long-term Assets
Total Assets
Current Liabilities
Long-term Liabilities
Total Liabilities
Net Worth
Percent of Sales
Sales
Gross Margin
Selling, General & Administrative
Expenses
Advertising Expenses
Profit Before Interest and Taxes
Activity Ratios
Accounts Receivable Turnover
Collection Days
Accounts Payable Turnover
Payment Days
Total Asset Turnover
Page 33
Game Loot Network
Debt Ratios
Debt to Net Worth
Current Liab. to Liab.
Liquidity Ratios
Net Working Capital
Interest Coverage
Additional Ratios
Assets to Sales
Current Debt/Total Assets
Acid Test
Sales/Net Worth
Dividend Payout
0.10
1.00
0.06
1.00
0.05
1.00
n.a
n.a
$404,534
0.00
$625,094
0.00
$1,136,014
0.00
n.a
n.a
1.16
9%
7.86
0.95
0.00
0.94
6%
12.95
1.13
0.00
0.94
5%
15.24
1.12
0.00
n.a
n.a
n.a
n.a
n.a
Page 34
Appendix
Table: Sales Forecast
Sales Forecast
Month 1
Month 2
Month 3
Month 4
Month 5
Month 6
Month 7
Month 8
Month 9
Month 10
Month 11
Month 12
$1,500
$3,000
$4,000
$8,500
$2,000
$4,000
$5,000
$11,000
$2,500
$5,000
$6,000
$13,500
$3,500
$8,000
$8,000
$19,500
$4,000
$9,000
$10,000
$23,000
$4,000
$11,000
$15,000
$30,000
$5,000
$13,000
$18,000
$36,000
$6,500
$14,000
$20,000
$40,500
$7,000
$16,000
$22,000
$45,000
$7,500
$18,000
$27,000
$52,500
$8,000
$20,000
$30,000
$58,000
$8,500
$35,000
$32,000
$75,500
Month 1
Month 2
Month 3
Month 4
Month 5
Month 6
Month 7
Month 8
Month 9
Month 10
Month 11
Month 12
$400
$600
$1,000
$1,200
$1,600
$2,000
$2,500
$2,800
$3,000
$3,200
$3,500
$3,600
Game Sponsorships
$1,000
$1,200
$1,800
$2,400
$2,600
$3,400
$4,000
$5,000
$5,500
$6,000
$7,000
$8,000
Custom Game for Corporations
$2,500
$4,000
$5,000
$5,500
$6,000
$7,500
$9,000
$10,000
$12,000
$15,000
$18,000
$20,000
Subtotal Direct Cost of Sales
$3,900
$5,800
$7,800
$9,100
$10,200
$12,900
$15,500
$17,800
$20,500
$24,200
$28,500
$31,600
Sales
Game Downloads
Game Sponsorships
Custom Game for Corporations
Total Sales
Direct Cost of Sales
Game Downloads
0%
0%
0%
Page 1
Appendix
Table: Personnel
Personnel Plan
Developer-1
Developer-2
Admin
Total People
Total Payroll
0%
0%
0%
Month 1
Month 2
Month 3
Month 4
Month 5
Month 6
Month 7
Month 8
Month 9
Month 10
Month 11
Month 12
$1,000
$0
$0
3
$1,000
$0
$0
3
$1,000
$0
$0
3
$1,000
$1,000
$1,000
3
$1,000
$1,000
$1,000
3
$1,000
$1,000
$1,000
3
$1,000
$1,000
$1,000
3
$1,000
$1,000
$1,000
3
$2,000
$2,000
$1,000
3
$2,000
$2,000
$1,000
3
$2,000
$2,000
$1,000
3
$2,000
$2,000
$1,000
3
$1,000
$1,000
$1,000
$3,000
$3,000
$3,000
$3,000
$3,000
$5,000
$5,000
$5,000
$5,000
Page 2
Appendix
Table: Profit and Loss
Pro Forma Profit and Loss
Month 1
Month 2
Month 3
Month 4
Month 5
Month 6
Month 7
Month 8
Month 9
Month 10
Month 11
Month 12
Sales
$8,500
$11,000
$13,500
$19,500
$23,000
$30,000
$36,000
$40,500
$45,000
$52,500
$58,000
$75,500
Direct Cost of Sales
$3,900
$5,800
$7,800
$9,100
$10,200
$12,900
$15,500
$17,800
$20,500
$24,200
$28,500
$31,600
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$3,900
$5,800
$7,800
$9,100
$10,200
$12,900
$15,500
$17,800
$20,500
$24,200
$28,500
$31,600
Other Production Expenses
Total Cost of Sales
Gross Margin
$4,600
$5,200
$5,700
$10,400
$12,800
$17,100
$20,500
$22,700
$24,500
$28,300
$29,500
$43,900
Gross Margin %
54.12%
47.27%
42.22%
53.33%
55.65%
57.00%
56.94%
56.05%
54.44%
53.90%
50.86%
58.15%
$1,000
$1,000
$1,000
$3,000
$3,000
$3,000
$3,000
$3,000
$5,000
$5,000
$5,000
$5,000
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$833
$833
$833
$833
$833
$833
$833
$833
$833
$833
$833
$833
Expenses
Payroll
Other Expenses
Depreciation
Leased Equipment
Utilities
Insurance
Rent
Payroll Taxes
Other
Total Operating Expenses
Profit Before Interest and Taxes
EBITDA
Interest Expense
Taxes Incurred
Net Profit
Net Profit/Sales
15%
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$400
$400
$400
$400
$400
$400
$400
$400
$400
$400
$400
$400
$300
$300
$300
$300
$300
$300
$300
$300
$300
$300
$300
$300
$1,500
$1,500
$1,500
$1,500
$1,500
$1,500
$1,500
$1,500
$1,500
$1,500
$1,500
$1,500
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$2,250
$0
$2,250
$0
$2,250
$0
$2,250
$0
$2,250
$0
$2,250
$0
$2,250
$0
$4,033
$4,033
$4,033
$6,033
$6,033
$8,283
$8,283
$8,283
$10,283
$10,283
$10,283
$10,283
$567
$1,167
$1,667
$4,367
$6,767
$8,817
$12,217
$14,417
$14,217
$18,017
$19,217
$33,617
$1,400
$2,000
$2,500
$5,200
$7,600
$9,650
$13,050
$15,250
$15,050
$18,850
$20,050
$34,450
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$170
$350
$500
$1,310
$2,030
$2,645
$3,665
$4,325
$4,265
$5,405
$5,765
$10,085
$397
$817
$1,167
$3,057
$4,737
$6,172
$8,552
$10,092
$9,952
$12,612
$13,452
$23,532
4.67%
7.43%
8.64%
15.68%
20.60%
20.57%
23.76%
24.92%
22.12%
24.02%
23.19%
31.17%
Page 3
Appendix
Table: Cash Flow
Pro Forma Cash Flow
Month 1
Month 2
Month 3
Month 4
Month 5
$2,125
$2,750
$3,375
$4,875
$5,750
$0
$213
$6,438
$8,313
$10,275
$2,125
$2,963
$9,813
$13,188
$16,025
$0
$0
$0
$0
$0
$0
$0
$0
New Other Liabilities (interest-free)
$0
$0
$0
New Long-term Liabilities
$0
$0
$0
Sales of Other Current Assets
$0
$0
Sales of Long-term Assets
$0
New Investment Received
Month 6
Month 7
Month 8
Month 9
Month 10
Month 11
Month 12
$7,500
$9,000
$10,125
$11,250
$13,125
$14,500
$18,875
$14,713
$17,425
$22,650
$27,113
$30,488
$33,938
$39,513
$22,213
$26,425
$32,775
$38,363
$43,613
$48,438
$58,388
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$2,125
$2,963
$9,813
$13,188
$16,025
$22,213
$26,425
$32,775
$38,363
$43,613
$48,438
$58,388
Month 1
Month 2
Month 3
Month 4
Month 5
Month 6
Month 7
Month 8
Month 9
Month 10
Month 11
Month 12
$1,000
$1,000
$1,000
$3,000
$3,000
$3,000
$3,000
$3,000
$5,000
$5,000
$5,000
$5,000
$209
$6,339
$8,422
$10,570
$12,671
$14,616
$20,116
$23,714
$26,663
$29,376
$34,210
$38,962
$1,209
$7,339
$9,422
$13,570
$15,671
$17,616
$23,116
$26,714
$31,663
$34,376
$39,210
$43,962
Sales Tax, VAT, HST/GST Paid Out
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
Principal Repayment of Current Borrowing
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
Other Liabilities Principal Repayment
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
Long-term Liabilities Principal Repayment
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
Purchase Other Current Assets
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
Purchase Long-term Assets
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
Dividends
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$0
$1,209
$7,339
$9,422
$13,570
$15,671
$17,616
$23,116
$26,714
$31,663
$34,376
$39,210
$43,962
Cash Received
Cash from Operations
Cash Sales
Cash from Receivables
Subtotal Cash from Operations
Additional Cash Received
Sales Tax, VAT, HST/GST Received
New Current Borrowing
Subtotal Cash Received
Expenditures
0.00%
Expenditures from Operations
Cash Spending
Bill Payments
Subtotal Spent on Operations
Additional Cash Spent
Subtotal Cash Spent
Net Cash Flow
$916
($4,377)
$391
($383)
$354
$4,597
$3,309
$6,061
$6,699
$9,236
$9,227
$14,425
Cash Balance
$290,916
$286,539
$286,930
$286,547
$286,901
$291,498
$294,807
$300,868
$307,568
$316,804
$326,031
$340,456
Page 4
Appendix
Table: Balance Sheet
Pro Forma Balance Sheet
Assets
Month 1
Month 2
Month 3
Month 4
Month 5
Month 6
Month 7
Month 8
Month 9
Month 10
Month 11
Month 12
$290,000
$0
$10,000
$300,000
$290,916
$6,375
$10,000
$307,291
$286,539
$14,413
$10,000
$310,952
$286,930
$18,100
$10,000
$315,030
$286,547
$24,413
$10,000
$320,959
$286,901
$31,388
$10,000
$328,289
$291,498
$39,175
$10,000
$340,673
$294,807
$48,750
$10,000
$353,557
$300,868
$56,475
$10,000
$367,343
$307,568
$63,113
$10,000
$380,680
$316,804
$72,000
$10,000
$398,804
$326,031
$81,563
$10,000
$417,593
$340,456
$98,675
$10,000
$449,131
$40,000
$0
$40,000
$340,000
$40,000
$833
$39,167
$346,458
$40,000
$1,666
$38,334
$349,286
$40,000
$2,499
$37,501
$352,531
$40,000
$3,332
$36,668
$357,627
$40,000
$4,165
$35,835
$364,124
$40,000
$4,998
$35,002
$375,675
$40,000
$5,831
$34,169
$387,726
$40,000
$6,664
$33,336
$400,679
$40,000
$7,497
$32,503
$413,183
$40,000
$8,330
$31,670
$430,474
$40,000
$9,163
$30,837
$448,430
$40,000
$9,996
$30,004
$479,135
Month 1
Month 2
Month 3
Month 4
Month 5
Month 6
Month 7
Month 8
Month 9
Month 10
Month 11
Month 12
Starting Balances
Current Assets
Cash
Accounts Receivable
Other Current Assets
Total Current Assets
Long-term Assets
Long-term Assets
Accumulated Depreciation
Total Long-term Assets
Total Assets
Liabilities and Capital
Current Liabilities
Accounts Payable
Current Borrowing
Other Current Liabilities
Subtotal Current Liabilities
$0
$0
$0
$0
$6,061
$0
$0
$6,061
$8,072
$0
$0
$8,072
$10,150
$0
$0
$10,150
$12,190
$0
$0
$12,190
$13,949
$0
$0
$13,949
$19,329
$0
$0
$19,329
$22,828
$0
$0
$22,828
$25,689
$0
$0
$25,689
$28,241
$0
$0
$28,241
$32,920
$0
$0
$32,920
$37,425
$0
$0
$37,425
$44,597
$0
$0
$44,597
Long-term Liabilities
Total Liabilities
$0
$0
$0
$6,061
$0
$8,072
$0
$10,150
$0
$12,190
$0
$13,949
$0
$19,329
$0
$22,828
$0
$25,689
$0
$28,241
$0
$32,920
$0
$37,425
$0
$44,597
$500,000
($160,000)
$0
$340,000
$340,000
$500,000
($160,000)
$397
$340,397
$346,458
$500,000
($160,000)
$1,214
$341,214
$349,286
$500,000
($160,000)
$2,381
$342,381
$352,531
$500,000
($160,000)
$5,438
$345,438
$357,627
$500,000
($160,000)
$10,175
$350,175
$364,124
$500,000
($160,000)
$16,346
$356,346
$375,675
$500,000
($160,000)
$24,898
$364,898
$387,726
$500,000
($160,000)
$34,990
$374,990
$400,679
$500,000
($160,000)
$44,942
$384,942
$413,183
$500,000
($160,000)
$57,554
$397,554
$430,474
$500,000
($160,000)
$71,006
$411,006
$448,430
$500,000
($160,000)
$94,538
$434,538
$479,135
$340,000
$340,397
$341,214
$342,381
$345,438
$350,174
$356,346
$364,898
$374,990
$384,942
$397,554
$411,006
$434,538
Paid-in Capital
Retained Earnings
Earnings
Total Capital
Total Liabilities and Capital
Net Worth
Page 5
Appendix
References:
1.
2.
3.
4.
5.
6.
7.
businesswire.com/news/home/20140108005794/en/UMeWorld-Acquires-80-Stake-Mobile-Game-Company#.Uw-Gk_mSzLo
http://www.newzoo.com/trend-reports/free-global-trend-report-2012-2016/
http://www.statista.com/topics/1906/mobile-gaming/
http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/
http://rjionline.org/news/2012-rji-mobile-media-news-consumption-survey-executive-summary
http://www.newzoo.com/free/rankings/top-25-companies-by-game-revenues/
http://www.statista.com/statistics/270291/popular-categories-in-the-app-store/
Page 6