A Proposition of Strategic Business Plan for Destiny Star.

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Module Number: MGT6850

Name of Project:

A Proposition of Strategic Business Plan for

Destiny Star

6th May, 2003

Mohamud, Mohamed

Watanbe, Hisaya

Makimura, Takashi

Jaiswal, Abhishek

Kannath, Sanjaya Rao

Sheffield University Management School

Executive Summary

Destiny Star is a start-up formed in 2002 to commercialise the ideas of a student who won the Sheffield Award in the White Rose Centre for Enterprise business plan competition. The company's strength lies in its core product, the Starlight system. The company's main target market is pcPC-based online gaming.

The objectives of the project are: to evaluate the potential market and competitive environment of Destiny Star's products; to review the existing business plan and link it to the market; to analyse and critique the company strategy; and to propose recommendations and suggest implementation strategies.

The empirical research started with the team reading Destiny Star's business plan in order to gain an insight into the company's processes, strategies, products and potential markets. In addition, interviews were conducted over a two month period between March and May with the Managing Director and the Finance Director. General information on the market and the competition was collected fromcollected from secondary data such as competitors' websites, government and industry reports.

The project, first, analysed the competitive environment of Destiny Star, its internal resource, its value chain/system, SWOT, and then, aiming at overcome its weakness and emphasize its strength, six potential strategies were analysed and two viable strategies were identified.

The internal and external analysis models used such as Five Forces Analysis, Value Chain analysis, Value System, and SWOT analysis reveal two client groups with different needs: the industrial market (B2B), which consists of application developers and publishers, and, the consumer market (B2C), which is the casual game user and individual game creators. The competitive environment based on Porter's Five forces model was conducted for both B2B and B2C markets. The B2B analysis indicates high barrier to entry, high buyer power, no supplier, high threat of substitution, and high rivalry. The B2C analysis indicated high barrier to entry, low buyer power, low supplier power, high threat of substitution, and high rivalry. The internal resource audit of Destiny Star showed mixed results, with physical proximity to Sheffield University being strength, while lack of marketing expertise and limited financial resources being weaknesses. SWOT analysis had similar results, but external opportunities and threats highlighted the rapid growth of the industry and the fact that there small developers with lower competence as potential opportunities. The main threat is the existence of more established and better financed competitors like Zona, Gamespy and NTT. Destiny Star's Value Chain analysis suggest the need to integrate functions like technology and procurement as well as inbound logistics and operations. The value system analysis for B2B focuses on collaboration with the distribution channel as there is no supplier. The value system analysis for B2C, involving the entire supply chain from suppliers to game creator communities, suggests strengthening of links with game creator communities. Additionally, the analysis produced a number of Critical Success Factors, which are essential for the survival of Destiny Star. These are: a strong marketing function, strategic partnerships, customer relationship management, cost control, and security.

After the series of analysis, aiming at overcoming the limited resources and emphasizing Destiny Star's competitive advantage, that is, communication middleware, six potential strategies have been considered; strong promotion strategy, vertical expansion strategy, vertical alliance strategy, horizontal alliance strategy, enclosure strategy of customers, the combination strategy of horizontal alliance and customer enclosure. Then, two promising strategies, vertical alliance strategy and the combination strategy have been identified and the critical success factors (CSFs) for the two strategies analysed.

The recommendations include both general business suggestions and specific recommendations geared towards B2B and B2C markets. The general recommendations are that Destiny Star should focus on its core product, namely, communication middleware, the use of external resources, enhancing the management team, and a clear vision.

The B2B recommendations are vertical alliance strategy with publishers and application developers and the outsourcing of marketing to Mango Tree. The B2C suggestions are a combination of horizontal alliance with editing tool middleware firms and the links with community circle of creators, and employing a marketing expert. Further, action plans for Destiny Star has been suggested.

Contents List

Executive Summary 1

Contents List 3

Introduction 4

Methodology of research 4

Limitation of this project 4

. Game business overview 5

2. Five force analysis about game middleware industry and online game creation product industry 6

Five force analysis for industrial market 76

Five force analysis for consumer market 07

3. Internal resource analysis and value chain/system of Destiny Star 18

Resource audit for Destiny Star 18

Value chain/system of Destiny Star 310

4. SWOT analysis of Destiny Star 714

5. Position of Starlight System in the market 815

6. Business strategy 815

Concentrating on the core product and using external resources 916

Alternatives of business strategy 1017

7. Critical success factors analysis for Destiny Star 1219

Critical success factors for Destiny Star 1219

Strategic partnership 1320

Strong marketing function 1522

Customer relationship marketing 1623

Branding 1724

Security 1724

Recommendations 1824

Action plan 1925

Appendices 2026

Appendix 1. Terms of reference 2026

Appendix 2. Useful website list 2428

Reference 2630

Introduction

Destiny Star is a start-up formed in 2002 to commercialise the ideas of a student, who won the Sheffield Award in the White Rose Centre for Enterprise business plan competition. The company's main target market is pc-based online gaming.

The project was undertaken with the following objectives:

> Evaluate the potential market and competitive environment of Destiny Star's products

> Review the existing business plan and link it to the market

> Analyse and critique the company strategy

> Propose recommendations and suggest implementation strategies.

Methodology of research

The empirical research started with the team reading Destiny Star's business plan in order to gain an insight into the company's processes, strategies, products and potential markets. Information about the company was obtained through interviews per week conducted over a two month period between March and May with the Managing Director and the Finance Director. Any follow-up or clarification of issues was done using E-mail. General information on the market and the competition is secondary data from competitors' websites, government and industry reports.

The theory is based on literature reviews and journal articles on technology management, marketing and strategy. First, the project analysed the competitive environment of Destiny Star. Second, the internal analysis was conducted using resource audit. Third, the value chain/system was analysed. Fourth, SWOT analysis was carried out based on the firm's internal strengths and weaknesses as well as external opportunities and threats. Fifth, a number of potential strategies were identified and critical success factors established. Sixth, a number of recommendations were generated. Finally concrete action plans were suggested.

Limitation of this project

There were some limitations in this project

Our perspective

> Time constraints: Only about two months

> Project budget limitation: Some secondary data was not free.

Company perspective

> Not in business yet: Inappropriate analysis of company in actual business

> Change in investor's investment plan: Difficulty to make certain financial and product development plan

. Game business overview

According to Department of Trade and Industry (DTI, 2002), the global games software market is estimated to be worth approximately £10bn.

The PC games market is predicted to grow by 15% CAGR (Compound Annual Growth Rate) over the next five years in volume terms. But the downward pressure on retail prices is expected to significantly slow, if not halt in the overall value of this market with only 6% CAGR growth expected (Spectrum games industry forecasts).

The UK is the largest games software market in Europe and the third largest in the world. Valued at £0.93 billion in 2000, the UK represented 26% of the total European games software market, and 8.7% of the world market. This is compared to the US and Japan markets which represented 36% and 20% of the total market value respectively in 2000. This is due primarily to the significantly higher penetration of games consoles and larger populations in Japan and the US.

One of the major developments beginning to occur in the games market is the growth of new platforms for games playing. The PC and console platforms form the bulk of the market for games at the moment and are likely to do so for the foreseeable future, other platforms such as digital TV, mobile and the Internet are now emerging.

Games are amongst the most popular interactive services delivered through digital TV. This market is valued in Europe, the US and Japan at £0.38bn in 2001 and is expected to grow to £1.75bn by 2005.

The online games market in Europe, the US and Asia is valued to be £0.5bn in 2001, and is predicted to grow to £0.89bn by 2005. The key driver of demand for online gaming is the availability of cheap, reliable broadband connectivity. Asia mainly drives online gaming, followed by the US. The UK contributes only a tiny fraction of this for the first few years, as broadband connectivity is highly limited. Online, networked gaming has the potential to turn games playing from a largely solitary activity to a social one involving potentially thousands of other concurrent players located around the globe. To date, this has been largely the province of PC games but the new generations of consoles either have online connectivity built-in or have it planned thereby opening newer channels for spread of online gaming.
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The value chain system of game industry is shown in Figure 1. Like publishing industry, this industry consists of developer, publisher and retailer. However, like car industry, many parts manufacturers also exist. In addition, the manufactures of platform such as console and license holders are important players in this industry.

Figure 1 Value chain system of game industry

2. Five force analysis about game middleware industry and online game creation product industry

Currently, Destiny Star with its advanced communication middleware aims to enter industrial market and consumer market. So, first , the competitiveness of communication ...

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