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TABLE OF CONTENTS
DECLARATION OF ORIGINALITY ... i
FRONT COVER OF THE BUSINESS PLAN ... ii
APPROVAL PAGE ... iii
TABLE OF CONTENTS ... iv
LISTS OF TABLES ... v
LISTS OF FIGURES ... vi
ABSTRACT ... vii
EXECUTIVE SUMMARY ... viii
CHAPTER I. THE BACKGROUND ... 1
CHAPTER II. MARKETING ASPECT ... 8
CHAPTER III. OPERATIONAL ASPECT ... 15
CHAPTER IV. HUMAN RESOURCE ASPECT ... 21
CHAPTER V. FINANCIAL ASPECT ... 29 BIBLIOGRAPHY
APPENDIX 1. PROWEB PACKAGES
APPENDIX 2. THE GROWTH OF INTERNET USERS
APPENDIX 3. AN EXAMPLE OF QUESTIONS IN THREE DIFFERENT LEVELS OF DIFFICULTY
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LIST OF TABLES
Table 2.1: The Forming of Perceived Value Pricing ... 11
Table 3.1: The Level System ... 15
Table 3.2: The Comparison of Benefits ... 16
Table 3.3: The Experience System ... 16
Table 3.4: The Items’ Functions ... 17
Table 5.1: The Initial Investment ... 28
Table 5.2: The Cash Outflow ... 29
Table 5.3: The Cash Inflow ... 31
Table 5.4: The Net Cash Inflow... 31
Table 5.5: The Payback Period ... 32
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LIST OF FIGURES
Figure 1.1: Interest in Education Games by Google Trends ... 5
Figure 1.2: Interest in Education Games by Google Insights ... 6
Figure 3.1: A Login Display Plan ... 18
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ABSTRACT
Dengan meningkatnya kemudahan dalam mengakses internet, online games telah menjadi salah satu tempat memperoleh hiburan bagi banyak orang di berbagai tempat. Sayangnya, kebanyakan online games yang ada tidak menawarkan konten edukasi berupa materi pembelajaran.
Online games yang memiliki konten edukasi memungkinkan pelajar, sebagai segmen terbesar yang bermain online games, untuk dapat menjaga prestasi akademik mereka dan semakin mencintai salah satu bidang yang mereka minati.
Dengan tetap menjaga format game-game populer lainnya, Eduaddict
adalah sebuah bisnis yang mengusahakan pelajar, sebagai target utama bisnis ini, untuk dapat bermain game dengan format MMORPG (Massively Multiplayer Online Role Playing Game). Game ini juga menyertakan latihan berupa pertanyaan yang akan membantu mereka mengingat teori dan mengembangkan daya pikir praktisnya.
Pelajar dapat menjadi free users maupun premium users yang mendapat lebih banyak fasilitas dan fleksibilitas dalam bermain. Premium users dapat memilih paket bermain 5 jam, 1 minggu, atau 1 bulan dengan harga yang relatif terjangkau. Pembayaran dilakukan dengan cara yang sangat sederhana, yaitu dengan mengirim pesan teks (SMS) melalui
AloPass.
Detail rinci dari bisnis ini tertuang dan dijelaskan dalam business plan
ini. Latar belakang mengapa Eduaddict didirikan, kekuatan dan kelemahan, serta peluang dan ancaman yang dimiliki dibahas di bagian awal dalam business plan ini. Selanjutnya akan dibahas pula mengenai aspek pemasaran, aspek operasional, aspek sumber daya manusia dan juga aspek finansial dari Eduaddict. Dari hasil analisis capital budgeting
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CHAPTER I
THE BACKGROUND
1.1. The Introduction
Game, according to Abt, is “an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting
context” (qtd. in Smith 6). The decision makers consist of player(s) – who decides the movements they take in a game, and the game maker – who decides response for each player’s movement. Nowadays, player(s) can play a greater variety of games than before because of the many types of games (genres) available such as: action, strategy, role-playing,
simulation, or first person shooting. These games can also be played in many forms (platforms): dice, board, or electronic – the last one now becomes a trend because it provides more satisfaction by displaying the game process on display devices such as TV, LCD, and PC monitor. By the increasing development of technology, electronic games can now be played in many different devices. They are in Xbox, PlayStation, Nintendo, Sega, and PC (computer). The last device is one of the greatest sources of fun. It is not only fun for adults, but also for children too.
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Maranatha Christian University not only for adults but also for children; people spend money on
purchasing those games for being able to spend their free time on an enjoyable activity” (Bakar 1). Thus, computer games provide what every gamer needs in life: fun.
Since 1990’s the Internet has made a significant impact on almost all aspects of human life. The word ‘distance’ in communication has been eliminated. Millions of online businesses have emerged as the Internet enlarges the scope of its market. Ebay.com, Amazon.com, and
Alibaba.com are examples of big online businesses that have customers around the world.
Due to the great development of the Internet, computer games now can be played online too. Players interact with each other without distance limitation. Online games can accommodate players regardless of where they are at the time. Therefore, it is likely that people’s tendency to enjoy playing games increases significantly.
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Maranatha Christian University game away from him” (“Teen Daniel Patrick Shot Head His Mum in Halo 3 Row”). Those two real events above are examples that promote the
negative association of games.
“The ‘magic’ of a game, however, actually began around the year 1969 when a two-player game was developed with the basic aim for education” (Gupta par.2). Besides, according to Raph Koster's thesis, games are all essentially "edutainment", they teach us the skills we might need in real life in a safe, low-stakes environment (46). Some educators use games to transmit knowledge to the learners. It could be their belief that a learning environment that promotes interest and enjoyableness could make the learning process faster and easier.
Considering the great impact of games on the players and a moral need to give players positive “messages”, a good game must be created. The good game that can be built is the one that offers players to study and increase their knowledge on a specific field. The game should also provide satisfying features and content which consists of some increasing steps to gain knowledge beginning with basic theories and concept of a subject.
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Maranatha Christian University what they have learnt. Because it is a game, gaining satisfaction after playing it is a must. Hence, Eduaddict must assure skeptics that although it is educational, the game is still totally fun and has some features like other popular games such as graphic details and a good story line.
1.2. The SWOT Analysis
There are three strengths found in Eduaddict. First, the game adopts MMORPG (Massively Multiplayer Online Role Playing Game) genre. This genre enables the player to take a role from beginner level, and by
obtaining experience continuously, they can level up to the highest possible one. This genre is often considered as the most addictive one. Second, this game is unique as this is one of a few games where students can play a game and study at the same time. A lot of materials for
Mathematics, Economics, and English are given in the game. Third, the game does not require a high computer specification and Internet connection. The graphic details are created in a simple but interesting way. This makes more people able to play this game.
There are two weaknesses that Eduaddict has. The first is that although enjoyable, the limited questions given in this game makes the players have less hours of playing. After taking ten questions, the players can still play but will gain no more experiences to level up; this generates tendency for them to stop playing. Second, players need about 10-15 minutes loading time for their first time playing this game. This
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Maranatha Christian University Eduaddict has also a big opportunity. It has a very large potential
market. The statistics from Internet World Stats
Figure 1.1. Interest in Education Games by Google Trends
shows that by March 31, 2001, the number of Internet users goes to 30.2% from world population or equals to 2,095 billion people. Hence, the increasing number of Internet users may also increase the percentage of them who play online games. Besides, not only can the game cover regional students, it can cover more and more potential users internationally. Another opportunity comes from Indonesians’ high interest of educational games. A little business research was conducted by Google Trends and Google Insights. The result shows that Indonesia has the highest interest in educational games.
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Maranatha Christian University The threat that Eduaddict has comes from competitors. They are the ones who provide web-based games with the MMORPG genre, such as Canaan Online, Pet Forest Online, Deadlands Online, and Edragon Online. Each of them is an easy-built game which means a lot of people can simply employ a web designer to create it. Besides, there may come many more potential games (with educative contents) in the future.
Another threat is that students have a limitation of time to play – when they have to deal with lots of assignments, homework, and exams. At that time, students have less time to do anything else, including playing games because some of their parents require them to put their schoolwork at the highest importance.
1.3. Vision and Mission
1.3.1. Vision
Eduaddict becomes the most popular game in the world for students to boost and practice their knowledge in English, Mathematics, and Economics.
1.3.2. Mission
BIBLIOGRAPHY
Kotler, Philip, and Kevin Keller. Marketing Management Pearson Education, 2006.
. New Jersey:
Koster, Raph. A Theory of Fun for Game Design Press, 2004.
. Scottsdale: Paraglyph
Mangkunegara, Anwar Prabu.
Manajemen Sumber Daya Manusia Perusahaan
Noe, Raymond A., et al.
. Bandung: Remaja Rosdakarya, 2001.
Human Resource Management: Gaining a Competitive Advantage
Samuelson, Paul A., and William D. Nordhaus.
. New York: McGraw-Hill/Irwin, 2008. Economics York: McGraw-Hill, 2005.
. 18th ed. New
Wee, Chow Hou. Sun Zi Art of War Yusuf, Faif.
. Jakarta: PT. Bhuana Ilmu Populer, 2006. Rahasia Jadi Entrepreneur Muda
2008.
. Bandung: Mizan Media Utama,
“Internet World Stats.” 31 Mar 2011. 1 Aug 2011 Electronic Sources
<http://www.internetworldstats.com/stats.htm> “Obese Online Gamer Dies Playing.” China Daily <
. 28 Feb 2007. 25 Feb 2011. http://www.chinadaily.com.cn/china/2007-02/28/content_815396.htm “Peraturan Menteri Pendidikan Nasional Nomor 46 Tahun 2010.”
>.
Kementrian PendidikanNasional
Smith, Roger. “A History of Games from Dice to Computers.” 10-11 March .1Aug2011.<http://www.kemdiknas.go.id/media/36440 7/permendiknas%20no%2046.pdf>
2009. Defense GameTech Users’ Conference. Security and OPSEC Review. 25 Feb 2011. <
http://www.slideshare.net/roger.smith/history-of games-from dice-to-computers