RevMgmt GamingStudios Jagadessh Shekar-1

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    BHARATHIDASAN INSTITUTE OF MANAGEMENT

    Trichy

    REVENUE MANAGEMENT FOR A

    GAMING STUDIOFIRST CRUSH GAMING STUDIOS, BANGALORE

    SEKHAR S (27111) JAGADHEESHAN G(27075)

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    TABLE OF CONTENTS

    TABLE OF CONTENTS ..................................................................................................................................... 1

    OVERVIEW: .................................................................................................................................................... 2

    BACKGROUND OF COMPANY AND INDUSTRY: ............................................................................................. 2

    REVENUE OBJECTIVES OF THE COMPANY: ................................................................................................... 4

    DRIVERS OF REVENUE: .................................................................................................................................. 4

    REVENUE VARIABLE AND CAPACITY CONSTRAINTS: .................................................................................... 5

    AUXILIARIES: ................................................................................................................................................. 6

    FORECASTING ................................................................................................................................................ 6

    NEED TO FORECAST: ................................................................................................................................. 6

    LEVEL OF FORECAST: ................................................................................................................................. 7

    SEASONALITY AND OTHER FACTORS THAT INFLUENCE FORECAST: ......................................................... 7

    PRICING ......................................................................................................................................................... 8

    PRICING STRATEGIES ................................................................................................................................. 9

    TYPES OF PRICING USED: ........................................................................................................................ 11

    PRICE REVISING METHODS AND FREQUENCIES:..................................................................................... 13

    PRICE ELASTICITY..................................................................................................................................... 14

    REVENUE CLASS: ......................................................................................................................................... 15

    Table 1 ................................................................................................................................................. 15

    Table 2 ................................................................................................................................................. 16

    Table 3 ................................................................................................................................................. 17

    MAXIMIZING REVENUE: .......................................................................................................................... 17

    OPTIMIZATION: ........................................................................................................................................... 19

    REVENUE MAXIMIZATION TECHNIQUES:................................................................................................ 20

    RECOMMENDATIONS: ............................................................................................................................ 20

    HOW TO MEASURE EFFECTIVENESS: ...................................................................................................... 22

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    OVERVIEW:

    The objective of this project is to provide a revenue management solution for

    First Crush Gaming studio, a newly opened gaming parlour in Bangalore. It was

    started less than two months ago and while it generated a hugely positive

    response in the first one month, business has begun stagnating in the second

    month. This project aims to suggest strategies for First Crush to increase revenues

    for sustaining its business. The project draws upon strategies employed by

    successful gaming centres like The Blur at Sathyam Cinemas, Chennai.

    BACKGROUND OF COMPANY AND INDUSTRY:

    First Crush gaming studio was started on January 8 2012 by two software

    engineers, Richa Sharma and Manas Sharma. It is situated off the Outer Ring Road

    in Ramamoorthy Nagar in Bangalore, along a corridor where lots of IT companies

    have set up offices and where thousands of software engineers reside. It mainly

    targets software engineers looking at gaming as a leisure activity. Apart from this,

    it secondary targets include college going youth and high-school children who are

    passionate about computer gaming. It is targeted at those customers in the east

    suburban areas who have leisurely time to spend but do not want to drive all the

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    way to the city. It provides an easier and closer option that helps customers avoid

    the nagging problems of heavy traffic en route to the city.

    Computer gaming has grown to become one of the most preferred leisure

    activities for the youth today. Growth of technology and individual possession of

    computers has given rise to this new passion. Once restricted to cartridge-chip

    based games, these have moved towards CD-based games and now the games

    have gone global with the internet making it possible for players from different

    parts of the world to play over the web. In addition, most games are offered

    freely downloadable over the internet.

    Technology companies like Nintendo and Sony have developed gaming specific

    hardware such as Wii and Playstation which have also become hugely popular

    among gaming aficionados. Microsoft, not wanting to be left out, has produced

    Xbox. These hardware have become so popular that a gaming parlour is

    considered incomplete if it does not possess any or all of these.

    THE BLUR is the gaming studio opened as part of Sathyam Cinemas in Chennai.

    Sathyam Cinemas was originally a multiplex theatre but with cinema tickets being

    capped at Rs. 120, the group began integrating food and gaming to manage its

    revenue. Instead of outsourcing its food requirements, it opened its own food

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    division which prepares food for the theatres and the restaurants it operates

    within its multiplex premises. THE BLUR was opened to provide the movie goes

    with a complete leisure experience. It consists of a bowling alley, computer games

    and a complete set of Playstation, Xbox, Wii and Arcade games.

    REVENUE OBJECTIVES OF THE COMPANY:

    The gaming studio was started as a means of entertainment and recreation in the

    neighbourhood of Ramamurthy Nagar. With more new and innovative computer

    games being launched and existing games being upgraded, the objective of

    revenue generation is to cover the day-to-day costs involved in running the studio

    and enable the installation of upgraded and licensed versions of the latest games.

    The objective also includes getting repeat and newer customers through

    optimized usage of the gaming stations and auxiliary products.

    DRIVERS OF REVENUE:

    1. Type of games

    2. Day of week & time of day

    3. Length of usage

    4. Ability to upgrade offerings from time to time

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    5. Membership schemes

    6. Availability of gaming stations (stations refers to any of computer,

    playstation and snooker)

    REVENUE VARIABLE AND CAPACITY CONSTRAINTS:

    The revenue variable in this case is the amount per hourly usage of a gaming

    station. The hourly rates are as follows

    GAMING STATION CAPACITY RATE (Rs.)

    Computer 6 nos 30

    Playstation 2 nos 65

    Snooker 1 120

    As seen from the above table, the constraints in this case are the number of

    available terminals. There can be cases when people come in groups and during

    such times if no station is available, it can put off the group. On the other hand if

    a group of six people is occupied in the computers, it can force incoming

    customers to wait before they are given a terminal.

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    AUXILIARIES:

    Apart from gaming, First Crush also sells carbonated beverages and snacks. These

    are sold independently and are not tied to any gaming usage. These are provided

    to the users on request. So far the studio has not introduced packages and

    membership schemes whereby users can avail discounts in future use of the

    services.

    FORECASTING

    NEED TO FORECAST:

    Forecasting would help First Crush to predict its demand to a favourable and

    comfortable position and set prices accordingly. It helps the company to equip

    itself of the demand that has to be met and increase in capacities. Instead of

    having fixed rates for each gaming station, FC can set prices for different games

    according to their popularity. Revenue management achieves its revenue gains by

    applying statistical methods to forecast for a given time horizon. In this manner, it

    helps the company to manage capacity and price that result in improved revenue

    per gamer.

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    LEVEL OF FORECAST:

    Currently First Crush does not employ any forecasting techniques. However if we

    are to recommend one it would be at the level of each game rather than at the

    gaming station level. This is because of the huge popularity of some games such

    as Counter Strike and FIFA Football. It therefore makes sense to have these

    popular games at all six computer terminals and the less popular ones at fewer

    terminals. Moreover majority of the customers come in looking to play specific

    games and it is therefore justified to have the forecasting done at the individual

    game level in the case of computer terminals.

    SEASONALITY AND OTHER FACTORS THAT INFLUENCE

    FORECAST:

    Weekends and public holidays greatly affect the demand levels. Weekends here

    includes Friday, Saturday and Sunday. As First Crush has school children also as

    customers, school vacation times would see a peak in demand. Lean demand

    periods would be daytime on weekdays and during examination time for school

    children. Presence of another gaming studio in the same neighbourhood also

    impacts demand.

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    One factor that can be expected to impact the demand largely is the cricket

    season, particularly the Indian Premier League during April-May. With most

    matches happening during the evening and prime time, viewers have a means of

    recreation in their homes itself.

    PRICING

    Pricing is a key strategy to improve the profits, since its mostly the service which

    is being consumed here in the case of the Gaming studios, there must be

    sufficient amount of details that should go in to the pricing criteria including the

    pricing strategy to be employed.

    Simply raising the price of the product is not a solution here since such an act may

    lead to potential loss of revenue to the competition and lower pricing may eat

    away the profit. So the pricing needs to be optimized.

    The product being the service here and experience is the most important factor to

    be considered for placing the product in the customer minds, a right mix with the

    price will aid the process and be beneficial.

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    PRICING STRATEGIES

    The different kinds of pricing strategies that can be used:

    1) Profits Maximization: the Main objective is to maximize the profits

    associated with the service of Gaming studios and is absolutely necessary

    to keep the shareholders happy and the company healthy.

    2) Return on Investment: As a firm, the main objective of the investors into the

    gaming studios is to get reasonable return on their investment with focus

    on increasing the profits and Break even.

    3) Market Share Maximization ( In-terms of number of footfalls and customer

    strength) : For Gaming studios to generate revenue, the market share in the

    location plays a huge role Repeat customers and Attracting new customers

    with proper incentives forms the part of the pricing strategy.

    4) Price Differentiation: Since the Product consumed is similar (service

    Games) in various gaming studios, price forms a important factor for

    differentiating our product from others, this also forms an important

    criteria for revenue maximization where the price differentiation within a

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    gaming studios based on the game and hour of use forms the base for

    important management decisions.

    5) Revenue Maximization: Pricing also forms an important component to

    optimize revenue and maximize the same with the existing resources.

    6) Maintaining Existing Customers: For the Gaming studios to achieve the cost

    advantage, maintaining existing customers and thus making them to visit

    our gaming studio more frequent, will increase the chances of growth for

    the company.

    7) Stability in Market: Some pricing strategies aim at attaining a stable

    position in the market with the intension of sustaining the competition and

    to achieve a commanding position.

    8) Determination of Fair prices for the customers: Customers as such are price

    sensitive and they will not accept the an unfair price for the service. The

    pricing decision is based on the perceived value which comes with the

    service.

    9) Long Term Survival: This is for a going concern where the survival of the

    entity sustaining the competition is the goal. Long term survival can be

    achieved by increasing /decreasing the prices as per the market conditions

    and maintaining the quality of the service.

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    TYPES OF PRICING USED:

    1) Cost Based Pricing: The pricing decisions are based on the cost incurred in

    running the business and apportioning it on the machines added with a

    profit margin. This is a simple method of pricing.

    2) Competition Based Pricing: Competition based pricing deals with fixing the

    prices based on the competitors prices wherein charging a premium or a

    discount over the competitors price based on various criteria such as

    Ambience, Space, Type of Game etc.

    3) Demand Based Pricing: Demand is the most important contributing

    element in the gaming studios. Gaming studios are highly price elastic

    wherein the increase in demand will increase the price and Vice versa.

    4) Target Return Pricing: Target Return Pricing is based on achieving the

    targeted revenue and pricing the product accordingly to achieve the

    revenue within stipulated time.

    5) Pricing according to the dominant price in Market(Analysis):This is done by

    analyzing the gaming studios location, ambience and a customer survey or

    research is done to determine the right price to fit the product.

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    6) Price Above/Below Competitors: This technique is used for beating the

    competition and to increase the presence and thus the market share. We

    analyze the competitorsprices and accordingly price our Gaming prices.

    7) Bundled Pricing: Bundled pricing is most effective means of pricing which is

    used in recent times, here we combine a less revenue making product with

    a hit service and offer them as a package in order to maximize revenue on

    both.

    8) Pricing based on the Average Prices in Market: This is one of the effective

    means of pricing where in the other gaming studios are studied for their

    prices and an average of those prices are found in order to determine the

    price of our service.

    9) Value Pricing: value pricing is associated with the value of the service and

    the perceived value of the product including the benefits. This is basically

    the price the customer will be willing to pay irrespective of the fact that it is

    charged a premium.

    10) Dynamic Pricing: Dynamic pricing is the flexible pricing mechanism by

    using information technology to analyze the market fluctuations and arrive

    at a price. Most apt solution for a gaming studio.

    The pricing intensions determine the type of the pricing used for the purpose.

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    PRICE REVISING METHODS AND FREQUENCIES:

    The Price revision can happen in many situations and some of them are listed

    below:

    On Upgrade: On upgrade of the existing gaming station or the game itself to a

    current level, the increase in cost should be compensated with the necessary

    pricing decision, which can support an increase in revenue. Such increase may

    necessarily facilitate charging the customers more than the existing Prices.

    On Capacity Increase: The capacity increase in the gaming studio, with an

    addition of new stations, can further contribute to the price revision. This will

    happen more frequent based on the new additions due to the growth of the

    studios. The revision will be based on optimally allocating prices for the high

    revenue yielding machines and converting the low revenue yielding games to high

    revenue targets through capacity addition and Upgrade/Degrade decisions.

    Launching New game : the introduction of a new game will further induce a prize

    revision in the existing games, this is to incorporate the optimal usage of the

    machines to increase the revenue. The prices will be based on cost based to

    achieve break-even sooner.

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    Demand:The Increase in demand for one of the games will induce a price revision

    to that particular game along with the other games. This is to maximize the

    revenue while the demand is high and also to facilitate optimal utilization of the

    studio.

    Frequency: The frequency of the revision is also based on the above criteria. In

    terms of timelines, the frequency may be as low as a month Quarter as a

    Minimum period and to a maximum it can go up to 2 Years.

    PRICE ELASTICITY

    Price elasticity of demand (PED or Ed) is a measure used in economics to show the

    responsiveness, orelasticity,of the quantity demanded of a good or service to a

    change in its price. This is indeed most of the times negative in the case that,

    when the demand goes high, the price of using the machine can be increased thus

    helping us to maximize the revenue.

    http://en.wikipedia.org/wiki/Elasticity_(economics)http://en.wikipedia.org/wiki/Elasticity_(economics)
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    REVENUE CLASS:

    Revenue Classes here can be taken as one among the three possible options listed

    below.

    Revenue Classes here refer to the following major classes w.r.t the time of usage

    of the Gaming studio, which can be taken as a base for determining the

    appropriate Revenue Management Strategy.

    Revenue Class Day and Time

    WeekdayOff Peak Monday to Friday: Time 10 AM to 3.59 PM

    WeekdayPeak Monday to Thursday : Time 4 PM to 10 PM

    WeekendPeak On Saturday and Sunday : Time 1 PM to 10 PM

    Friday : Time 4 PM to 10 PM

    WeekendOff Peak Saturday and Sundays : Time 9 AM to 12.59 PM

    Kids Hour Daily 4 PM to 6 PMCombos

    Holiday Packs SeasonalBased on HolidaysCombos

    Table 1

    Another way of describing the revenue class which can used is based on the

    combo packs where the continuous usage of the machine for more than a Hour in

    terms of the following slots defined as additional new revenue classes which are

    divided based on the machine used.

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    Class Usage Time (Hrs)

    C-A1 3

    C-B1 2

    C-C1 1

    P-A1 3

    P-B1 2

    P-C1 1

    S-A1 3

    S-B1 2

    S-C1 1

    Table 2

    Another way to describe the revenue classes is to have the revenue based on the type of game

    chosen for play in the computer terminal or in the play station or the pool. As given in the

    below table

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    Machine Class CD Usage

    Computer Terminal C-A Kids

    Computer Terminal C-B FPS (First Person Shooting)

    Computer Terminal C-C Racing

    PlayStation P-A Kids

    PlayStation P-B FPS (First Person Shooting)

    PlayStation P-C Racing

    Snooker S-A Pool - Upto 4 Members

    Snooker S-B Pool - more than 4 Members

    Table 3

    We have made the optimization decisions based on the above table and used it as a Reference.

    Further we have assumed that, there will be only 2 instances of a game available at any point of

    time. This class can be further combined with the Override from the peak and Non Peak

    phenomenon on a weekday and weekend to optimally price the products for maximize the

    revenue.

    MAXIMIZING REVENUE:

    Revenue Maximization can be achieved by following any of the above revenue classes as

    base for managing the revenue. The optimal use of the machines is the key and the utilization

    should be always 100 % to maximize the revenue.

    Presently, First Crush is not using the any revenue management principles and is using

    the fixed rates for the games irrespective of the time or day of Usage. We would suggest the

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    initial revenue plan of charging the customers based on the peak and off peak time during both

    weekdays and weekends.

    Since the Optimization of usage of the existing resources namely the Computer

    Terminal, Play Station and the Snooker will lead to effective utilization of the First Crushs

    resources, we can achieve an higher revenue, the capacity and Space of the studio along with

    the initial investment to make to start a new gaming station will become the constraints for

    such an act.

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    OPTIMIZATION:

    Optimization is normally done to increase the revenue of the project by properly utilizing the

    available resources.

    The problem here is the maximization of revenue, with the limited resources available. The

    demand for the service is currently feeble, for the First Crush was recently launched, we have to

    induce demand through promotions and Offers

    Problem: Optimization

    Rev_Mgmt_Gamingstudios.xlsx

    Assumptions:

    The assumptions are based on the constraints that the No of DVDs available for the usage in

    only 2 at any moment, thus only two instances of the game can run at any given time and hence

    having a constraints on capacity. Table 3 with Revenue classes based on the Type of Game is

    used as a base for the study.

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    REVENUE MAXIMIZATION TECHNIQUES:

    Other Methods include the maximization of revenue through introducing the Peak and Half

    Peak Hour rates with a premium charged for Weekends than for a Weekday as defined by the

    Table 1.

    Introduction of combo schemes as in Table 2, will also induce maximum utilization of existing

    resources and thus promoting revenue. The Demand pattern for the same should be carefully

    analyzed and the upgrade decisions can be made for the class of usage to promote the

    customers to visit again. The Combos can include incentives which can further promote First

    Crush.

    RECOMMENDATIONS:

    The current utilization of Gaming stations is far below the optimal level. While

    this may be attributed to factors like status (new gaming studio) and hence low

    awareness level of customers, demand can be triggered by promotional activities

    such as ads in city-based newspapers (like Bangalore Mirror, Deccan Herald etc),

    newspaper insertions and pamphlets to be given away during special events like

    trade shows.

    Aggressive promotion in social media sites like Facebook and Twitter. Currently

    First Crush has a page in Facebook with just a handful of members. The page can

    be promoted online by the members, thereby generating word-of-mouth

    publicity.

    Membership packages can be introduced with options such as monthly,

    bimonthly, unlimited daily and unlimited monthly.

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    Introduction of customer loyalty programs such as points-reward redemption

    system to further induce demand among regular gamers.

    Introduction of referral schemes where referrers would be awarded a certain

    number of free gaming hours for each new customer they refer. This scheme is

    applicable to members only.

    Whenever a new game is launched, in order to capitalize on the craze, slots can

    be opened up for which booking can be done online. This helps introduce

    protections whereby certain slots are opened for pre-booking at higher rates

    only at a later stage thereby enabling more customers to experience the new

    game. This system can be gradually extended over time to provide for

    reservations and prior bookings to existing terminals.

    Auxiliaries can be bundled with existing packages. For example, a beverage

    bottle or tin free upon purchase of a membership package, continued usage

    beyond 3 hours etc. A separate rack selling snacks can be kept at the front desk.

    The snacks can be purchased from a wholesaler at a lower price and then be sold

    at MRP, thereby obtaining a margin of 10-12%.

    After demand stabilizes to full capacity levels, smart cards can be introduced to

    gauge the usage times. The card would come in with pre-determined usage

    times and swipe of the card would register the actual usage time. As this usage

    time reduces, it can be recharged on payment of a certain fee which could as

    high as in denominations of Rs. 100.

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    HOW TO MEASURE EFFECTIVENESS:

    The effectiveness of the revenue management system can be measured by the following

    parameters:

    Increased utilization of the gaming stations per hour per machine. This can be measured

    from the number of hours spent on a particular machine through logs.

    Increased daily sales

    Increased revenue through sale of auxiliaries, reflected in the sales margins.