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GAME PLANET:
STORE BASED GAMING ZONE

   Presented by: Hassan Mahmood
Executive Summary:
• Game Planet aims to become the leader in
  the game zone industry of Pakistan
• Prime location - Hafeez Center, Gulberg,
  Lahore
• Will be positioned as a social environment
• Variety of services
   • Products for sale, customer support,
     tournaments, etc.
Outline:
Chapter 1: Game Planet
Chapter 2: Market Research
Chapter 3: Operational Plan
Chapter 4: Financial Plan
Chapter 1:

Game Planet
General Company Description:
• Vision:
  – To set a new benchmark of excellence in the gaming
    industry of Pakistan
  – Give gamers a way to test their skill by competing
    against others and to meet others who share a
    passion for gaming
• Mission:
  – To provide gamers with a unique atmosphere to
    develop their talents for gaming
  – Our gamers represent Pakistan in the World Cyber
    Games
Project Profile:
• Objective – To open store based Gaming Zone at
  Lahore
• Offer complete package of LAN gaming facilities
  for gamers
• Provide video game retail store and customers
  service
• The main features of the project
  – latest technology, a clean environment, outstanding
    sitting arrangements, refreshments and other basic
    entertainment facilities
Industrial Overview:
• Overview:         •   Pakistan Gaming Zone Industry
• LAN gaming            Structure:
  industry               – Boom in the IT sector
  increasing             – Increased internet penetration
  rapidly                – Awareness in youth
   – Technological       – Less development in outdoor
     advancements          sports and other entertainment
   – Video game            media
     industry is         – Broadband service providers in
     falling behind        Pakistan
Industry Analysis:

Threat of Substitute products
Intensity of Competitive Rivalry
Threat of new entrants
Potential Barriers of Growth
SWOT Analysis:
                    Strengths                                     Weaknesses
 Easily accessible location    Snacks and drinks     Single branch in Lahore
 Large seating capacity        Most popular games    Separate rooms not available for
 Low prices                    Latest computers         tournaments
 Discount packages                                   New staff without a lot of experience
 Generator available for back-up

                  Opportunities                                      Threats
 New attraction                                      Closeness of competitor

 Introduction of newer games                         Difficult to attract loyal customers

 Expansion of branches                               Various substitutes available

 Product and services expansion                      Rapid changes in technology

 Marketing to gain more customers
Key Success Factors in
    the Industry:
 Location
 Marketing
 Products
 Trained Personnel
 Up-to-date Equipment
 Quality Services
Business Plan:
• To develop business plan these points
  must be taken into consideration:
  – Customer Segmentation
  – Product Innovation
  – Pricing Strategy
• Other points
  – Required equipment, financial
    information and marketing plan
Chapter 2:

Market Research
Research Objectives:
 To determine demographics of customers
  for the gaming zone
 To analyze interest level in our company
 To study the features of gaming zones
  which are most important for customers
 To study customer preferences with
  respect to PC gaming
 To determine how likely and how often
  our service will be used by customers
Sampling:
• Target population
  – Residents of Lahore, Pakistan
• Sampling unit
  – Sampling unit is the individual consumer
• Sample size
  – 120 consumers; We distributed the questionnaire to
    respondents who were aware of gaming zones
• Sampling method
  – Sample was selected by using the convenience
    sampling method
Questionnaire:
• Consisted of 13 questions total
  – First four questions were about
    customer demographics
  – The next questions judged the interest of
    the respondents in the business
  – Remaining questions asked about the
    features that were important to the
    respondents in terms of gaming
• Hope to get an idea of consumers’
  interests
Results: Questions 1 – 4:
• Demographics:
   – Gender, age, education, income
• Gender – 90% of respondents were male
• Age – 71% between ages of 20 to 35
• Education – 33% completed graduation and
  57% completed masters
• Income – 44% of respondents make between
  Rs. 15,000 to Rs. 25,000 per month
Results: Questions 5 and 6:
• Q. 5: Overall interest in   • Q. 6: Who would you take
  product                       with you to use such a
                                product?
Results: Question 7:

  Importance of      “Very important +                  “Somewhat
Factors for Gaming      important”       “Neutral”   important + Not at
       Zone                                            all important”

Brand Image                20%             53%             27%

Quality                    94%              6%              0%

Features/Offerings         71%             14%             15%

Customer Support           92%              8%              0%

Price                      85%              0%             13%

Convenience                78%             19%              3%
Results: Question 8:
                                                        “Somewhat
Features Important   “Very important +   “Neutral”   important + Not at
    for Gaming          important”                     all important”


Graphics                   96%              4%              0%

Sound Quality              92%              6%              3%

Monitor/Display            93%              4%              3%

Processor                  85%             11%              5%

Game Being Played          85%             11%              5%
Results: Question 9:

•27% interested
in action games
•24% interested
in multi-player
games
•22% interested
in strategy
games
Results: Questions 10 and 11:
• Q. 10: How probable is it   • Q. 11: How often do you
  that you would use a          think you would use this
  service like ours in the      service?
  future?
Results: Question 12:

•50% would like
to hear about the
business through
the internet
•20% would like
to hear about it
through a
colleague or
friend
Results: Question 13:

•34% are very
likely to
recommend our
business to others
•46% are
moderately likely
to recommend
our business to
others
Analysis of Results:
• Demographics
  • 90% males make up majority of gamers
  • 20-35, younger age group
  • College or univerity students - have a good
    knowledge of computers and technology
  • Income Rs. 15,000 to Rs. 25,000 per month - have
    money to spend on leisure activities
• Interest level in gaming zones is high
  • Popular place for hangout with friends
Analysis of Results:
• Most important features for gaming zones
  • Quality, Customer Support, Price
  • Bring quality service to customers at low prices
• Most important features for gaming
  • Graphics, Monitor/Display, Sound Quality
  • Use latest technology to attract gamers
• Promote business through the internet
• New attraction for gamers
Target Market:
Demographics:

     Age               20-35 as market segment
     Gender            Male
     Income            Rs.15,000 - 25,000
     Occupation        College and University students
     Education         Graduate and Masters
Psychographics:

     Social Class      Middle and Upper class
     Life-Style        Social, Well-rounded, Food
                       Lover, Have money to spend on
                       entertainment
     Personality       Extrovert
Marketing Mix: Products:
 25 computers for LAN gaming
 New variety of PC games
 Console games (X-Box, PSP III, PSP
  II)
 Gaming gars & equipment
 Gaming tournaments
 Internet facility
 Clothing (Game t-shirts, etc.)
Marketing Mix: Services:
Refreshment services (fast food, soft
drinks, etc.)
Customer support services
Onsite internet orders
Hardware and software live
demonstrations
Annual Game Functions
New game release discount
Customer Appreciation Days
Disc Repair
Wi-Fi access
Marketing Mix: Price:
•Pricing Objectives:
   –Profit Minimization
   –Sales Maximization
   –Gain Market Share

•Competitive Pricing Strategies:
  –Penetration Pricing
  –Price-Undercutting
Marketing Mix: Place:
• 44% felt that convenience was an
  important factor to attract them to
  the gaming zone
• Hafeez Center, Gulburg, Lahore
  – Visible to the constant flow of traffic
    travelling from main road
  – Easy access from the surrounding
    schools, colleges and universities
  – Spacious parking arrangement
Marketing Mix: Promotion:
• Consumer Demographics
   – Develop products for target market
• Advertising strategy
   – Promotion through media
   – Grass root marketing
   – Local business partnerships
• Promotional Budget
   One year (5 in x 5 in) color advertising banners           Rs. 200,000/
          1,000 business cards                                    Rs. 1,000/
          70-100 t-shirts                                       Rs. 25,000/
         Flyers and posters                                     Rs. 24,000/
  26 weeks Radio Advertisement                                  Rs. 70,000/
         Gaming Events                                          Rs. 80,000/
                                                 Budget Total: Rs. 400,000/
Chapter 3:

Operational Plan
Project Requirements:
 Appropriate space
 Human Resources
 Game Stations
 Computers
 Support Equipment
 Air Conditioners
 Telephone/fax
 An Electric Generator
 Basic Utilities
 Budget for Equipment: Rs. 2,266,000
Human Resources:
• HRM team will consists of 10 employees
   – 2 accountants managers – Will have control
     over the major business functions in both
     aspects: the retail store and the gaming zone
   – 2 network administrators, 2 office boy,
     2Guards,2 Sweepers.
• Other employees
   – Skilled employees will be given preference
   – Unskilled employees will receive training
HRM Task Duties:
• Networking Administrators:  • Sweepers:
  – Keep an eye on LAN Gaming    – For cleaning the
    Affairs                        area
  – Maintain Networking          – Experience: None
    through PCs                    required
  – Installing Software and   • Guards:
    Games                        – For security
• Office Boys:                     reasons
  – To serve the Staff and       – Age: 30 +
    Gamers                       – Retired Army
  – Education: Matriculation       Men
Chapter 4:

Financial Plan
Finances:
• The total project cost for setting
  up this gaming zone is estimated
  at Rs. 119,116,000
• The project is financed through
  50% debt and 50% equity
  (Assumed)
• The project NPV is around Rs.
  6,674,858
• Payback period is one year
Working of Long-Term Debt:
Space, Infrastructure and Utilities
          Requirements:
                        Space Requirement
 Description            Area Required           Estimated Cost
                                                (Rs.)
 Gaming Zone            3,000 sq. ft.           40,000,000
 Space
 Total                                          40,000,000


 Infrastructure Requirement         Rs. 15,000,000


                          Utilities Expenses
  Electricity Expense               200,000*12=2,400,000
  Gas Expense                       50,000
  Diesel Expense                    1,000,000
  Water Expense                     12,000
Project Economics:

                          Project Economics
Description                                      Project
IRR                                               19%
Payback Period Period                            4 year
(Yrs)
Net Present Value (NPV)                        6,674,858
                          Project Financing
        Description          Percentage       Amount in Rs.
      Equity Financing           50%           59,558,000
      Debt Financing             50%           59,558,000
           Total                              119,116,000
Financial                   Travelling expense (% 5%
                            Rise per year)

Assumptions:                Communication
                            expense (% Rise per
                                                    10%

                            year)
                            Freight charges (%      10%
Project Life    5           Rise per year)
(Years)                     Promotional expense     5%
Debt            50%         (% Rise per year)

Interest rate on 16%        Insurance expense (%    5%
long-term debt              of cost of
                            machinery/vehicle)
Interest on     10%
cash in bank                            Depreciation Expense

Debt tenure     5           Building                5%
(Years)
                            Machinery and           10%
Debt payments 1
                            Equipment
per year
                            Furniture and Fixture   10%
Minimum Cash    1,000,000
Balance                     Vehicles                20%
Economy and Operating Assumptions:
             Economy Assumptions

Electricity growth rate             15%         Operating Assumptions
Diesel expense growth rate          10%
                                          Days operational per
                                                                   300
Wage growth rate                    10%   year
Machine maintenance growth rate     5%
                                          Hours per shift          12
Office vehicles price growth rate   10%
Hardware price growth rate          10%   Capacity growth rate     10%
Transportation/Travelling expense
                                    10%
growth rate                               Shifts operational per
                                                                   2
Insurance rate                      5%    day

Machine maintenance expense (%
                                    2%
of machine cost)
Depreciation Expense:

                                                                     Year 4
     Depreciation Expense        Year 1      Year 2      Year 3                  Year 5

Building
            5%      15,000,000   750,000     750,000     750,000     750,000     750,000

Machinery,
Furniture
            10%     2,166,000    216,600     216,600     216,600     216,600     216,600
and Fixture

Vehicles
            20%     1,500,000    300,000     300,000     300,000     300,000     300,000

            Total   18,666,000   1,266,600   1,266,600   1,266,600   1,266,600   1,266,600
Gaming Sales:                                   Average Daily Sales

                                      Sales of Gaming     50,000
                                      Consoles
Peak time:   Off time:                Sales of DVD and    2,000
6:00pm to    6:00 am to 6:00 pm       software
6:00 am                               Sales of Gaming     40,000
       No.    Hours   Price Revenue   PCs
       of     Spent   per   (Rs.)     Sales of Gaming     80,000
       PCs in         Hour            Laptops
       Use
                                      Sales of Gaming     15,000
                                      Accessories
Peak    25     12      70    21,000
                                      Sales of Gaming     3,000
Time
                                      Clothes
                                                          Per day       Average
Off     15     12      70    12,600                       Revenue       per year
Time                                                                    revenue
             12,096,000               Total Revenue       223,600       67,080,000
Income Statement:
               %
                      Year 1         Year 2        Year 3        Year 4        Year 5
               Rise
Revenues
               10%    67,080,000     73,788,000    81,166,800 89,283,480       98,211,828

                                        Less Costs

Total Costs
                      61,116,600     67,131,000    73,760,100 81,067,818       89,124,855

NPBT                     5,963,400     6,657,000     7,406,700     8,215,662     9,086,973
Add :
interest                 1,000,000     1,000,000     1,000,000     1,000,000     1,000,000
Income

zardari tax     21%      1,462,314     1,607,970     1,765,407     1,935,289     2,118,264
  Net Profit
                         5,501,086     6,049,030     6,641,293     7,280,373     7,968,709
   After Tax
Projected Balance Sheet: Assets:
                                            Assets
             Year 0        Year 1        Year 2        Year 3        Year 4        Year 5

Total        60,300,000    60,250,000    65,200,000    70,650,000    76,650,000    83,255,000
Current
Assets
Total        58,766,000    56,816,000    56,066,000    55,316,000    54,566,000    53,816,000
Fixed
Assets
Total          50,000        40,000        30,000        20,000        10,000           0
Intangible
Assets
Total        119,116,000   117,106,000   121,296,000   125,986,000   131,226,000   137,071,000
Assets
Projected Balance Sheet: Liabilities &
                   Shareholders' Equity
                               Liabilities and Shareholders’ Equity
                      Year 0 Year 1             Year 2           Year 3            Year 4            Year 5

Total Current         0        0                0                0                 0                 0
Liabilities
                                          Long-term Liabilities
Long term debt        59,558,000     47,646,400      35,734,800       23,823,200        11,911,600       0
(Project Loan)
                                         Shareholders' Equity
Paid-up capital   59,558,000       59,558,000       59,558,000       59,558,000        59,558,000        59,558,000
Retained          0                9,901,600        26,003,200       42,604,800        59,756,400        77,513,000
earnings
Total Equity      59,558,000       69,459,600       85,561,200       102,162,800       119,314,400       137,071,000
TOTAL CAPITAL 119,116,000          117,106,000 121,296,000           125,986,000       131,226,000       137,071,000
AND
LIABILITIES
Cash Flow Statement:

             Year 0          Year 1        Year 2        Year 3          Year 4        Year 5
                                      Operating activities
Net profit   -                 5,501,086     6,049,030       6,641,293     7,280,373     7,968,709
Add:
depreciation
expense      -                 1,266,600     1,266,600       1,266,600     1,266,600     1,266,600
Advance
insurance
premium          (300,000)      -250,000      -200,000        -150,000      -100,000       -50,000
Other
liabilities  -
Cash
provided by
operations       (300,000)     6,517,686     7,115,630       7,757,893     8,446,973     9,185,309
Cash Flow Statement:
Conclusion:
 Total project cost estimated at Rs. 119,116,000
 The project is financed through 50% debt and 50% equity
  (Assumed)
 The project NPV is around Rs. 6,674,858, and a payback
  period of one year
    Believe there is chance of success for gaming zone
 Goal is to become a leader in the online gaming industry of
  Pakistan
    Bring innovative products and services to customers
 Have established target market of Lahore and found prime
  location
 Game Planet is a justified business venture that will yield
  returns in the long-run
Any Questions?
ThanK YoU
FoR Not Booing or Throwing
         Tomatoes
         Enjoy Gaming at
   Game Planet Gaming Zone
 Hafeez Center, Gulberg, Lahore
    Info: + 92 – 333-4948186

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Game Planet

  • 1. GAME PLANET: STORE BASED GAMING ZONE Presented by: Hassan Mahmood
  • 2. Executive Summary: • Game Planet aims to become the leader in the game zone industry of Pakistan • Prime location - Hafeez Center, Gulberg, Lahore • Will be positioned as a social environment • Variety of services • Products for sale, customer support, tournaments, etc.
  • 3. Outline: Chapter 1: Game Planet Chapter 2: Market Research Chapter 3: Operational Plan Chapter 4: Financial Plan
  • 5. General Company Description: • Vision: – To set a new benchmark of excellence in the gaming industry of Pakistan – Give gamers a way to test their skill by competing against others and to meet others who share a passion for gaming • Mission: – To provide gamers with a unique atmosphere to develop their talents for gaming – Our gamers represent Pakistan in the World Cyber Games
  • 6. Project Profile: • Objective – To open store based Gaming Zone at Lahore • Offer complete package of LAN gaming facilities for gamers • Provide video game retail store and customers service • The main features of the project – latest technology, a clean environment, outstanding sitting arrangements, refreshments and other basic entertainment facilities
  • 7. Industrial Overview: • Overview: • Pakistan Gaming Zone Industry • LAN gaming Structure: industry – Boom in the IT sector increasing – Increased internet penetration rapidly – Awareness in youth – Technological – Less development in outdoor advancements sports and other entertainment – Video game media industry is – Broadband service providers in falling behind Pakistan
  • 8. Industry Analysis: Threat of Substitute products Intensity of Competitive Rivalry Threat of new entrants Potential Barriers of Growth
  • 9. SWOT Analysis: Strengths Weaknesses  Easily accessible location Snacks and drinks  Single branch in Lahore  Large seating capacity Most popular games  Separate rooms not available for  Low prices Latest computers tournaments  Discount packages  New staff without a lot of experience  Generator available for back-up Opportunities Threats  New attraction  Closeness of competitor  Introduction of newer games  Difficult to attract loyal customers  Expansion of branches  Various substitutes available  Product and services expansion  Rapid changes in technology  Marketing to gain more customers
  • 10. Key Success Factors in the Industry: Location Marketing Products Trained Personnel Up-to-date Equipment Quality Services
  • 11. Business Plan: • To develop business plan these points must be taken into consideration: – Customer Segmentation – Product Innovation – Pricing Strategy • Other points – Required equipment, financial information and marketing plan
  • 13. Research Objectives:  To determine demographics of customers for the gaming zone  To analyze interest level in our company  To study the features of gaming zones which are most important for customers  To study customer preferences with respect to PC gaming  To determine how likely and how often our service will be used by customers
  • 14. Sampling: • Target population – Residents of Lahore, Pakistan • Sampling unit – Sampling unit is the individual consumer • Sample size – 120 consumers; We distributed the questionnaire to respondents who were aware of gaming zones • Sampling method – Sample was selected by using the convenience sampling method
  • 15. Questionnaire: • Consisted of 13 questions total – First four questions were about customer demographics – The next questions judged the interest of the respondents in the business – Remaining questions asked about the features that were important to the respondents in terms of gaming • Hope to get an idea of consumers’ interests
  • 16. Results: Questions 1 – 4: • Demographics: – Gender, age, education, income • Gender – 90% of respondents were male • Age – 71% between ages of 20 to 35 • Education – 33% completed graduation and 57% completed masters • Income – 44% of respondents make between Rs. 15,000 to Rs. 25,000 per month
  • 17. Results: Questions 5 and 6: • Q. 5: Overall interest in • Q. 6: Who would you take product with you to use such a product?
  • 18. Results: Question 7: Importance of “Very important + “Somewhat Factors for Gaming important” “Neutral” important + Not at Zone all important” Brand Image 20% 53% 27% Quality 94% 6% 0% Features/Offerings 71% 14% 15% Customer Support 92% 8% 0% Price 85% 0% 13% Convenience 78% 19% 3%
  • 19. Results: Question 8: “Somewhat Features Important “Very important + “Neutral” important + Not at for Gaming important” all important” Graphics 96% 4% 0% Sound Quality 92% 6% 3% Monitor/Display 93% 4% 3% Processor 85% 11% 5% Game Being Played 85% 11% 5%
  • 20. Results: Question 9: •27% interested in action games •24% interested in multi-player games •22% interested in strategy games
  • 21. Results: Questions 10 and 11: • Q. 10: How probable is it • Q. 11: How often do you that you would use a think you would use this service like ours in the service? future?
  • 22. Results: Question 12: •50% would like to hear about the business through the internet •20% would like to hear about it through a colleague or friend
  • 23. Results: Question 13: •34% are very likely to recommend our business to others •46% are moderately likely to recommend our business to others
  • 24. Analysis of Results: • Demographics • 90% males make up majority of gamers • 20-35, younger age group • College or univerity students - have a good knowledge of computers and technology • Income Rs. 15,000 to Rs. 25,000 per month - have money to spend on leisure activities • Interest level in gaming zones is high • Popular place for hangout with friends
  • 25. Analysis of Results: • Most important features for gaming zones • Quality, Customer Support, Price • Bring quality service to customers at low prices • Most important features for gaming • Graphics, Monitor/Display, Sound Quality • Use latest technology to attract gamers • Promote business through the internet • New attraction for gamers
  • 26. Target Market: Demographics: Age 20-35 as market segment Gender Male Income Rs.15,000 - 25,000 Occupation College and University students Education Graduate and Masters Psychographics: Social Class Middle and Upper class Life-Style Social, Well-rounded, Food Lover, Have money to spend on entertainment Personality Extrovert
  • 27. Marketing Mix: Products: 25 computers for LAN gaming New variety of PC games Console games (X-Box, PSP III, PSP II) Gaming gars & equipment Gaming tournaments Internet facility Clothing (Game t-shirts, etc.)
  • 28. Marketing Mix: Services: Refreshment services (fast food, soft drinks, etc.) Customer support services Onsite internet orders Hardware and software live demonstrations Annual Game Functions New game release discount Customer Appreciation Days Disc Repair Wi-Fi access
  • 29. Marketing Mix: Price: •Pricing Objectives: –Profit Minimization –Sales Maximization –Gain Market Share •Competitive Pricing Strategies: –Penetration Pricing –Price-Undercutting
  • 30. Marketing Mix: Place: • 44% felt that convenience was an important factor to attract them to the gaming zone • Hafeez Center, Gulburg, Lahore – Visible to the constant flow of traffic travelling from main road – Easy access from the surrounding schools, colleges and universities – Spacious parking arrangement
  • 31. Marketing Mix: Promotion: • Consumer Demographics – Develop products for target market • Advertising strategy – Promotion through media – Grass root marketing – Local business partnerships • Promotional Budget One year (5 in x 5 in) color advertising banners Rs. 200,000/ 1,000 business cards Rs. 1,000/ 70-100 t-shirts Rs. 25,000/ Flyers and posters Rs. 24,000/ 26 weeks Radio Advertisement Rs. 70,000/ Gaming Events Rs. 80,000/ Budget Total: Rs. 400,000/
  • 33. Project Requirements:  Appropriate space  Human Resources  Game Stations  Computers  Support Equipment  Air Conditioners  Telephone/fax  An Electric Generator  Basic Utilities  Budget for Equipment: Rs. 2,266,000
  • 34. Human Resources: • HRM team will consists of 10 employees – 2 accountants managers – Will have control over the major business functions in both aspects: the retail store and the gaming zone – 2 network administrators, 2 office boy, 2Guards,2 Sweepers. • Other employees – Skilled employees will be given preference – Unskilled employees will receive training
  • 35. HRM Task Duties: • Networking Administrators: • Sweepers: – Keep an eye on LAN Gaming – For cleaning the Affairs area – Maintain Networking – Experience: None through PCs required – Installing Software and • Guards: Games – For security • Office Boys: reasons – To serve the Staff and – Age: 30 + Gamers – Retired Army – Education: Matriculation Men
  • 37. Finances: • The total project cost for setting up this gaming zone is estimated at Rs. 119,116,000 • The project is financed through 50% debt and 50% equity (Assumed) • The project NPV is around Rs. 6,674,858 • Payback period is one year
  • 39. Space, Infrastructure and Utilities Requirements: Space Requirement Description Area Required Estimated Cost (Rs.) Gaming Zone 3,000 sq. ft. 40,000,000 Space Total 40,000,000 Infrastructure Requirement Rs. 15,000,000 Utilities Expenses Electricity Expense 200,000*12=2,400,000 Gas Expense 50,000 Diesel Expense 1,000,000 Water Expense 12,000
  • 40. Project Economics: Project Economics Description Project IRR 19% Payback Period Period 4 year (Yrs) Net Present Value (NPV) 6,674,858 Project Financing Description Percentage Amount in Rs. Equity Financing 50% 59,558,000 Debt Financing 50% 59,558,000 Total 119,116,000
  • 41. Financial Travelling expense (% 5% Rise per year) Assumptions: Communication expense (% Rise per 10% year) Freight charges (% 10% Project Life 5 Rise per year) (Years) Promotional expense 5% Debt 50% (% Rise per year) Interest rate on 16% Insurance expense (% 5% long-term debt of cost of machinery/vehicle) Interest on 10% cash in bank Depreciation Expense Debt tenure 5 Building 5% (Years) Machinery and 10% Debt payments 1 Equipment per year Furniture and Fixture 10% Minimum Cash 1,000,000 Balance Vehicles 20%
  • 42. Economy and Operating Assumptions: Economy Assumptions Electricity growth rate 15% Operating Assumptions Diesel expense growth rate 10% Days operational per 300 Wage growth rate 10% year Machine maintenance growth rate 5% Hours per shift 12 Office vehicles price growth rate 10% Hardware price growth rate 10% Capacity growth rate 10% Transportation/Travelling expense 10% growth rate Shifts operational per 2 Insurance rate 5% day Machine maintenance expense (% 2% of machine cost)
  • 43. Depreciation Expense: Year 4 Depreciation Expense Year 1 Year 2 Year 3 Year 5 Building 5% 15,000,000 750,000 750,000 750,000 750,000 750,000 Machinery, Furniture 10% 2,166,000 216,600 216,600 216,600 216,600 216,600 and Fixture Vehicles 20% 1,500,000 300,000 300,000 300,000 300,000 300,000 Total 18,666,000 1,266,600 1,266,600 1,266,600 1,266,600 1,266,600
  • 44. Gaming Sales: Average Daily Sales Sales of Gaming 50,000 Consoles Peak time: Off time: Sales of DVD and 2,000 6:00pm to 6:00 am to 6:00 pm software 6:00 am Sales of Gaming 40,000 No. Hours Price Revenue PCs of Spent per (Rs.) Sales of Gaming 80,000 PCs in Hour Laptops Use Sales of Gaming 15,000 Accessories Peak 25 12 70 21,000 Sales of Gaming 3,000 Time Clothes Per day Average Off 15 12 70 12,600 Revenue per year Time revenue 12,096,000 Total Revenue 223,600 67,080,000
  • 45. Income Statement: % Year 1 Year 2 Year 3 Year 4 Year 5 Rise Revenues 10% 67,080,000 73,788,000 81,166,800 89,283,480 98,211,828 Less Costs Total Costs 61,116,600 67,131,000 73,760,100 81,067,818 89,124,855 NPBT 5,963,400 6,657,000 7,406,700 8,215,662 9,086,973 Add : interest 1,000,000 1,000,000 1,000,000 1,000,000 1,000,000 Income zardari tax 21% 1,462,314 1,607,970 1,765,407 1,935,289 2,118,264 Net Profit 5,501,086 6,049,030 6,641,293 7,280,373 7,968,709 After Tax
  • 46. Projected Balance Sheet: Assets: Assets Year 0 Year 1 Year 2 Year 3 Year 4 Year 5 Total 60,300,000 60,250,000 65,200,000 70,650,000 76,650,000 83,255,000 Current Assets Total 58,766,000 56,816,000 56,066,000 55,316,000 54,566,000 53,816,000 Fixed Assets Total 50,000 40,000 30,000 20,000 10,000 0 Intangible Assets Total 119,116,000 117,106,000 121,296,000 125,986,000 131,226,000 137,071,000 Assets
  • 47. Projected Balance Sheet: Liabilities & Shareholders' Equity Liabilities and Shareholders’ Equity Year 0 Year 1 Year 2 Year 3 Year 4 Year 5 Total Current 0 0 0 0 0 0 Liabilities Long-term Liabilities Long term debt 59,558,000 47,646,400 35,734,800 23,823,200 11,911,600 0 (Project Loan) Shareholders' Equity Paid-up capital 59,558,000 59,558,000 59,558,000 59,558,000 59,558,000 59,558,000 Retained 0 9,901,600 26,003,200 42,604,800 59,756,400 77,513,000 earnings Total Equity 59,558,000 69,459,600 85,561,200 102,162,800 119,314,400 137,071,000 TOTAL CAPITAL 119,116,000 117,106,000 121,296,000 125,986,000 131,226,000 137,071,000 AND LIABILITIES
  • 48. Cash Flow Statement: Year 0 Year 1 Year 2 Year 3 Year 4 Year 5 Operating activities Net profit - 5,501,086 6,049,030 6,641,293 7,280,373 7,968,709 Add: depreciation expense - 1,266,600 1,266,600 1,266,600 1,266,600 1,266,600 Advance insurance premium (300,000) -250,000 -200,000 -150,000 -100,000 -50,000 Other liabilities - Cash provided by operations (300,000) 6,517,686 7,115,630 7,757,893 8,446,973 9,185,309
  • 50. Conclusion:  Total project cost estimated at Rs. 119,116,000  The project is financed through 50% debt and 50% equity (Assumed)  The project NPV is around Rs. 6,674,858, and a payback period of one year  Believe there is chance of success for gaming zone  Goal is to become a leader in the online gaming industry of Pakistan  Bring innovative products and services to customers  Have established target market of Lahore and found prime location  Game Planet is a justified business venture that will yield returns in the long-run
  • 52. ThanK YoU FoR Not Booing or Throwing Tomatoes Enjoy Gaming at Game Planet Gaming Zone Hafeez Center, Gulberg, Lahore Info: + 92 – 333-4948186