Year : 2004
Number of Pages : 28
leaves
Adviser : Prof. Edison D.
Cruz
Executive Summary
The
demand for mobile communications is exploding. The growth in mobile phone usage
paired with the proliferation of digital wireless protocols such as the
Wireless Application Protocol (WAP) and GPRS Networks as well as the increasing
substitution rates of old monochromatic screen phones with color screen or MMS
phones has led to one thing : demand for multimedia content. With increased
competition and a strong demand for cutting edge content and applications, the
world has opened up to a whole new industry for high technology firms able to
provide this world wide clamor for next generation products and services for
the next generation of mobile phone consumers. Dalirium Games and Entertainment
is taking advantage of this opportunity armed with its experience in the
Philippine market one of the most advanced mobile data markets in the world, to
bring its products and services to global markets and be recognized as one of
the leading providers of mobile gaming content in the world. Company Overview.
Dalirium Games & Entertainment is a technology startup based in Ortigas
Center, Pasig. Dalirium produces content and services for mobile phones. It
distributes its products and services through mobile phone operators and
portals who in turn offer these for download to subscribers of mobile phone
services. Dalirium uses the latest technologies in mobile applications such as
JAVA and Symbian to produce mobile gaming and entertainment content. Product
& Services. Dalirium mainly produces JAVA or Symbian games for mobile
phones. Our customers are mostly mobile phone operators who distribute the
games via their networks to their subscribers : users of high end mobile phones
that pay for the games when they download it from the mobile phone operators.
Dalirium and the operator share the revenues generated from each download.
Dalirium also produces customized games for different customers including,
mobile phone operators, handset manufacturers, and other branded content owners
who desire to have a game branded as their own. Market Opportunity. The market
is entering a new era. With reliable technology meaning faster connections to
networks and superior multimedia ability of handsets, plus with effective
revenue models in place, the fast maturing consumers will make the year 2004
the year that mobile multimedia and entertainment goes mass market. Now that
consumers can download games onto their phones-full color, multi-player games
that are far more sophisticated than ever before. These downloadable games
represented a market of more than 300 million euros in Western Europe alone in
2002. (Mobile Entertainment Forum) Up until 2003, games were mainly factory
installed and usually in black and white, single-player versions (like
backgammon or solitaire). But today, games are in full revolution and it's a
market with enormous potential for growth over the next few years. This
revolution can be summed up by the move: -From black and white to full-color
games. - From single player to multi-player games. - From embedded to interactive
real-time games. About 850 million people worldwide will play games on mobile
devices by 2006, according to a study released in 2002 by ARC Group. Overall,
more than 43 percent of all wireless users will play wireless games, according
to the study. Competitive Positioning. With the projected growth of mobile
content usage, particularly in mobile games, competitors from all over the
world will try to take advantage. Of particular concern will be the big players
in PC and console gaming who have the resources to break into the mobile gaming
space. To compete effectively, Dalirium will continue to rely on cutting edge
technologies and make this continually available to our game developers. Total
quality standards will be in place from the programming, the graphics to the
game play. R&D will focus on new technologies and potential applications to
gaming while business development will focus on developing unique content
internally and with partners. Marketing & Sales Strategy. Marketing will
focus on three major regions for game distribution : - Asia Pacific, - Europe,
- US. Marketing will also focus on new market segments that have not been
exploited by game makers. These possible niche markets can be leveraged when
trying to penetrate new markets. Operators and portals are always looking for
differentiated content. From our analysis they are currently weak in offerings
for the teen and female market. Partnerships with brand owners will also be
developed to deploy better and unique content offerings. Sales channels both
traditional and non traditional will be developed to penetrate the market fast
and effectively in new emerging markets. Costs of distribution will be kept to
a minimum by tapping content brokers and by communicating directly with
manufacturers and operators. Personnel Plan. The business development team of
Dalirium will work together with a pool of content brokers to establish sales
channels and relationships with various operators in the regions that are
targeted. Financial Summary. Dalirium expects to generate revenue from
international distribution by the 2nd quarter of 2004 and expects to earn Php
1.5 Million this year representing 60 percent of total sales of Dalirium for
2004.
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