90’s kids zone
TRANSCRIPT
90’S KIDS ZONEMANAGEMENT DEPARTMENT(RETAIL MANAGEMENT)
TEAM LEADERS
RITU PATWA SHWETA SAADH MEENAKSHI SONI PRACHI UPADHYAY NEHA RANJIROT NAMRTA NIRANKARI
INNOVATIVENESS
Instead of using the internet games and play stations we have emphasized on the street games like marbles and catapult. We have used promotional activities like putting posters all over the campus.
UNIQUE SELLING PROPOSITION Street games (Games which everyone
wants to enjoy but don’t get time to play.)
Promotional Activities Advertising for other stalls on our stall
BUSINESS PLAN
The name says it all. The much needed explanation is described by the name 90’s.
All the products or the services provided either started in 90’s or ended with the generation.
PRICING STRATEGY
The price of every service is very cheap that everybody can afford.
DISTRIBUTION
There is Direct selling. There are additional activities which will take
around the stall and the Bazaar. The Google ambassador (Vishruti Saboo) of the
college has an alliance with us to promote Google.
There is a tattoo artist who will art the gathering around the stall.
Targeted customers are the gathering, mostly the people from the same generation (90’s) and likewise.
COMPITITION
Main competitors other departments who are putting the stall with games.
Competitive strategy is that we are casting Street (read: Desi) games.
The uniqueness in the service (read: games) provided are not readily available in the locality.
Innovation in the services are that we have arranged the games in a ground breaking manner, (these games have not been seen or played or enjoyed in the campus before).
TEAM DETAILS
Shweta Saadh Ritu Patwa Neha Ranjirot Meenakshi Soni Prachi Upadhyay Namrta Nirankari
Vishruti Saboo Sonam Khandelwal Marudhar Rathore Yashasvi Chauhan Shalini Gupta Ananya Baliwal Nikki Jain Shipra Priyanka Yadav Neha Chaudhary
Team MembersTeam Leaders
FINANCIAL ASPECTS OF THE BUSINESS
Miniscule expenditure and more fun. Investiture is minimum with average
profit.
THEME OF THE STALL
The 90's was the breeding ground of EVERYTHING awesome.
Music was at its peak. Saga, Nintendo and Play station were the pinnacles of every child's gaming experience.
CN had Cartoon Cartoons Fridays and marathon long weekends of cartoons.
Toonami was every kids reason to get home early from school.
Disney Channel had a original movie almost every month.
Fox and WB kids were the center of attention on our Saturday mornings.
YOUR EXPERIENCE
Great learning experiencing. Team work. Outstanding exposure. Applying the theoretical studies in
practical work. Co-ordination with the team members
and the faculty.
SWOT ANALYSIS
Strengths Desi games. Easy availability of the resources. Youth attraction towards entertainment. Innovativeness.
Weakness Risk of falling profit. Lack of enthusiasm among the
gathering.
Opportunities Learning experience. Team Work. Great exposure.
Threat Competitiveness. Lack of enthusiasm of the gathering.
Thank You