business simulation for startup education 'game design

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BUSINESS SIMULATION FOR STARTUP EDUCATION “GAME DESIGN, OPERATIONS AND FINANCIAL PLANS” BY MR. RATANA RATANAKUL AN INDEPENDENT STUDY SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF BUSINESS ADMINISTRATION (GLOBAL ENTREPRENEURSHIP) INTERNATIONAL MASTER IN BUSINESS ADMINISTRATION FACULTY OF COMMERCE AND ACCOUNTANCY THAMMASAT UNIVERSITY ACADEMIC YEAR 2015 COPYRIGHT OF THAMMASAT UNIVERSITY

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Page 1: Business simulation for startup education 'game design

BUSINESS SIMULATION FOR STARTUP EDUCATION

“GAME DESIGN, OPERATIONS AND

FINANCIAL PLANS”

BY

MR. RATANA RATANAKUL

AN INDEPENDENT STUDY SUBMITTED IN PARTIAL

FULFILLMENT OF THE REQUIREMENTS FOR

THE DEGREE OF MASTER OF BUSINESS ADMINISTRATION

(GLOBAL ENTREPRENEURSHIP) INTERNATIONAL MASTER IN

BUSINESS ADMINISTRATION

FACULTY OF COMMERCE AND ACCOUNTANCY

THAMMASAT UNIVERSITY

ACADEMIC YEAR 2015

COPYRIGHT OF THAMMASAT UNIVERSITY

Page 2: Business simulation for startup education 'game design

BUSINESS SIMULATION FOR STARTUP EDUCATION

“GAME DESIGN, OPERATIONS

AND FINANCIAL PLANS”

BY

MR. RATANA RATANAKUL

AN INDEPENDENT STUDY SUBMITTED IN PARTIAL

FULFILLMENT OF THE REQUIREMENTS FOR

THE DEGREE OF MASTER OF BUSINESS ADMINISTRATION

(GLOBAL ENTREPRENEURSHIP) INTERNATIONAL MASTER

IN BUSINESS ADMINISTRATION

FACULTY OF COMMERCE AND ACCOUNTANCY

THAMMASAT UNIVERSITY

ACADEMIC YEAR 2015

COPYRIGHT OF THAMMASAT UNIVERSITY

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Independent Study Title BUSINESS SIMULATION FOR STARTUP

EDUCATION

“GAME DESIGN, OPERATIONS AND

FINANCIAL PLANS”

Author Mr. Ratana Ratanakul

Degree Master of Business Administration

(Global Entrepreneurship)

Major Field/Faculty/University International Master in Business Administration

Faculty of Commerce and Accountancy

Thammasat University

Independent Study Advisor James Edward Rubesch, Ph.D.

Academic Years 2015

ABSTRACT

BizCat is a hybrid product-service provider with a purpose to provide

business and startup-specific knowledge to entrepreneur-to-bes through gamified

learning experience. The process is to have a group of customers learning about the

topics they would like to know by playing our original multi-player board games. The

first topic we provide learning as a game is related to “opportunity selection” which is

crucial for entrepreneurs in both their startup decision-making or even along their

business life cycle as a competing firm. We also plan to commercialize our products

as official board games that everyone who is interested in learning the topics through

games can buy. We are inventing more business games along with those activities

specified as we have a goal to become the center of business and startup education

through gamified solution.

Keywords: Simulation Game, Startup, Business Education, Gamification, Game-

based learning, Board game

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ACKNOWLEDGEMENTS

I would like to take this opportunity to express my profound gratitude and

deep regards to my advisor Dr. James Edward Rubesch for his guidance and constant

encouragement throughout the course of this independent study. I would also like to

thank the committee members, especially Assistant Professor Patnaree Srisuphaolarn,

for all the useful advices, suggestions, comments and feedback. The help and

guidance will always be cherished and remembered.

I would like to thank my team member for helping each other out on the

days we were lost and being there when a support is needed.

I would also like to acknowledge all the current and prospect customers

who help shared and provide all the information necessary to make this study

possible.

Last but not least, I would like to express thanks to my parents, family,

and friends for their constant encouragement without which this paper would not be

possible.

Mr. Ratana Ratanakul

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TABLE OF CONTENTS

Page

ABSTRACT 1

ACKNOWLEDGEMENTS 2

LIST OF TABLES 6

LIST OF FIGURES 7

CHAPTER 1 ORGANIZATION 1

1.1 Background 1

1.2 About BizCat 2

1.3 Mission 2

1.4 Vision 2

1.5 Assumptions/Hypothesis 3

1.6 Team Members 3

CHAPTER 2 GAME DESIGN 4

2.1 Theories of Effective Learning 4

2.2 Application of gamification technique in education 5

2.3 Game design 8

2.3.1 Planning Stage 9

2.3.2 Design Development Stage 10

2.4 Criteria for well-designed gamification 11

2.5 Game Development 12

2.5.1 Game Objectives 12

2.5.2 Game Mechanism 12

2.5.3 Game Attributes 13

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2.5.4 Learning Outcomes 13

CHAPTER 3 GAME TESTING 14

3.1 Before the Game Development 14

3.2 Tools for data collection 14

3.2.1 Pre and Post Questionnaire 14

3.2.2 Exploration Tracking 15

3.2.3 RETAIN evaluation rubric 15

3.2.4 Feedback Survey 15

3.3 Internal Game Testing 15

3.4 Small Group Game Testing 16

3.5 Full session Testing at University of Thai Chamber of Commerce 16

3.6 Full Paid Session at Ma.D Hub for Social Entrepreneurs 17

3.7 Further Experimentation at Millenium Hotel 18

3.8 An additional experimentation at PTT Co. 18

CHAPTER 4 MARKETING PLANS 19

4.1 Market Trend 19

4.2 Competition 20

4.3 Competitive Advantages 20

4.4 Target Customers 21

4.5 Marketing Strategy 21

CHAPTER 5 FINANCIALPLAN 23

5.1 Operation Work Flow 23

5.2 Revenue Generation 25

5.2.1 Revenues from service sales 25

5.2.2 Revenues from product sales 28

5.3 Expenses 29

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5.4 Financial Projection 31

5.5 Cash Flows 34

5.6 Balance Sheet 34

5.7 Financial Ratios and Summary 35

5.7.1 Inventory Turnover and Days of Inventory 36

5.7.2 Operating Income to sales 36

5.7.3 Gross Profit Margin 37

5.7.4 Net Profit Margin 37

5.7.5 Net Present Value (NPV) 38

5.7.6 Return on Assets (RoA) and Return on Equity (RoE) 38

CHAPTER 6 CONCLUSIONS AND RECOMMENDATIONS 40

REFERENCES 41

APPENDICES 42

APPENDIX A OCEAN GAME PRE AND POST QUESTIONNAIRE 43

APPENDIX B EXPLORATION TRACKING 45

APPENDIX C SESSION FEEDBACK 47

APPENDIX D RETAIN RUBRIC 49

BIOGRAPHY 50

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LIST OF TABLES

Tables Page

2.1 Application of Game-based learning using Bloom’s Taxonomy 6

2.2 Application of Game Based Learning using Kolb’s Cycle 8

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LIST OF FIGURES

Figures Page

2.1 Six Levels in the Cognitive Domain of the Bloom’s Taxonomy 4

2.2 Kolb’s Model of Experiential Learning 5

2.3 LM-GM Model for Serious Game 7

2.4 Game Design Process Phases 9

2.5 Dynamics, mechanisms and aesthetics applied to the ‘Ocean Game.’ 11

4.1 Worldwide simulation-based Five Year Growth rates by region 19

5.1 Operation Workflow 24

5.2 Total revenue received per session from the workshop 27

5.3 Total revenue received per quarter with drill-down figures 27

5.4 Total Revenue from board game sales 29

5.5 Total revenue for overall BizCat’s products and services 29

5.6 Cost Structure for workshop (5 years) 30

5.7 Cost producing 1 board game box set 31

5.8 COGS for board game production (5 years) 31

5.9 Annual projected Income Statement for 2016 - 2020 (5 years) 33

5.10 Cash Flow from operation (5 years) 34

5.11 Balance Sheet for 2016 - 2020 (5 years) 35

5.12 Inventory turnover and days of inventory (5 years) 36

5.13 Operating Income to sales for 2016 – 2020 (5 years) 37

5.14 Gross profit margin for 2016 – 2020 (5 years) 37

5.15 Net profit margin for 2016 – 2020 (5 years) 37

5.16 Net Present Value calculation for 2016 – 2020 (5 years) 38

5.17 RoA / RoE calculation for 2016 – 2020 (5 years) 38

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CHAPTER 1

ORGANIZATION

1.1 Background

Entrepreneurs have been known to drive the economic growth of the

country. Entrepreneurship creates job opportunities and innovation which allows the

country to sustain competitiveness in the times of increasing globalization and

increases the chance firm survival. The trend of entrepreneurship is increasing as

secure employment is no longer a guarantee. According to Global Entrepreneur

Monitor 2014, nascent entrepreneur rate in Thailand is quite high and decision to

startup is opportunity driven (nascent entrepreneur refers to the rate of individuals

involved in setting a business that has not yet received salaries, wages and payments).

However, many of them fail or people did not have the knowledge and motivation to

continue them.

After some exploration, we found that majority of people wanted to

startup a business but many have not been able to due to factors like lacking the

know-how, no good idea and fear of failure. Entrepreneurs have the needs to learn the

know-hows in an engaging environment and are looking for skills that would help

them startup and run the business.

Game-based learning has been proven to have high potential for learning

support since it uses human’s natural desires to motivate learning. Well-designed

game can create optimal learning experience for players and provide realism. Skills

from these games usually are analysis, interpretation and problem solving. These

skills are related to educational objectives which are why games are often used for

education and in increasing productivity by boosting motivation.

One form of game that can make learning more compelling and increases

motivation is the method of gamification. Gamification is the use of game design

elements in non-game context in order to positively impact performance, productivity

and engagement of participants. Gamification enhances the player’s experience,

allows interactivity between users and may help player acquire certain skills.

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Teaching entrepreneurs using gamification technique thus allow the entrepreneurs to

acquire skills they need to run the business in an engaging manner.

1.2 About BizCat

BizCat offers a training class for entrepreneur-to-bes that have interest in

starting up their own business and are looking for the opportunities and step by step

guidance to startup a business. Our method of teaching is through the use interactive

simulation game as we hope to enhance the engagement and learning experience of

the participants. We plan to offer varieties of games with learning outcomes centered

on idea generation and validation with the aim of teaching skills that could

specifically be adopted by entrepreneurs.

Our first game is called ‘Ocean Game’ and will teach the aspect of

opportunity analysis. Opportunity analysis is defined as knowledge about opportunity

selection and the understanding of the market structure and analyzing the market trend

and direction based on Porter’s five forces and product life cycle.

1.3 Mission

Our mission is to help young adult entrepreneurs start a business and

understand the fundamental knowledge about opportunity analysis and the startup

process.

1.4 Vision

We simulate the learning about the process of starting up a business and

motivate entrepreneurs through the use of interactive simulation game.

Each year, we aim to assist 1000 young adults who are interested in starting up

a business by providing business knowledge and motivating them through interactive

simulation game that encourages experiential learning.

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We started initially with the topic of opportunity analysis and selection.

1.5 Assumptions/Hypothesis

1. An effective approach to learning is by doing.

2. Startup simulation game is effective in teaching young adults about

opportunity analysis.

3. Startup simulation game increases the engagement and makes the

learning fun.

4. Players’ knowledge and experience about the opportunity analysis will

be enhanced after the game session.

5. The simulation game help players understand about the marketplace

research.

6. The knowledge from the simulation game can be transferred and

applied to their work or projects.

1.6 Team Members

Mr. Ratana Ratanakul will be responsible for Game Design, Operations

and Financial Plans. With background in computer engineering and work experiences

as IT consultant, he is capable of developing the game platform and mechanics of

operations as well using his consulting experiences to provide support to the startups

and advice about the steps to be taken.

Ms. Sunit Kukreja will be responsible for Product Background Research

and Marketing Plans. With prior experiences in marketing, health promotion and

article writings, she will be able to contribute to product background research,

Marketing strategies, contents of the platform and the teaching materials.

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CHAPTER 2

GAME DESIGN

2.1 Theories of Effective Learning

In order to successfully transfer business knowledge to the players who

play the simulation game that we were going to develop, we researched for existing

educational theories and practices that the educators have been using to transfer

knowledge to the students. Theories of effective learning used by educators suggest

that learning is most effective when it is active, experiential, has real world

connection and delivers rapid response (Catalano, Luccini, & Mortara 2014).

Educators are now focusing on trying to make the teaching practical. Existing tools

for such teaching include case studies, simulations, and business games.

Theories used to evaluate learning such as Bloom’s Taxonomy and Kolb’s

learning cycle all suggest that the best practices for learning are when the learning is

situated, the cognitive load is minimized, the learners are engaged constructively and

the learning task is facilitated. Moreover, there must be some form of flexibility,

exploitability and evaluation for the learning. In other words, the learning can be

applied to a new context.

Figure 2.1 Six Levels in the Cognitive Domain of the Bloom’s Taxonomy

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According to Kolb (1991), after learning through experiences, reflection is

needed from the trainers or facilitators to reflect the decisions made during the game

and their consequences on the real-life situations. This prepares learners as if they

have been through the real-life situations without much of risk.

Figure 2.2 Kolb’s Model of Experiential Learning

2.2 Application of gamification technique in education

Gamification occurs when game mechanics are used in non-game

contexts to influence behavior, improve motivation and enhance engagement. Our

products fall into Serious Game /Simulation category of a gamification technique. A

serious game is a game with purpose. It has all the elements of a real game, will look

and feel like a real game, but has some defined purpose and specific objectives that

the designers want to convey which does not need to be realistic like the real world.

This kind of games help the learner get the knowledge with the feeling of playing

games. Simulation games are slightly different, but still fit into the same category.

Rather than being a game with defined purpose, they are designed to simulate

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problems found in everyday world, for example, driving simulation which puts the

player in the same environment as the outside world but instead happens inside the

game where no life risking activities involved.

According to Bloom’s Taxonomy, Simulations moves learning from

recalling facts to the application and retention of knowledge. In the game context,

participants learn by doing and are later asked to demonstrate how they can apply

what they learned. The table below summarizes the learning goal of the 6 thinking

skills of Bloom’s Taxonomy and the application of serious games in meeting these

goals.

Table 2.1 Application of Game-based learning using Bloom’s Taxonomy

Learning Goal Mechanics

Remembering Games are good for memory retention because it uses images,

animations and scenarios that trigger the players’ feelings.

Understanding Games may not be very efficient in making the players understand the

context especially if compared with other educational tools which can

provide in depth knowledge.

Applying Games are efficient for using acquired knowledge into practice and in

a new context.

Analyzing Games provide real-time feedback useful for evaluating and devising

the strategy to boost the performance.

Evaluating It is difficult to understand the reasoning behind the player’s choices

and its effects; hence, guidance from the facilitator is necessary during

the player’s assessment and self-reflection.

Creating Creativity is quite limited when learning through serious games.

Nevertheless, complex simulations could help player come up with

new solutions and see other outcomes that the designers may have left

out.

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Bloom’s theory and the digital taxonomy of Anderson and Krathwohl

(2001) can be used to link commonly found game mechanics to learning mechanism

(Arnab et. al 2015). The figure below of the LM-GM model focuses on task-centered

learning indicating that games can be seen as a continuous learning tool where players

can learn and gain knowledge as they continue moving to the next level.

Figure 2.3 LM-GM Model for Serious Game

In serious games, game play supports experiential learning. Therefore, it

makes sense to assume that the game mechanics can meet the learning goals and that

knowledge and skill can be acquired through the use of game.

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Table 2.2 Application of Game-based learning using Kolb’s Cycle

2.3 Game design

According to Marczewski’s Gamification Framework (2014), the process

of gamification requires two stages which are Planning/Concepting phase and Design

development phase.

Learning Stage Mechanics

Concrete experience

(feeling)

Serious games allow players to experience realistic

scenarios and make decisions. The interactions with

users often enhance the play experience.

Reflective Observation

(Watching)

Games provide varieties of information and this

information must be observed by the players during the

game. Hence, presentation must be clear and precise so

that result interpretation can be easily done.

Abstract conceptualization

(thinking)

The abstraction process is usually difficult in games

because players are too focused on how to win or

complete the task on time rather than thinking about

the date provided. Therefore, wrap-up and facilitator’s

guidance is needed alongside with the use of other

theoretical tools such as books.

Active Experimentation

(doing)

Games are definitely designed for active learning or

learn by doing. Drawback of this approach includes

lack of theory based knowledge, poor abstraction

capabilities and ignorance of long term goals.

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Figure 2.4 Game Design Process Phases

Planning/Concepting phase focuses on defining the objective of

gamification, purpose of gamification, the target users and how the interested topic is

gamified. Then test the concept and game mechanics until refined before going to the

next steps. Design development then comes into play when other attributes of the

games are realized and prepared. Several versions of prototypes with analytics are

then created to test with users/customers in order to validate user experiences and

game balances. The game will be refined based on feedback until balance between

game play and learning outcomes are met, then the production version will be

released.

2.3.1 Planning Stage

In application to our game, we intend to gamify the process of idea

generation and idea validation with first game focusing on opportunity and market

selection. We are applying the technique of gamification because it increase

engagement, motivation and allow for quick mastery of new skills. Next we have to

think about who are the users and how is our topic gamified. There are 4 types of

users (Bartle 1996): Killers/ Enjoyers, Achievers/ Farmers, Explorer/ self-seeker, and

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Socializer/ Networker. Killers/Enjoyers are motivated by scores and leaderboards.

Achievers/Farmers are motivated by clear goals. Explorer/ Self-seekers are motivated

by discoveries. Socializers/Networkers are motivated by friends and teams.

Understanding different types of users, allow the developer to add in

the appropriate mechanism to the game. Our game plan is to focus on the enjoyers and

farmers so achievement and leader board will be one the main mechanism of our

game. However this does not mean that we do not consider the other two types of

players. After determining the target group, we choose how we want to gamify and

what would we want the end product to be. Our end product is simulation game so we

must add game elements that would motivate the specific type of users.

2.3.2 Design Development Stage

At this stage, the game is designed by adding the game design

elements of self-expression, reward system, status ranking and competition. These are

the elements of human desires that foster personal motivation. When gamifying, there

are three aspects to be considered: the mechanics of the game, the dynamics and the

aesthetics. Mechanics are the components of the game at the level of data

representation and algorithms. Dynamics describe the behavior of the player’s actions

after seeing the game mechanics. Aesthetics describe the emotional response when the

players are interacting with the system. As mentioned each types of players responses

to different kinds of dynamics, different mechanisms must be used. In this game, we

used achievement systems, leaderboards, mentoring, negotiating action, wheel of

fortune, challenges by random external factors, price war and some customization

such as an action to create the barrier of entry.

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Figure 2.5 Dynamics, mechanisms and aesthetics applied to the ‘Ocean Game.’

After adding the analytics, the game will go through user tests in

order to gain feedback and the game will be refined until solution can be released.

2.4 Criteria for well-designed gamification

Well-designed gamification activities consist of clear educational

objectives and learning outcomes. Pre-requisites must be identified and contents and

game instructions must be clear, relevant and accurate. Good games offer a challenge

and mastery through winning and the employment of pleasing color schemes in the

layout. Moreover the instruction and rules of game play must be clear, concise and

easy to understand (Caufield, et. al, 2012).

We have designed our game to fit the criteria mentioned above. Our game

has educational objectives, clear learning outcomes and identified prerequisite skills

as specified in the section below. We offered the challenge and mastery through the

use of achievements and application of external factors that may change the game and

result in a new winner. The feedback is offered through the use of leader board and

the design is simple with the use of color schemes for each industry and stage.

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Calculations are transparent to the players. The instructions are provided one by one

using visual aid as guidance. At the end of the game, wrap ups are delivered to

strengthen the knowledge and the learning outcome. Contents of the teaching were

adapted from textbook and the game encourages the players to engage in all the

actions in various phases so engagement is definitely fostered.

2.5 Game Development

The first startup simulation game we developed is called ‘Ocean Game.’

The game will deliver the skills of opportunity analysis and selection while trying to

stay competitive in the marketplace.

2.5.1 Game Objectives

The objective of this simulation game is to aid the players in

identifying opportunities in the market place. Players will be able to identify the

characteristics of different types of product such as common, fad, high barrier, and

niche products. This will be a helpful experience for the entrepreneurs that they could

apply in how to find an interesting businesses to get in and how to be competitive in

the market including how to stay competitive and what competing strategies deliver

which results. Porter’s five forces will be used as a model for the players to reflect on

with references to their actions taken and their consequences during the game.

2.5.2 Game Mechanism

“Ocean Game” is a turn-based multi-player game that introduces a

simulated business environment where various types of industries are born, growing

or even decline, as same as the real world marketplace. Players then are given limited

resources to begin their decision of choosing business to start. Each business has its

own life cycle and characteristics so the players need to observe the changes occurred

to each industry that they are interested in, together with the forecasts, and form up

their decisions to start businesses.

Once a player start a business, his or her choices of actions will be

widen as they will be given more variety of strategic actions they can do with any of

their own business to increase their market share, cut down competitors, or even

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subjugate opponents’ growth. At the end of each turn which demonstrates the end of

business year, there will be changes in numbers that allow players to plan their short-

term or long-term strategies for the rest of the games.

Unexpected elements are included in the game once every few turns

in order to keep the participants active. A change in some plans or strategies is

expected when the unexpected situations come into play like the real-world.

Game is conducted until the specified number of rounds/turns is

reached. The players then calculate all the incomes and assets they have created

during the game through given means to find the best players. All of them then share

the experiences and their strategies taken to reflect on what they learned from the

game play. Then a proper reflection is given by the facilitators/trainers in order to

reflect those actions to theories and knowledge, preparing the players for the real-life

situations that they are going to face in the upcoming future.

2.5.3 Game Attributes

1. Number of groups: 10 or more

2. Number of players: 30 - 60

3. Pre-requisite: Basic Understanding of the business environment

4. Duration: 60 minutes

2.5.4 Learning Outcomes

At the end of the game, participants should be able to:

1. Understand the nature of the marketplace

2. Identify five forces and their effects on the industry

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CHAPTER 3

GAME TESTING

3.1 Before the Game Development

We launched an online survey to ask about the needs of our target group.

This survey asked about if whether they would like to start up business their own

business, what are the challenges they are facing and what topic would they like to

learn about. The results of this survey was that all of the participants (50) want to

startup a business but the majority of them have not yet started because they felt that

they had no good ideas, they do not know what to do and that they had fear of failure.

Our target is interested in learning about understanding market needs, idea

generation, idea validation and leadership. Moreover, we also asked them about their

thoughts on learning through games and their perceptions were that simulation games

would be more engaging and stimulating to learn and that it would be effective in

allowing entrepreneurs to be able to define possible factors that might come into play

when starting up a business. Upon receiving this information, we then started

developing the game.

3.2 Tools for data collection

In order to measure the successful implementation of gamification in

training, we used three tools for data collection.

3.2.1 Pre and Post Questionnaire

We developed a pre and post questionnaire to measure the knowledge

and the learning outcomes delivered by the game. The questionnaire consists of total ten

questions in a multiple choice format. Same set of questions will be distributed before and

after the gaming session so the results could be compared.

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3.2.2 Exploration Tracking

We developed a pre and post questionnaire to investigate the

exploration behavior of the participants which is one of the learning outcome

delivered by the game. The questionnaire consists of six questions in a multiple

choice format. Same set of questions will be distributed before the gaming session and

two weeks later, we will track the results to see the changes after learning the business

knowledge taught in the session.

3.2.3 RETAIN evaluation rubric

RETAIN evaluation rubric will be used to measure the effectiveness

of the game. The rubric consists of 6 key aspects and the participants are asked to

identify which level (0-3) our game is in. The rubric is provided to the participants

after the session.

3.2.4 Feedback Survey

In this survey, participants will be asked about the satisfaction with

the game and workshop and their feedback about the game. This survey is used to

measure the learning experience and level of satisfaction with our services. Feedback

from the survey will help us to further refine our product until the final solution can

be met.

3.3 Internal Game Testing

We found that the calculations took long time making the game pace

slow and the gameplay was too difficult to understand and game concepts were

difficult to be grabbed by players with no prior knowledge. Moreover, the game

lacked the elements of fun because there were no interactions between the players.

We refined the game by making changes to the moderator control sheet

and added functions to make the calculations more efficient for the moderator and

reduce the waiting time for the players. We also improved the gameplay experience

by altering the rules of the game to be clearer.

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3.4 Small Group Game Testing

After understanding the flaws of the game from the internal testing, we

refined the games and conducted another testing session with volunteers from

Thammasat University. There were 12 participants in this session. Objective of this

session was to verify the game flow and effectiveness of our gamified game. We used

RETAIN evaluation rubric as a guideline to measure our game’s effectiveness.

From this testing, we found that the calculations still took long thus

making the participants bored at times. Elements of fun need to be added for better

game flow and engagement. Moreover, the game should lead the used to combine

their prior knowledge with what they had just learned and there should be more

challenge levels. We used this feedback to refine our game further by adding the

mechanism of achievement and competition. This would increase the level of

challenge and increase interactions between the players. Moreover, we improved

money calculation by introducing the use of chips and real paper chunks which might

also allow for better game and status visualization.

3.5 Full session Testing at University of Thai Chamber of Commerce

After refining the game based on the feedback, we conducted a full

session consisting of lecture, simulation and personal coaching at the University of

Thai Chamber of Commerce. The workshop consists of 12 participants from various

educational backgrounds voluntarily. We asked the participants to do pre-test and

post-test about the learning deliverables we provide through gaming session in order

to see the effectiveness of the learning through our game and to use the feedback to

continually improve our product / service.

It was a success that the rating for the gaming session was way above our

expectations and more than 90% of the participants are willing to join our next

session. Not to be too optimistic, we would consider that the “Fun” and “Motivating”

parts of the game have reached its acceptable level as a good game. The topic to be

focused on is its deliverables whether the participants have learned enough from the

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game without further deliberation or not. We found out that more than 90% of the

participants’ scores have increased, however, we also spotted that the challenge the

participants got is about language barrier. The test was written in English so some

students could not understand the questions correctly, thus answered in the wrong

direction. We will take this finding into improving our survey and quiz system to have

both Thai and English languages.

3.6 Full Paid Session at Ma.D Hub for Social Entrepreneurs

On 31st January 2016, we organized a full paid session at Ma.D Co-

working space, one of the well-known learning hubs and co-working spaces in

Bangkok area, aiming to observe the target group of people that actually pay for our

services – 500 baht per person. After announcing and advertising the event through

brochures and social network, we eventually got 28 paid participants. During the

event, we provided lectures, game simulation, reflection session, and group discussion

and presentation.

We observed that the group of people that have willingness to pay consists

mostly of working people aged 20-35 who are looking to startup their own business or

expanding their family business. This led us to a new hypothesis about our target

customer. We had them going through game simulation to gain experience about

opportunity analysis and selection followed by a wrap-up session to reflect what they

had learned from the simulation game.

We would like to measure their understanding about the topic we taught them

through the game, so according to Bloom’s Taxonomy, we tested the application of

knowledge. Participants were then divided into groups of 4-5 members. Each group

was responsible for designing a business solution for the specific theme given by the

moderator and presenting them to investors. As they ideated and discussed, we

noticed that all groups did researches for the product and the market on the internet to

find more statistics or information that would be beneficial to them even though we

did not tell them to do so.

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3.7 Further Experimentation at Millenium Hotel

On 15th February 2016, we organized a brief session consisting of

business simulation, wrap-up and discussion part as same as the previous session to

experiment with another group of people. In this session, we suggested tools and

techniques that can be beneficial for the researching activity for them as the feedback

from the previous session stated that the participants would like to do deeper research

but they did not know the method. This time there were 27 participants joining the

session with a wider range of ages, 27 to 38.

The result affirmed the hypothesis that the business simulation with

reflection session helps motivate the participants to do research related to their

business ideas and the characteristics of the market including existing competitors.

The tools and techniques suggested during the reflection session were used to find

necessary information. One of the most interesting feedback about the simulation

itself we got from this experiment stated that there were not enough repetition of the

game’s rounds and they could not portray a clear picture of product life cycles we had

in the game.

3.8 An additional experimentation at PTT Co.

On 24th February 2016, we had a quick experiment at PTT Co. for 12

working people aged 24 to 35 who come from various backgrounds with and without

previous business education. The session was conducted exactly in the same sequence

as the previous session, however, with 12 rounds of game instead of the 7 rounds we

used before.

The result of this experimentation was measured with an application of

knowledge in business working session and 2 out of 3 groups demonstrated their

understanding in product life cycle and one of the groups did not mention this in their

presentation. With this result, we assume that the proper number of rounds in the

business simulation has a positive effect on the outcome. And we will continue using

12 rounds of game with the next groups of people to see how it affects the overall

effectiveness.

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CHAPTER 4

MARKETING PLANS

4.1 Market Trend

The trend of game-based learning is on the rise. The global growth rate of

the worldwide game-based learning market is 6.7%%. By 2018, the revenue is

expected to be $2.4 billion dollars.

As for simulation-based learning, the annual growth rate is 18.9% with the

revenue doubling to $7.1 billion by 2018.

Figure 4.1 Worldwide Simulation-based Five Year Growth Rates by region (Adkins,

2014)

The figure above demonstrates that simulation-based learning is on the

rise especially in Latin American and Asia. This indicates an opportunity for us to use

simulation based learning in teaching in Thailand and in other countries in Asia.

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4.2 Competition

Existing players are focused on either board games or online simulation

games designed for edutainment purposes. Current serious learning games are

developed towards online simulation games. The online simulation games used for

teaching entrepreneurship include Hot shot business, Sim Venture, and Any Business.

Other players are board games that teach some skills of specific to

entrepreneurship such as Cash Flow, Go Venture and The Settlers of Catan. The

existing players teach general business management skills, though some of them can

be applied to entrepreneurship. Hot shot business teach very general concepts of

entrepreneurship, though user friendly, there is no challenge and difficulty level. Sim

venture, however, was too focused on one aspect of entrepreneurship that the game

experience was limited and other key aspects of entrepreneurship like innovation was

not mentioned. Cash flow focuses on the concept of personal finance and the settlers

of Catan focus on negotiation. These skills though applicable to entrepreneurs, are not

specific enough for entrepreneurs who are looking for ideas to startup their own

business.

4.3 Competitive Advantages

One of our competitive advantages is that we are the first mover in the

market in Thailand. We create real-life simulation game that urges interactions

between the players and the outcome of the game are specific knowledge about the

skills that the players are looking for. The fully developed game will be patented thus

creating our business identity and sustaining our competitiveness.

Our game will offer predefined scenarios and long playability to keep the

game interesting and game can be replayed without the feeling of boredom. Challenge

levels will continuous be added to keep the game on the run. More elements of

surprise and mystery must also be added to gain their attention and make them want

to revisit the session. Overall, to compete with competitors, game must provide

concept of competition, challenge level, mystery and yet must have the aspect of

realism that the players can relate to. Interactions should be encouraged by the use of

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competition in the same market keeping the game exciting with something new and

continuous thinking of situation interpretation and decision making.

4.4 Target Customers

Our customers are startups at the seed stage that needs support and

guidance in starting a business. We focus on young adults (ages 23-35) who are

interested in starting up a business and learning through the interactive simulation

game. We will reach out to these customers by approaching learning hubs, education

centers, advertising through social events and online advertisements.

4.5 Marketing Strategy

In order to be well-known, we must create brand reputation and market

our position. We will reach out to our prospect customers by doing publicity among

the local or regional community online and offline, social learning hubs, etc.

1. We will host events and seminars (ideally 1 session every other

month). In these events and seminars, we will invite speakers for

special topics to gain more public attention.

2. We will co-host workshop with other event or start-up promoting

activities establish ourselves amongst our target group ideally once

every other month.

3. We will establish our brand by participating in social events and other

events hosted by professional associations.

4. We will organize sessions at academic institutions/organizations such

as universities and schools (once every 6 months). These sessions aim

in raising awareness, building credibility and in emphasizing

entrepreneurial mindset.

5. We will create relationship and communicate with the target market

and build interest through the use of Facebook and blog.

Our goal is to gain 1000 active users over 12 month period. These

marketing strategies will build our brand reputation, enhance the learning experience,

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build positive feedback, increase the engagement of the participants, expand our

customer database and generate sales. More aggressive marketing strategies such as

roadshow and booth in startup events will be launched when there are changes in the

project phase.

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CHAPTER 5

FINANCIAL OPERATIONS

5.1 Operation Work Flow

Our operation workflow begins with launching surveys and conduct

insight interviews with potential customers regarding the problems that they have in

starting up a business and also the skills they lack or would like to know in order to

select learning deliverables that would benefit the audiences the most if being

transferred. After selecting specific topics for teaching, we gamify them with advices

from the experts in the fields including educators who use game to teach, game

designers, psychologist and professional gamers so that we get a prototype to test with

potential customers. Repetitive testing is conducted to get feedback in terms of game

play and deliverables transfer so that we are able to refine the product further. After

several simulation game testing rounds, we then put the simulation game together

with lecture and wrap-up part to form a full learning session for specific outcome of

knowledge and experience. Once the simulation session has been tested proven to

deliver the expected outcomes, full learning session consisting of lecture, simulation

and reflection will be organized as an official session where charge the participants

for a fix amount of attendance fee. Customers who are willing to join the session pay

for the price. The platforms that we conduct marketing campaigns and advertisements

to reach out for the targets are, for examples, universities, social media, co-working

spaces and online advertisements.

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Figure 5.1 Operation Workflow

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Before the session, customers will be asked to answer pre-test questions so

that the results could be recorded and compared to the post-test (same set of

questions) conducted after the session. The customers will then be introduced to the

session and be communicated the instructions of the simulation game. The game

commences for the duration of one hour. After the simulation, there will be wrap-up,

feedback and workshop before having them complete post-test. The workshop part is

used as a measurement to see how well the participants demonstrate their application

of knowledge and experience gained from the lecture and simulation game.

After the session, we measure the effectiveness of the simulation game by

calculating the changes between pre-test and post-test to see the results in terms of the

knowledge transferability. In addition, we also analyze the application of knowledge

done by the participants during the on-hands workshop to see how well the

participants apply the knowledge they got from the lecture to the real use.

The results are recorded and used for future reference in improving the

simulation, enhance the class experience, and also served as testimonials for further

advertisement.

For a plan to scale, the simulation game invented in the previous section

will be continually refined to an extent where it can be sold as an educational product.

Patenting and licensing will play a part as means to get revenue. The details of each

revenue stream shall be described in the next section regarding revenue streams.

5.2 Revenue Generation

As described in the previous sections that our revenues are generated

mainly on workshop sales, with a scale up plan of board game sales.

5.2.1 Revenues from service sales

For the service sales, workshops serve as main stream of revenues.

What we provide is a working session consisting of overview lecture, game session

and wrap-up discussion which altogether account for half- day duration for a session

with one game and full-day duration for a session with two or three games.

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Before running in full scale, we plan to scale up the workshop

by gradually introducing gamified class into the target audiences and also increasing

awareness and recognition of BizCat in the group of young adults including university

students. The plan can be divided into four phases which are described below:

Phase 1: The Ocean game will be used as the game for the half-day

workshop we hold in the Q1 – Q2 of the year 2016. Workshop size will be 25 - 30

people and workshop fee of discounted price, 500 baht per person, will be collected as

an introduction for people to gamified learning experience.

Phase 2: During the Q3/2016 – Q4/2017, the second original game

will be included into the workshop to increase learning deliverables through gamified

learning and the session will be increased its length to full-day. Workshop size will be

increased by 5 - 10 people to be 35 - 40 people. The workshop fee will be increased to

1,000 baht per person.

Phase 3: From the Q1 of the year 2018 onwards, the full-day

intensive workshops will be conducted in full scale by including the third new

original game into the workshop and that will make the session containing three

games that deliver three different topics of the business knowledge for start-ups that

would help the participants understand the business environment and the nature of

startups. The objective of the intensive session is to provide major fundamental

business knowledge that is essential for people who want to start a business.

Workshop size will be increased from phase 2 to the maximum size of 50 participants

in order to maintain effectiveness and interactions in the class. The workshop fee will

be increased to 1,500 baht per person and will remain unchanged until the end of year

2018. During the entire year of 2018, we will be emphasizing on reaching out through

marketing campaigns in order to spread out the name of BizCat and also increasing

awareness for future pricing position.

Phase 4: As a result of aggressive marketing campaign during the

previous phase and all the testimonials from the previous participants and educational

institutes we have been arranging classes so far, we expect the intensive simulation

game course for start-ups will be more popular amongst target audiences and we

expect 20 – 30 percent increase in demand comparing to the demand of the year 2018.

In this phase, from January 2019 until the end of December 2020, we will increase the

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fee from 1,500 baht to 2,000 baht per person. All of the other attributes remain the

same.

Total revenue received per session from the workshops is stated as below figures:

Figure 5.2 Total revenue received per session from the workshop

According to our plan, the frequency of the sessions held in each

period is gradually increasing from 2 sessions per quarter in the first two quarters of

2016 to the maximum 6 sessions per quarter (two sessions per month) in 2020. At the

same time, we will conduct roadshow to the universities and educational institutes to

get visibility in various target groups and be recognized and supported by the

educational centers.

Figure 5.3 Total revenue received per quarter with drilled-down figures

Referring to figure 5.3, total revenue received per quarter with drilled-

down figures, we plan to have 3 sessions per quarter with 40 participants for each

session until the end of 2017 by having the first 2 quarters of 2016 as a test run period

with 2 sessions in each quarter and 30 participants in each session. According to our

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marketing campaign and emphasis on acquiring more prospects in 2017 and 2018, we

will be more exposed to the customers thus gain more numbers of participants in each

session, resulting in expanding class capacity from 50 to 60 in year 2019 and 2020.

The number of participants in total for year 2016 will be 300,

and will be increased to 480 in 2017. In 2018, we plan to do aggressive marketing

campaigns and roadshows, and at the same time increasing the size of participants in

each workshop as described. As a result, we will get the total number of 1,000

participants for the year 2018 as we set our goal to be. From 2019 onwards, we will

be exceeding our goal of training 1,000 entrepreneurs to be 1,200 and 1,440

respectively.

5.2.2 Revenues from product sales

We plan to patent our original board games for business education

and then commercialize them as products. Regarding our observation and analysis, we

have set up our price to match with existing board games in the same category, for

example, at the same level as Cash Flow or GoVenture – Entrepreneur board game,

excluding shipping cost. Thailand will be the first area we launch our product to, with

the advantages of being visible around educational institutes for the campaigns and

roadshows we plan to do. South-East Asia will be our next target area as we will be

shipping overseas in the future.

Total projected revenue for board game sales could be found in

Figure 5.4 Total Revenue from board game sales. Regarding the patenting process,

the registered patent is going to be pending for six months so we expect to be

completing the process within 2016, start manufacturing and managing the sales and

distribution channel to be ready for selling by the end of the first half of the year

2017.

In terms of sales for board games, we expect to sell 200 sets of

board games in the second half of 2017 and increase our sales to 500 in 2018 while

having the second board game registered for patenting process. Due to the aggressive

marketing campaigns that we will use through several communication channels

during the year 2018, we expect that the total sales of 2 board games will be

increasing to 1,000 sets in 2019 and become 2,500 sets in 2020.

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Figure 5.4 Total Revenue from board game sales

Thus, the projected revenues from above could be concluded for the

next five years as the followings:

Figure 5.5 Total revenue for overall BizCat’s products and services

5.3 Expenses

BizCat’s expenses are accounted mainly for the workshop venue’s rental,

stationeries, advertisements and administrative overhead. We, as a two-person team,

will be speakers and running the workshop with a help from a temporary staff that we

hire to help facilitate the workshop when required. Budgets for speakers are set to be

5,000 baht for half-day workshops and 10,000 baht for full-day workshops. Marketing

cost for roadshow and online marketing during the year 2018 will be drastically

increased comparing to the other years due to our plan to aggressively increase our

awareness and spreading out our reputations and testimonials from the past up to the

date.

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Our plan to reduce cost will be based on the agreement we could make

with the owner of the place that we use to hold workshops. If we are certain that the

location is good enough for a long-term agreement to be made, we will negotiate for a

better price.

The projected expense for BizCat workshops during 2016 – 2020 is

shown below:

Figure 5.6 Cost Structure for workshop (5 years)

On the other side, cost structure for crafting one board game set consists

of the following parts (outsourced to a factory to manage all the overhead so this cost

already included direct material and labor cost):

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Figure 5.7 Cost structure for board game manufacturing

The projected COGS for BizCat board game during 2016 – 2020 is shown

below with 15% cost reduction for year 2018 and 5% more in 2019 and 2020 as a

benefit from economy of scales:

Figure 5.8 COGS for board game production (5 years)

Other selling and administrative costs such as patent registration will be

added into the financial projection in the next section.

5.4 Financial Projection

In total, BizCat’s financial projection can be calculated as in Figure 5.9

Annual Projected Income Statementfor 2016 – 2020 (5 years). In 2016, we plan to

patent our first game – Ocean game and produce the first batch of 300 original board

Material Amount Total cost (baht)Blank Square Mat 6 136.01Business Deck (21 cards) 2 113.40Game Box 1 150.00Dice 1 12.30Token 10 60.00Cash (100z) [25 bills] 1 9.03Cash (50z) [25 bills] 1 9.03Cash (20z) [25 bills] 1 9.03Cash (10z) [25 bills] 2 18.06Cash (5z) [25 bills] 2 18.06Cash (1z) [25 bills] 2 18.06

Total 552.98

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game box sets to sell starting from 2017 onwards. The expected sales for the year

2017 is 200 box sets due to the fact that the game is new to the market and may not

catch much attention from the gamers and entrepreneurs. However, in the upcoming

year of 2018, aggressive marketing campaigns will be emphasized to acquire more

new customers so that the projected sales for the year 2018 is estimated progressively

as 500 box sets by the end of financial year.

The next step for the plan is to patent the second original board game

by the end of 2018 in order to be able to sell in 2019 and 2020. The third board game

will then be patented and ready to be commercialized by the beginning of year 2021

according to the plan.

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Figure 5.9 Annual Projected Income Statement for 2016 - 2020 (5 years)

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5.5 Cash Flows

We will not be investing in Fixed Assets since we are mainly service

provider and not a producer. All of the work that need investment in Fixed Assets will

be outsourced and the cost will be included into the cost of goods sold. Therefore, our

projected cash flows for the year 2016 – 2020 can be shown as followings:

Figure 5.10 Cash Flow from operation (5 years)

5.6 Balance Sheet

We will inject 250,000 baht as an initial investment for the workshop

to be held. By the end of Q3/2016, we should be able to use the profit from holding

workshop as investment for board game production in preparation for the sales.

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Figure 5.11 Balance Sheet for 2016 - 2020 (5 years)

5.7 Financial Ratios and Summary

Since the policy of BizCat is to raise fund internally only through equity

injection and earnings are retained for future growth, both short-term and long-term

debt are not required. In the other words, current ratio, quick ratio and operating cash

flows to current debts ratio will not be taken into account as a result of zero debt. We

sell products and services in a pre-paid manner, so there will be no Account

Receivables incurred in our financial plan neither. However, in the upcoming future if

we are scaling up and credit trade is required, we will consider adjusting our financial

plan accordingly.

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5.7.1 Inventory Turnover and Days of Inventory

Inventory Turnover for board game box sets is starting to take place

from year 2017 onwards with 0.57 times at the beginning and it will sell faster at 1.39

times in 2018 due to the increase of awareness and advertisement and become 2.73

times in 2020. The days of inventory are decreased over times since we need to

manufacture the product in batches which require as high number of boxes as possible

to reduce the cost for each box to the point where we get the highest margin.

Figure 5.12 Inventory turnover and days of inventory (5 years)

5.7.2 Operating Income to sales

Operating income to sales is projected to be approximately 13.07%

in 2016, and will be increasing gradually to 36.36%, 59.16%, 73.18% and 73.02%

respectively. The ratio at the end of the year 2020 is decreased from the year 2019 due

to the reason that board game sales almost take precedence over workshop sales and

will still be increasing, where the workshop sales growth is likely to maintain its sales

at this level and cease to expand for a while. However, the board game sales come

with cost of manufacturing so the percentage does not show as high as the previous

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year. If we are to consider only the revenues, the year 2020 is still at a better position

than the year 2019.

Figure 5.13 Operating Income to sales for 2016 – 2020 (5 years)

5.7.3 Gross Profit Margin

Gross profit margin overall will be 75.09% by the end of 2020,

which gets a bit lower than the previous year due to the same factors as described in

the previous section.

Figure 5.14 Gross profit margin for 2016 – 2020 (5 years)

5.7.4 Net Profit Margin

Net profit margin is projected to be 58.42% by the end of 2020 and

the 5 years figures are shown below:

Figure 5.15 Net profit margin for 2016 – 2020

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5.7.5 Net Present Value (NPV)

With the cost of capital of 15%, BizCat’s NPV is calculated to be

3,601,005.51 baht as shown below:

Figure 5.16 Net Present Value calculation for 2016 – 2020 (5 years)

5.7.6 Return on Assets (RoA) and Return on Equity (RoE)

The return on assets and return on equity are stated below:

Figure 5.17 RoA / RoE calculation for 2016 – 2020 (5 years)

In conclusion, during the first year of the project (2016), the return on

investment is quite low as it is still in an early stage where we rely on workshop sales

only. Moreover, the year 2016 is when we start manufacturing the first batch of board

game box sets with no revenue from product sales so we gain low profit comparing to

the rest years where we gradually keep up with the sales and profit.

Outsourcing the manufacturing of board game box sets is a wise choice

since we do not have any expertise in producing these elements and we could control

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the cost to some extent by the use of economy of scales which has its downside as a

need to order in a big batch to get reasonable price.

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CHAPTER 6

CONCLUSIONS AND RECOMMENDATIONS

Application of gamification in creating real life interactive simulation

game and applying it to training related to the specific entrepreneur skills such as

opportunity analysis is a new approach to training.

BizCat aims to engage players and increase their learning experience

through the use of interactive simulation game in teaching entrepreneurs the crucial

skills of idea generation and idea validation. The goal is to motivate players’ learning

by creating the environment of competition, making the players strive for

achievements, and needs for self-expression, altruism and closure. Our first startup

simulation game, ‘Blue Ocean’ which focuses on the topic of opportunity thesis had

me us realize that there are yet many aspects of game-based learning to be considered

when teaching through the use of game. One limitation is perhaps the different

learning needs of each student and lack of depth as well as limited realism.

Overall, to compete with competitors, the simulation game must provide

concept of competition, challenge level, mystery and yet must have the aspect of

realism that the players can relate to. Interactions should be encouraged by the use of

competition in the same market keeping the game exciting with something new and

continuous thinking of situation interpretation and decision making.

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REFERENCES

Electronic Media

1. Adkins, S. (2014). The 2013-2018 Worldwide Game-based Learning and

Simulation-based Markets Key Findings. Ambient Insight Research.

2. Anderson, L. W., & Krathwohl, D. R. (Eds.). (2001). A taxonomy for

learning, teaching and assessing: A revision of Bloom's Taxonomy of educational

objectives: Complete edition, New York : Longman. 3. Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S.,

Suttie, N., Berta, R., & De Gloria, A. (2015). Mapping learning and game mechanics

for serious games analysis. British Journal of Educational Technology, 46(2), 391-

411. doi: 10.1111/bjet.12113

4. Catalano, C. E., Luccini, A. M., & Mortara, M. (2014). Best Practices for an

Effective Design and Evaluation of Serious Games. International Journal of Serious

Games, 1(1). doi: http://dx.doi.org/10.17083/ijsg.v1i1.8

5. Cauflied, C., Maj, S.P., Xia, J., & Veal, D. (2012). Shall We Play a Game?

Modern Applied Science, 6, (1), 2-16.

6. Kolb, Rubin and Osland (1991). Organizational Behavior: An Experiential

Approach, 5th Edition.Englewood Cliffs, New Jersey: Prentice-Hall.

7. Singer, S., Amoros, J. E., & Moska, D. (2015). GEM 2014 Global Report (G.

E. R. Association, Trans.). London, United Kingdom: Global Entrepreneurship

Monitor.

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APPENDICES

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APPENDIX A

OCEAN GAME PRE TEST AND POST TEST QUESTIONNAIRE

1. List the stages in the industry life.

(A)_________________________________________

(B)__________________________________________

(C)__________________________________________

(D)__________________________________________

2. What are the characteristics of the mature market stage?

(A) New to the market, slow growth, high price and high risk

(B) Rapidly increasing demand, low competition and improving profitability

(C) Little or no growth with high barriers to entry

(D) Negative growth, high competition, and excess capacity

3. Which market stage is attractive to start business / invest in?

(A) Introduction & Development

(B) Growth

(C) Maturity

(D) Decline

4. In a pure competitive environment (price war), a firm has

(A) No control over pricing

(B) Some control over pricing

(C) A great deal of control over pricing

(D) Depends on the product

5. Why is it important to understand the marketplace of your business?

(A) To identify gap in the market and create a niche

(B) To understand what the competitors are doing and be different

(C) To understand the customer’s wants and needs

(D) All of the above.

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6. What is/are the effect(s) of competitors in the market?

(A) Lower sales

(B) Few customers

(C) Price discrimination

(D) All of the above

7. What are the characteristics of high barrier to entry markets?

(A) Few players in the market

(B) Low profitability

(C) Easy to enter

(D Common product

8. The solution to price competition is to develop a differentiated

(A)Product and price

(B) Promotion and package

(C) Package and label

(D) Offer and delivery

9. Why is Blue Ocean more attractive than Red Ocean?

(A) Because Blue Ocean is at the maturity stage

(B) Because Blue Ocean is the market of common products

(C) Because Blue Ocean has fewer competitors

(D)Because Blue Ocean has more competitors

10. Blue Ocean Strategy

(A)Creates contested market space

(B) Makes competition relevant

(C) Creates and captures new demand

(D) Offers lower price to attract customers

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APPENDIX B

EXPLORATION SURVEY

1. How much time do you spend in a week to search for business ideas that you

are interested in? o Less than 1 hour o 1 – 3 hours o 3 – 6 hours o More than 6 hours

2. How much time do you spend in a week to research about market and its

competition? o Less than 1 hour o 1 – 3 hours o 3 – 6 hours o More than 6 hours

3. How frequent you spend time reading and refreshing yourself with business

news? o Everyday o 3 – 5 times per week o 2 times per week o Once a week o Once in a while

4. How many people you talked to in order to gain more understanding and

insights of the most recent problem or idea you are working on? o Never o 1 – 2 people so far o 3 – 5 people so far o 6 – 8 people so far o More than 8 people so far

5. For a problem you choose to work on, how many solutions you could think

of? o Definitely one o 2 – 3 options o 4 – 5 options o More than 5

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6. Would you like to start your own business, and when?

o Yes, I have already started! o Yes, I will be going to start within 3 months o Yes, I will start within this year o Yes, I will start in 2 years o Yes, but still don’t know when o No, I don’t want to start a business soon

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APPENDIX C

SESSION FEEDBACK Simulation Game (Rank 1-5 with 1 being the lowest score and 5 the highest

score)

The game was fun and enjoyable. (1) (2) (3) (4) (5)

The game improved my understanding about the topic. (1) (2) (3) (4) (5)

The game made me feel more engaged and competitive. (1) (2) (3) (4) (5)

The game allowed to me to identify opportunities. (1) (2) (3) (4) (5)

The game made me comfortable in taking risks. (1) (2) (3) (4) (5)

The game allowed me to identify the mistakes I make during the game. (1) (2)

(3) (4) (5)

The game motivated me to develop new ideas. (1) (2) (3) (4) (5)

The game motivated me to develop strategies to solve the problems I face. (1) (2)

(3) (4) (5)

The instructions of the game were clear. (1) (2) (3) (4) (5)

The deliverables of the game were clear. (1) (2) (3) (4) (5)

Score of the game overall… (1) (2) (3) (4) (5)

What did you learn from the session today?

_____________________________________________________________________

_____________________________________________________________________

How would you link and apply your learning today with real life situations?

_____________________________________________________________________

_____________________________________________________________________

What did you like during the session today?

_____________________________________________________________________

_____________________________________________________________________

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What should be improved for the better understanding about the session?

_____________________________________________________________________

_____________________________________________________________________

Would you be interested in joining the next session? Why or why not.

( ) Yes __________________________________________________

( ) No ______________________________________________________

What topics would you like to learn about? (You can choose more than one)

( ) Marketing Analysis

( ) Idea Generation

( ) Researching

( ) Prototyping

( ) Shaping Business Model

( ) Other, please specify ______________________

Would you like to receive news and update about the future sessions?

( ) Yes

( ) No

If yes, please provide your email address.

____________________________________________________________________

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APPENDIX D

RETAIN RUBRIC

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BIOGRAPHY

Name Mr. Ratana Ratanakul

Date of Birth June 2, 1986

Educational Attainment

Work Position

Academic Year 2007: Bachelor of

Engineering, Chulalongkorn

University, Thailand

SAP SD Consultant

PTT ICT Solutions Co., Ltd.

Work Experiences 2008 – 2014: SAP SD Analyst,

ExxonMobil Ltd.