You are on page 1of 45

2016/

2017

ASEANOPOLY
ASEAN at Your Fingertips
Companys Business Plan and Owners Profile

Class: CA66 / LA66


Amanda Larisa Fadhilah 1801398274
Herbert Jeremy - 1801378190
Kartika 1801434935
Nadya Christina 1801415412
Nonie Meike Triani 1801410203
Tengku Indri Fitriani - 1801439942
Yumiko Audi Prasetyaputri 1801386210

Jalan Kebon Jeruk Raya No.27, Kebon Jeruk, Jakarta Barat

DKI Jakarta 11530


Email: aseanopoly_game@gmail.com

Phone: (62) 857 729 585 58


EXECUTIVE SUMMARY

Our company proudly present Aseanopoly, a digital board game with a set of rules which
resemble the monopoly game we used to play. The purpose of this game is to promote ASEAN
values and solidarity in an entertaining yet educative way. Aseanopoly gives you an insight about
special characteristics of ASEAN including several places and events that occurred in ASEAN.
Our target market is young people with the age between 11 until 25 years old.

Aseanopolys main competitors will be digital games throughout the play store, one of
them which resemble the most is Line Lets Get Rich. This game is produced by Line
Corporation and has been very well known in Indonesia with the concept of dice rolling and
taking a journey to the world. Players will receive diamonds as the price of the game. The
difference with Aseanopoly are; players will take on the journey to ASEAN countries and receive
real voucher or discount from online shop such as Lazada, Berry Benka, Tokopedia, etc in real
life. This hopefully will attract more people to play as they expect for real prize that can be used
in daily life.

The prospect of this business is predicted to be very bright. The amount of capital needed
is also quite significant, between US$ 500 US$ 1.500 and takes more than 12 months for the
creation process. Standard program to create game is Adobe Design Standard CS 6 which cost
for 13 million rupiah, Adobe Director cost about 13,6 million rupiah, Adobe Ilustrator cost about
8,9 million rupiah, and Adobe Indesign 6 cost about 6 million rupiah. However, the profit margin
will also be significant between 30% until 50% in 4 months selling period. Our company will
hire human resources from the Information Technology, Game Information Technology and
Graphic Design background for its creation.
BUSINESS OVERVIEW

THE TEAM

President

Kartika

Vice President

Herbert Jeremy

Secretary Treasurer

Nonie Meike
Tengku Indri

Head of Marketing and Head of Development and


Promotion Head of
Exploration
Production
Amanda Larisa Yumiko Audi
Nadya Christina

Producer Art Director


Creative Director

Kartika TBA
TBA

Creative Research Technical Director Lead Designer


Team

TBA TBA TBA

Staff
Testing Manager

TBA

MANAGEMENT PROFILE
Staff
President
Kartika as a President will be responsible for establishing a companys goals and
strategies, and will lead over the entire workforce. The President of the company will
oversee the budgets and ensure resources are properly allocated. Other than that, the
president will also in charge to preside quality control, develop and maintain relationships
with other associations, industry, and government officials which are important for the
best interest of the company.
Vice President
Herbert Jeremy as Vice President will be responsible to coordinate with the president and
helps the company achieve its financial goals, objectives, and increase operating
performance. Vice President will also in duty to prepare business plans, budgets, and
solve internal issues. The other primary responsibility of Vice President is to
communicate company strategy to board of directors, and the most important thing is to
ensure highly productive relationships and partnerships for the benefit of the company.
Secretary
Our company will be administrated by Nonie Meike who will get involved with the
coordination and implementation of company procedures. The secretary has
responsibility for specific projects and tasks. Most of the secretary duty involves both
written and communication, word processing and typing, letter writing, dealing with
telephone and email inquiries, scheduling and attending meetings, creating agendas and
taking notes during the meeting.
Treasurer
The companys financial coordination will be handled by Tengku Indri as a treasurer. The
treasurer will observe over all aspects of financial management, oversee present budgets,
advising financial strategies, and ensuring appropriate systems and controls are in place.
Regular report of financial position will be presented by the treasurer as well as ensuring
effective monitoring and reporting.

Head of Marketing and Promotion


Amanda Larisa as the Head of Marketing and Promotion will be responsible for planning
and managing campaigns to promote the companys products. The Head of Marketing
and Promotion will also in charge to direct the effort of the marketing, communication
and public relations. Our company will be supported in an effective management within
the marketing, communications and public relations function, with provision for
succession.
Head of Production
Our companys product will be ensured by Nadya Christina as the Head of Production of
the company. The head of production will ensure manufacturing processes run reliably
and efficiently. Nadya Christina will be in charge in quality control of our product,
assessing project and resource requirements and supervising the work of junior staff.
Head of Development and Exploration
Yumiko Audi as the Head of Development and Exploration will direct the business
development activities. The Head of Development and Exploration is responsible for
overall management of all strategic and operational marketing and customer relationship
activities. The feedback to our company leadership will be provided under the Head of
Development and Exploration.
Producer
Kartika as a producer of our company holds the highest position within game
development studio. Producer will work closely with the creative director. The producers
job will be focus on five main areas: facilitating communication, planning development
procedures, establishing schedule milestones, monitoring the budget, and supervising
staff.
Creative Director
Creative director of our company will lead the advertising and marketing companies,
working with designers, artists, copywriters, sales teams and marketers. The leading is
addressed a vision for products sold. The assigned soon to be creative director will plan
advertisement and oversee the creative process and give guidance to the creative people
that work under them.

Creative Team Research


The creative team research will be assigned soon. The main job of the creative team
research is to develop conceptual ideas. They will be work as a team to generate ideas.
The ideas that are generated considered enticing the consumers in target audience.
Art Director
An Art Director in our company will be assigned soon. The main job of an art director is
to work from a brief with copywriter, generating ideas to present to the client, working on
designs to produce an effective advertising campaign. Art director is also responsible for
what will the advertisement look like.
Technical Director
Technical Director will be assigned soon. Technical Director or TD is responsible
working closely with scenic designer and director. TD will provide sale team with
technical advice and support. Any new technologies will be researched and introduced by
TD for all employment and management.
Lead Designer
The Lead Designer of our company will be assigned soon. The Lead Designer will be
working with production team, shapes the project and aids in the creation of the schedule.
Basically the Lead Designer works on the overall conceptualization and design of a
media project. The responsibility will be including the ascertainment that the product of a
studio meets the requirement of the clients.
Testing Manager
Testing Manager will be assigned soon. Testing manager is tasked with overall
responsibility for the test efforts success. This role will involve quality and test
advocacy, resource planning and management, and resolution of issues that impede the
test effort.
BUSINESS BACKGROUND

In a certain community, we believe that there should be a self-belonging which allows the
community to reach its goals. As a part of ASEAN, we have to realize that we are one and each
of us has role to promote ASEAN to be better in the future. The people of ASEAN need to
realize how ASEAN integration could boost the economic development, regional stability, and
social and cultural development. ASEAN needs to develop its integrity and entity; therefore we
believe it will impact the stability within the ASEAN. As a member state of ASEAN, we should
consider how important it is to know our neighbor states. Therefore, we believe our business will
support the recognition or even familiarization of each member states of ASEAN, and also
strengthen the bond between ASEAN member states.

Culture is our property; ASEAN definitely contains a lot of culture within it. Our identity
is formed through culture. We realize that ASEAN countries have a lot of beautiful places and
culture. Therefore, we would like to introduce the culture of countries within ASEAN, beautiful
places in ASEAN countries, and several important events that occurred in ASEAN. Last but not
least, our business will let the client learn through game visually to educate them in a fun and
interactive way.

PRODUCT DESCRIPTION

The product we offer is Aseanopoly, a board game that has set of rules as if monopoly
game in general. The purpose of this game is entertaining and educating at once, especially
giving the insight about ASEAN and as well as several events that had occurred within the
ASEAN region. Aseanology creates its player to learn and play at the same time. Aseanopoly is
different from the conventional monopoly game since we enhance several new features such as
information about ASEAN within the game.
Below is an example of the monopoly board game,

Aseanopoly will put some interesting and significant places for each country. The rule of
the game is similar with the conventional monopoly board game. For example, Aseanopoly will
still use the opportunity card and common fund card but in this game we replace the commonly
used money into new exchange money called ASEAN Dollar. The difference is the various
events that occurred within ASEAN region will be provided through the opportunity and the
common fund card. We will also change the train station square into airport. Other notable
difference from the original game is that we use the unique card. With this card each player who
invests in particular country will receive its unique information. This game also provides an easy
game features; therefore this game will not be limited in certain age groups.

THE BUSINESS MODEL


VISION & MISSION STATEMENT
i. Vision
Create an ASEAN Society with the high information literacy regarding Asean
Economic Community (AEC) through educative and creative product.

ii. Mission
o Create a fun and educative game in the form of board game, known as
Aseanopoly.
o Introduce various locations in ASEAN Countries including its unique facts.
o Train the players logic of economy, investment, and other strategies.
HOW OUR BUSINESS MODEL WORKS

This monopoly game is easy to produce. The key resources and the key activities are
easily found as well. Not to mention, the customer has a wide range of segment. We can
promote and sell our product to consumers through social media or directly to them. We
also make TVC to promote the product that contains the value proposition. Here above,
we completed this section with our business model canvas.

- Community
- Hardware Forum
Design - Information - Customer
- Children
- Major - Managing Support
about ASEAN
- Software
- Teenagers
Games Legal Game Members - Adult
- Staff Wages Distribution Updates
Companies
- Product Development Cost Countries - Social Media
- Advertisers - Manufacturing - Simple design of Presence
- Studio and Utilities
- Quality monopoly digital - Reward Loyal
- Web Hosters
- Licensing
Customers
- Web - Maintenance Control
and Security Cost game
- Affiliate Marketing Cost - Full of ASEAN
Designer
'things' in
- Electronics +
ASEANOPOLY
Games
Design
Retailers - Content - Google Play
- IT Developer - Game - Apple Store
Designers
- Social Media

- Premium version of
ASEANOPOLY
- Sales Product
- Advertisement
ASEANOPOLY Business Process Diagram

Yes

No
Oo

Yes

No

VALUE PROPOSITION

ASEANOPOLY propose an innovation in form of board game. Monopoly game mixed


with the information and unique facts about ASEAN make the 90s game board more
educative and informative. What makes this monopoly game different with others are this
Aseanopoly contains the pawn that has been designed with the statue of each ASEAN
Countries, Opportunity cards that contain ASEAN information, and the new ASEAN
currency that based on regionalism theory. Thus, our value proposition is ASEAN in
your fingertips.

TARGET MARKETS

Our customer targets in Customer Demographic Segmentation are:

Children Teenagers Adult


Age 11-13 years old 14 - 19 years old 20-30 years old
National or International National or International
Education Currently/graduated from university
School School
Addiction to 8 until 9 hours per day 8 until 10 hours per day 5 until 10 hours per day (with the
gadget (average) (average) concideration due to working hours)
Social Status Middle to Upper Middle Middle to Upper Middle Middle to Upper Middle
Income per
Under Rp. 1.000.000,- Under Rp. 1.000.000,- Above Rp. 1.000.000,-
Month

And our target market with the timeline


MARKETING PLAN
i. Component to support marketing plan
Promotion
o Through the social media (Instagram, twitter, Facebook, etc)
o Cooperate with the elementary school
o Contribute in some events such as exhibition, and bazaar
o Cooperate with some online game developer
Advertisement
o Printed advertisement
o Flyer
o Poster
ii. Tools for marketing and sales
Social media
Websites
Celebrity
iii. Marketing & Sales Plan

KEY RESOURCES & KEY ACTIVITIES

Key Resources
Human resources
Designers
Suppliers
Developers

Key activities
Gain some latest information about ASEAN and each of the ASEAN
members
Making the monopoly design such as for the monopoly board, monopoly
money, and pawns.
Doing production such as for the monopoly board, monopoly money, and
pawns.
Doing promotion

FINANCIAL ANALYSIS

BREAK EVEN ANALYSIS

ASEANOPOLY analyses regarding the amount of product/service sold to consumers with certain
price to cover the cost of productions

SALES SCENARIO

The amount of sales targeted by ASEANOPOLY to ensure the continuance of business

OPERATING COST

The cost resulted from the production process by following the cost of structure in companys
Business Model Canvas.

FUNDING REQUIREMENT

The amount of budget needed by ASEANOPOLY to start the business and ensuring risk solving
during the process. This part explains also potential investors, the amount of investment and the
use of investment for the conduct of business

POTENTIAL INVESTOR

1. Traveloka
Traveloka is a company that provides online booking air tickets and hotel with a focus on
domestic travel in Indonesia. Traveloka have operational base in Jakarta. Traveloka is also a
successful company in its field. Our company would like to offer Traveloka to work together
in giving away free tickets for the players who have reached a certain level or as one of the
prizes of free spin in ASEANOPOLY game.

2. Lazada

Lazada is a reliable site online shopping center offering a variety of products ranging
from fashion, electronics, sports, household to traveling supplies. Previously Traveloka
and Lazada has established cooperation with the way that each Traveloka E-ticket
purchase will include Lazada coupons worth Rp. 50.000,00. ASEANOPOLY would like
to offer that Lazada could work together in giving away free tickets for the players who
have reached a certain level or as one of the prizes of free spin in ASEANOPOLY game.

3. Tokopedia
Launched in 2009, Tokopedia is now one of Indonesias biggest online marketplace.
Tokopedia provides a customer to customer (C2C) retail by providing a platform for
individual entrepreneurs and small/medium businesses to open online stores.
ASEANOPOLY would like to offer that Lazada could work together in giving away free
tickets for the players who have reached a certain level or as one of the prizes of free spin
in ASEANOPOLY game.

*The financial statement of ASEANOPOLY provided below


ASEANOPOLY GROUP
Statement of Income Year 2017

Sales Scenario (Sales Target)


Play Store Sales (Rp. 60.000.000,00x12) Rp. 720.000.000,00
Selling Premium Item on Games Rp. 800.000.000,00
Less: Play Store Payouts (Rp. 150.000.000,00)

Net Sales Rp.


1.370.000.000,00
Production & Legal Cost Cost of Goods Sold (COGS)

Production Development Cost (Rp. 355.500.000,00)


Studio & Utilities (Rp. 291.200.000,00)
Licensing Fee (15% from Net Sales) (Rp. 205.500.000,00)
Net Income Rp. 517.800.000,00
Break Even Point (BEP) =Rp. 517.800.000,00 : 12
= Rp 43.150.000,00 per month

For thecontinuanceof thebusinessconduct,


therewill besomeoperatingcost added:

Operating Cost (in year)


Management Wages Rp. 50.000.000,00
Maintenance & Security Wages Rp. 60.000.000,00
Affiliate Marketing Cost Rp. 100.000.000,00

Total OperatingProft (Rp. 210.000.000,00)

Earnings BeforeTaxes Rp. 307.800.000,00


Provision for Income Taxes (10%x Rp. 307.800.000,00) Rp.
30.780.000,00

Net Income Rp. 277.020.000,00/year

Margin A Year
Net Income = Rp.277.020.000,00 x 100 % = 20,2%
BEP Rp. 1.370.000.000,00

We believe the return of investment will be in 4.5 years period, based on our
calculations:
We believe the return of investment will be in 4.5 years period, based on our calculations:

Break Even Analysis

Funding = Rp. 1.252.200.000,00 x 1 year= 4.5 years

Net Income Rp. 277.020.000,00

Descriptions of Operating Costs:

1. Product Development Cost


A large portion of this cost goes to paying the talent that's making the games - the
programmers, artists, musicians, designers, producers, and testers, modelers, animators. To
cut the cost of developing games through outside companies for a publisher, ASEANOPOLY
plan to buy smaller development studios so that the games can essentially be made in-house
and the paying of royalties is no longer needed. Publishing label deals are also made where
the publisher and developer actually split some of the costs of development and marketing of
the game. The cost would be from the software and staffs: 8 people (1 front-end and 1 back-
end programmers, 1 software engineer, 1 2D/3D artist, 1 game designer, 1 PM / team lead, 1
QA engineer, 1 systems, administrator, all middle guys) on average Rp.3.500.000,00 gross
per person per year (*8) = 28.000.000 x 12 = Rp. 336.000.000,00 a year.

For Software, ASEANOPOLY considers two game programming app, which is Unity3D and
Unreal Development Kit. Unity3D debuted back in 2005, it really exploded in popularity
because it can create games with quality of AAA titles. Unity3D supports the following
platforms: Windows, Mac, Linux, Android, iOS, PS3, Xbox360, Wii U, and the web.
ASEANOPOLY will considers using the premium service, which is Unity Pro (($1500)
which is packed with more than enough features. The last one is Unreal Development Kit, it
was released in 2009, better known as UDK. Since ASEANOPOLY would like to create
games through this programme for commercial use, then we need to pay a $99 USD fee to
Epic Games. If our game makes over $50,000 USD, Epic Games will also claim 25%
royalties.

2. Studio and Utilities


This includes game development studio & hardware by excluding variable costs such as
Internet, electricity, heat, etc. This cost is comprised of the following items:
1. Workstations (basic furniture, PCs, monitors) - app. Rp. 10.000.000,00 per person
(*8) = Rp. 83.200.000,00 a year.
2. Office space rent for 12 months (nothing fancy) - app. Rp. 17.300.000,00/month = Rp.
208.000.000,00 a year.

3. Licensing
This includes licensing the game to be released on Play Store, also the licensing of
intellectual properties for use in the game. Licensing flexibility is completely dependent on
(1) the size of the IP and the licensor, (2) the leverage of the game publisher, and (3) the
needs of the game in question. Traditionally, all uses of the IP (storyline, marks, logos,
characters, etc) have approval rights by the licensor - but its all depends on the contract.
Also, the more the synergy between the game and the original IP the more likely the licensor
will be more lenient.

From a financial & contra ctual standpoint, license deals are very simple. Both parties agree
on a royalty percentage (typical ranges are 10-15%) paid to the licensor with the licensee
warranting a minimum guarantee (and often an advance of that MG) anywhere from $50k
to well into the millions for a AAA game ('tentpole' to use film industry parlance) depending
on the overall size of the deal. Royalties are typically taken off net.

And as part of the deal, the game must also meet with all of the strict quality standards and
guidelines as set by the manufacturer for it to be approved and released. The exact licensing
fee varies based on the manufacturer, as well as any deals they may give a publisher, but it
can generally be anywhere from $3 to $10 per unit.

The other form of licensing has to do with the purchasing of or paying for the right to use
intellectual properties such as stories, characters, music, personalities, or products in the
game. This includes things such as paying the royalties for using names, flags, and places of
ASEAN countries and probably their figures, music, or songs in the game.

4. Management Cost
The cost includes making project objectives and list of deliveries. Deliveries include things
like storyline, character models, music, etc. Next is creating WBS, which is a set milestones
or tasks that would be started and completed by discussing with the publisher on the limits
of development to avoid budget problems and delays.

5. Maintenance and Security Cost


The basic maintenance plan covers all hosting and maintenance, including unlimited content
changes, layout and style changes, and basic custom coding enhancements for 24x7
provided by maintenance and security companies which we work with. Service such as
content changes, Unlimited style and layout changes, Available 24x7 for emergencies,
Ongoing security changes, Ongoing core and module updates, Monthly hosting, and Basic
custom code changes and enhancements

6. Affiliate Marketing Cost

This process includes the starting point of game development until when the game is
shipped. It includes all the buying of advertising in the form of banner ads and promotions
online, television commercials, local radio commercials, magazine print ads and pullouts,
and in-store promotions, displays and advertisements.

The costs of doing all this is extremely high and it's quite common for a game's marketing
budget to equal or even double the actual cost of making the game. Obviously, the most
costly of these is the television advertisements, but it's also regarded as the most effective at
getting your game in the minds of the mass market public.

List of Affiliate Marketing Costs as our considerations:

* Membership Fees: Many of these programs are free to join. Some require a fee that may
run from $10 to $30 or so. Others require some sort of production requirement.

* Domain Name/Hosting: Incur some expenses to purchase your domain names and hosting
package. Domains cost range between from $10 to $30 a year. Hosting packages cost up to
about $25 per month.

* Advertising: You may opt for pay-per-click, social media marketing, call centers, etc. Any
way you slice it, advertising will comprise a considerable chunk of your business expense.
Expect to forkout a minimum of $100 per month to get your lead generation efforts off the
ground.

* Autoresponder: The software that enables to send email blasts to customers and prospects
directly from companys website. It is a very useful tool that will streamline companys
marketing efforts, but it may run you around $20 a month.

EXTERNAL ENVIRONMENT
ECONOMIC SITUATION
The global economy growth prospect has been weakening recently. This is happened due to the
several events as Brexit vote, terrorism, and the upcoming U.S presidential election (Global
Economic Outlook 2016 - Key Findings, 2016). The economic and business outlook especially
for the growth of Asia-Pacific is unlikely to improve further. Southeast Asia is unlikely to see
significant improvement in 2016 to last year. For general, Southeast Asia region will maintain a
favorable growth performance with an annual rate of 5.2% over 2016-2020. Below is the real
GDP growth of ASEAN, China, and India:

Source: http://www.slideshare.net/OECD/regional-challenges-a-view-from-asia-part-2-oecd-
global-parliamentary-network-meeting-tokyo-japan

Indonesia as the Southeast Asias largest economy has experienced mild moderation in domestic
and external demand, and also the private consumption has expanded moderately. Currency of
Indonesia has depreciated; its export growth has also been very weak. Therefore, it is
considerably giving contemplation on impact given by Indonesia as Southeast Asias largest
economy to the other ASEAN countries.

We are looking forward to prepare and fabricate our business, especially giving contribution to
the economic growth of global, region, and especially our beloved country. Mobile gaming
which is constituted as our main business, will fuel the growth and trend of gaming itself.
Therefore it is also considered will fuel global game market growth and is predicted to increase
market share by more than 100%. Moreover, our business will provide employment to reduce
unemployment rate in Indonesia.
MARKET ANALYSIS AND KEY TRENDS
Investment in gaming industry has been a quite popular one recently. CEO Joost Van Dreunen
(Martin, 2016) has classified that mobile games will bring in more revenue. It is also implies that
game has entered and been rapidly changing industry. As we can observe that the world has
adopted the usage of social media and other social network. The worldwide of growth of
personal computer, broadband internet, and mobile users might have been the trend of our
community, especially in our business market analysis.

Source: https://newzoo.com/wp-
content/uploads/2016/04/Newzoo_2016_Global_Games_Market_PerSegment_Screen-1.png

Newzoo also states that in 2016, mobile game will generate $36.9Bn or 37% of global market.
In-App advertising might be the one of the reasons how the mobile gaming will generate such
number of global market. Developer can choose and set any broad range of in-app advertising
creative. Many casual games are able to showing advertisement without giving any interruption
during the gameplay. However, game developers may prefer to serve interstitial advertisement
which can offer higher revenues than the standard banner advertisement. Interstitial
advertisement in this context is an advertisement that will pop or cover the interface of their host
application. Interstitial ads will pop during the pause between levels in game or between
activities.

COMPETITOR ANALYSIS
Line Let's Get Rich (LGR) stands out as the most competitive rival of this game. Due to
its similarity, people who get used to LGR are hard to "change lanes" to any other games.
Not to mention the game also built a partnership with a message service application
(Line), which ease in-game player to interact each other. Furthermore, LGR also features
world strategic places to play with, providing a more comprehensive and immersive
fantasized real world cities and tourism.

However, LGR is basically an enhanced traditional monopoly games. It has dramatic


animations, unique characters that represent each player, and of course an in-game cash
items. The game also provide players with famous cities and tourism all over the world.
However, there's a mode in the game where players can specifically explore famous
towns and fascinating places of Kingdom of Thailand.

At first sight, this monopoly game seems easy to enjoy. You just have to roll the dice, get
lucky, and win, or lose. Technically, there's not a sure way to win, making this game
looks fair and square.

Yet, from time to time, the update feature of the game like character status, pendant, etc
challenge the fairness adopted by the game itself. It doesn't matter if the updates are
taking the free players to their consideration but mostly, the updates are only about how
the player who pays them wins so they can create much profit from it: the player who
pays is the player who wins. This is mostly the case for player who quits playing the
game. Moreover, the game is suitable for all ages despite the in-game cash items (which
of course needs parents guidance to purchase).

Another important feature of LGR to note is the map it provides player with. The newest
update of the game gives player a chance to enjoy not one map but nine maps. From time
to time, the map sets up a more fantasy places rather than real towns or tourism. Some of
the map even provides bosses and any other fantasy entities.

Any simple game supposedly can be a substitute to this business. We take Despicable Me
for example. Although not much updates take place, Despicable Me is still a popular
game on play store. It's a similar game to Relic Run and Temple Run where players
control a running character to avoid projectiles in the way.

The game also gives player a chance to confront many bosses from the film as it was an
adaptation of a major motion picture. Incentive of victory against the bosses is also used
in this game to compelling players to use real money. The game sets out various cash
costumes for the character that increases certain status to help players get through the
levels.

Furthermore, it provides player with fascinating graphic and original sounds from the
film. It has 3D graphics, cute animations, funny power ups ready to entertain players
along the way.

However, player can't compete directly with others in this game. They can only compare
high scores and levels. They can't see other player's status, costume, whatsoever. Apart
from that, each levels offer exciting and challenging mission to complete. Players will be
required to act fast and precise.

COMPETITIVE ADVANTAGE

As our saying goes--ASEAN at your Finger Tips--we really mean it. While LGR doesn't
provide any information regarding the cities and tourism, the player won't face that in our game.
As soon as the players invest their money in certain cities or tourism, they will receive a card
called unique card where at particular numbers, they will gives various effects to change the tide
of the game. This feature is what makes this game unique, a medium to get to know ASEAN
even deeper than before.

The information regarding ASEAN is needed than ever before because of AEC (ASEAN
Economic Community). In 2015, ASEAN has begun to liberate its market (although not fully)
and some changes has been made. In this infant state of free market, information of ASEAN
(Association of Southeast Asia Nation) is a good start before conducting any economy behavior
in another country. With the information, we will know each member states culture, economy,
and even its political structure. We can also conduct a foreign policy analysis before entering
their markets.

In LGR, it also doesn't provide any map (even though it has 9 maps) of Southeast Asia
while in this game, it's basically the main map of all modes. Not to mention, the player will also
be provided by each states' history, culture, and even an important events up to 2016. Regarding
the authenticity of the information, we will conduct a partnership with the experts of ASEAN
member states.

We will also provide the players with in game cash items like LGR but with additional
characteristic of our own. The players are not actually have to buy them with real money, they
can convert in game money with the cash items money to buy cash items. They may also buy it
with real money if they want a faster way of gaining the particular item. However, we won't
heavily differentiate cash items with a free items because we want it be educative and fair. In the
game, we will also provides a space to display an advertising. Players can hide the advertising if
they pay though.

Basically, the characteristic of the game is similar to LGR with ASEAN member states as a
focus. Any future updates will feature a map of towns and cities in each of ASEAN member
states. For example, a map where Indonesia's tourism and famous cities will be given to players
to enjoy. This paved a way to get to know deeper about particular states in Southeast Asia.
IMPLEMENTATION ROADMAP

PROJECTS
There are two steps in order to implement and make our ASEANOPOLY project succeeded. The
first step is to do a production such and also dealing with the IT developer and web designer. And
the next step is to do our marketing strategy such as doing a promotion by join in bazaar
exhibition and offering the ASEANOPOLY directly to the customer and also through the social
media.

ROADMAP
2016 2017
Developing and implementing our
Determine our ideas and ideas and concepts through the first
concepts production and promotion.
Looking for IT developer and
advertiser

2019
Adding our member staff
such as web developer 2018
and web designer Developed our market
scope in Indonesia

2022
2020
Expand our market scope
Cooperate with the to the another ASEAN
Secretariat of ASEAN countries

MILESTONES
First step of our milestones is to do an information research about the ASEAN and
market research. The first step is beginning in first and second month of our goals in 2017. After
gathering the information about the content of our ASEANOPOLY, in the third and fourth month
we have to dealing with the IT Developer to build the application. The production will directly
begin after the dealing with the IT Developer. The production will take two months. In mid year,
the application is ready to be launch. After the launching of the ASEANOPOLY version 1.0, we
do the promotions and the application will be available on Google Play.

The first version of our ASEANOPOLY will be evaluated in 7th until 8th month and the
evaluation will assign to Board Director Meeting. In the first version of ASEANOPOLY our
target of consumer is the application will be downloaded by 100 people and we will seek the
advertiser. After evaluating the ASEANOPOLY version 1.0, we will improve the ASEANOPOLY
to the version 2.0. The third mid of the year will be spent to production launching promoting
the ASEANOPOLY version 2.0. Thus, the ASEANOPOLY version 2.0 will be available on
Google Play and Apple Store and will be downloaded by 500 people.

TABLE : ASEANOPOLY PROJECT AGENDA FROM JANUARY TILL DECEMBER 2017

RISK ANALYSIS

LIMITING FACTORS & OBSTACLE

Analysis of limiting factors and obstacles will be explained by qualitative method using SWOT
(Strength, Weakness, Opportunities, and Threats) :

Strength Weaknesses
Skilled Team Unclear strategy
Skilled IT Technology optimization
Solid system Small interval to customers
Growth Network Limited access
Opportunities Threats
Governments support Competitors
Innovations New laws
Technology advantage Technology and trend change
Enhance educational Cybersecurity

As we can see from above, obstruction of making business is divided into two, internal
(weakness) and external (threats). Internal is a strategy involves the terms of development and
marketing, technology is also very influential in the manufacturing business, optimizing
technology in terms of development and security considered as our limiting factors,
ASEANOPOLY is a typically game of Southeast Asian, and therefore the interval scope is not
comprehensive in this era of globalization, and limited access are also a barrier for customers
because we only provide on the application only which is our target market are people who are in
middle and upper class. External threats and obstruction of business is of course our competitors
from online games, changes of governments policy, trend changes on society, and the security
threat to the smooth running of the business.
-.

Critical Success Factors

Rank Critical Success Factor


1 Commitment and support
2 Trust & Communication Team
3 Organization Structure
4 Information Technology
5 Culture
6 Training
From above table shows that the most important Critical Success Factor is the commitment and
support, and the lasest ones is training. Here's the explanation:

1. Commitment and Support


The importance of the relationship management team in the business involves the teams
commitment and support of the President. Support of the President is very effective in making
business decisions and running smooth. Commitment and team spirit spread the positive energy
towards the business.

2. Trust and Communication Team


Building trust on each other in a team is the key for going succeed. This factor is the most
important in maintaining relationships and clear communication within the team.
3. Organization System
The policies of the organization system should be clear and measurable. This function
emphasizes the flow of coordination in order to create a work ethic environment and conceptual
strategy from all the divisions.

4. Information Technology
Information Technology divided by two factors. Critical business functions and computer
technologies. Critical business function work of the organizational structure and business
security, while working on the computer technologies development factor is for improving the
quality of the game.

5. Culture
Differences backgrounds of each individuals change shaping behavior, differences in ideas,
values, norms, thoughts, emotions even may lead to disagreements with each other. Therefore,
reliability and integration of the team and business partners is a must, especially when the
business is growing rapidly and will be involved with partners from whole countries in
Southeast Asia in 2020 as our target.

6. Training
Before becoming of our team, the applicants should conduct training sessions based on guided
procedures to each division. Training sessions influence the development of individual skills
through mentorship programs, extensive learning strategy and problem solving, and motivation
of the team as a sense of a family team member.

SPECIFIC RISKS AND COUNTERMEASURES

1. Development

This part is the most important component. However, it also requires a large cost in
development. The huge costs used to pay programmers, visual designers, musicians,
producers and game testers. One small mistakes involves the whole development team, to
avoid the risk, on strategies for development should be calculated very well.

2. Licensing

This involves licensing the game to be released on the Play Store. The game must meet
quality standards and guidelines as set by the manufacturer for it to be approved and
released. Licensing also involves the royalties for using names, flags, and places in the
ASEAN countries.

3. Marketing

The marketing aspect is the most substantial expenditures. The marketing plan includes
payments to local radio commercials, online banner ads and promotions, television
commercials, local radio commercials, magazine print ads and pullouts, in-store
promotions, social media commercials, exhibitons, and Bazaars. These are huge costs and
could be a big risk if the business going down. Development and marketing are
interrelated in attracting the attention of customers.

4. Distribution

The aspect involves the mobile application system which is currently used in Southeast
Asia. The risks are changes and displacement trends in mobile application to another
game applications. The ideas for innovations need to keep flowing, such as giving
shopping vouchers of Lazada or Traveloka for those who win the game to stay motivated.

5. Cyber Security

The safety aspect is necessary in safeguarding for the stability of the game application
business, particularly in today's technological era. Requires experienced programmers
and IT to prevent unwanted things and code stealing.

CLOSURE

For our support of AEC (ASEAN Economic Community), ASEANOPOLY considered as


a tool for integration within people in Southeast Asia. The business engage the people in ASEAN
countries, so that they can be able to communite easily and share knowledge, especially the
younger generation. Showing support and investing for ASEANOPOLY, means supporting the
sustainable growing effort for educational grants, 6% of our profits to local communities in
remote places, to build schools for people do not have the opportunity to have an education
rights in Southeast Asia as our CSR (Corporate Social Responsibility).
Owner Profle

AMANDA LARISA FADHILAH


Citra Gran, Cluster Rosewood Garden Block J10 no. 3, Jatikarya, Jatisampurna, Bekasi, Indonesia ,17435
Phone: +6281808193336 E-Mail: amandalarisa28@yahoo.com

Objective
Place and Date of Birth : Jakarta, 28 September 1996

Age : 20 years and 2 months

Gender : Female

Nationality : Indonesia
Marital Status : Non Marriage

Interest : Environmental issue and social activity.

Experience
Junior High School Student Council 2008-2009

Senior High School Student Council 2012-2013


Position : Documentation Staff

LABSAGA (High School Event) 2013


Position : Vice of Operating Funds

LABS MOVIE AWARDS (High School Event) 2013


Position : Head of Event

CYHERE (High School Event) 2012


Position : Documentation staff

YouthCan! 2012
Position : Participants

Event Description: YouthCan! is a Youth Civil Activism Network which operates in environmental issue, which
held in New York City, America. All the participants there have to campaigning about saving our environment
and making a presentation about our action that what we have done in our school in order to save our
environment.

BVoice Radio Staff 2014-2015


Position : Reporter staff

BVoice Radio Staff 2015-2016


Position : Producer

Formal Education
TK Kasih Ananda 2000-2002

SDI Harapan Ibu 2002-2006

SDI Al-Hikmah 2006-2007

SDI Harapan Ibu 2007-2008

SMP Global Mandiri 2008-2011

SMA Labschool Cibubur 2011-2014

Bina Nusantara (BINUS) University 2014-Present


Major : International Relations

Non-Formal Education
Kumon 2003-2006
Description : Mathematics course

Global Art 2005-2006


Description : Art & drawing course

English First 2008-2011


Description : English course

Skills & Personality


Capable in using Microsoft Office (Word, Excel, Power Point)

Fluent in speaking and writing in English

Easy to socialize

A very responsible person

Capable in working with groups

Honest
Owner Profle

Herbert Jeremy
Place and Date of Birth : Jakarta, 2 December 1995
Sex : Male
Address : Jalan Penyelesaian Tomang II Blok 43 No. 4A Meruya Utara,
Jakarta Barat
Phone Number : 0818956929
E-mail : herbertdec2@yahoo.com
inoyuzu@gmail.com
Height/Weight : 169cm / 58kg
Religion : Christian

Education
FORMAL
2014 - Present BINUS University
Major : International Relations
Last G.P.A : 3.88
2011 - 2014 SMAK 4 BPK PENABUR
2008 - 2011 SMPK 7 BPK PENABUR
2002 - 2008 SDK SANG TIMUR

NON-FORMAL
Participant of BSLC Knowledge Sharing Seminar (2015)
Participant of Entrepreneurial Excellence: Entrepreneur Week-Visitor Study Tour (2015)
Participant of International Days Workshop (2015)
Participant of M-Talk "Youtuber,Awesome kan?" Seminar (2015)
Participant of HEY PROBLEMS! I"M READY! Seminar (2014)
Participant of Pancasila sebagai Sumber Etika Hidup Binus Festivals of Innovation and
Enterprise Week (2014)
2008-2014 Math and Physics Course
2008-2011 Chinese Course
2004-2011 English Course

Achievements
Organizational Experiences
2014 - Present Forum Paskibra Bina Nusantara (FOPASBIN)
Member of G14
Public Relations (2015 - Present)
2014 - 2015 Bina Nusantara Mandarin Club
Member of Mandarin Language Learning Class BNMC
Intermediate Level (2015)
Member of Mandarin Language Learning Class BNMC Beginner
Level (2014)
2012 - 2011 Karate
Member of Karate Club
2013 Capoeira
Member of Capoeira Club
2011 Pramuka (Scout)
Member of Pramuka Club
2011 PASKIBRA
Member of PASKIBRA Club

Volunteer Experiences
2015 Volunteer of Teach for Indonesia Garage Sale Anggrek Campus
Kemanggisan
2015 Volunteer of Teach for Indonesia Autism Campaign (Autism is not a
joke!)
2014 Volunteer of Teach for Indonesia Paper Bag Campaign

Skills & Personality


LANGUAGE BAHASA INDONESIA : Native (Spoken & Written)
ENGLISH : Good (Spoken & Written)
CHINESE : Moderate (Spoken & Written)
FRENCH : Poor (Spoken & Written)
COMPUTER Microsoft Office
PERSONALITY Honest Responsible Kindhearted
Hardworking Discipline
Highly motivated Reliable
Owner Profle

Name : Kartika
Address : Jl. Tanah Tinggi 1 number 51 A RT 012 RW 01
Kelurahan Tanah Tinggi , Kecamatan Johar Baru
10540, Central Jakarta
Cell Phone : +6285288007979
E-mail : pinktheresiakartika@gmail.com
Date of Birth : September , 23rd 1996
Place of Birth : Indonesia
Gender : Female
Major : International Relations, Binus University
GPA : 3.8

Education
1. High School : Saint John Vocational School , majored in Accounting , Jakarta 2011
2014.
2. University : Binus University, Majoring International Relations (currently in 5th semester)

Employment History
1.2014, internship as a purchasing staff at PT Jakarta Sinar Intertrade (Sinar Mas Group)

Experiences
1. Tutor for Bina Nusantara English Club (BNEC) for Public Speaking and TOEFL level 2
2. Mentor for Bina Nusantara Learning Society (BSLC)
3. Talent for Bina Nusantara English Club (BNEC), Newscasting Field
4. Active Member of Bina Nusantara Dialectic Society (BIRDS)
5. Trainer for Newscasting in Bina Nusantara English Club (BNEC)

Competition

1. First Place French Story Telling Competition in Universitas Negeri Jakarta (UNJ), 2011.
2. First Place Indonesian National Debate Competition in Yogyakarta, 2013.
3. First Runner-Up Newscasting Asian English Olympic (AEO) held by BNEC, 2016
4. First Winner Newscasting National English Competition (NEON) held by UNTAR, 2016
5. First Winner Newscasting National Youth Championship (NYC) held by LSPR, 2016
6. First Winner Newscasting English Competition (ECOM) held by Binus International, 2016

Skills

1. Writing Essays, Papers, etc


2. Public Speaking
3. Newscasting & Coaching
4. Analytical Thinking & Research on IR cases
5. Media Relations & Strategy

Interests
1. Listening music, Singing
2. Travelling
3. Reading (Motivational Books, Philosophy, Non-Fiction)
4. Sport ( Basketball, Badminton, etc)
5. Language (English, Chinese, French)

Owner Profile
NADYA CHRISTINA
NADYA

PROFILE
Enjoy dealing with people and learning from them. I speak three fluent
languages, which are Indonesian, English and Brazilian Portuguese. I was
living for a year in Brazil working in Rotary International Program,
studying culture and language. I am currently a student yet I have a great
interest in teaching and entrepreneurship, and always work to improve
my skills and help people.

EDUCATION
Bina Nusantara University (Jakarta, Indonesia) 2014
present
Majoring International Relations

Senior High School


SMA Tarakanita 1 (Jakarta, Indonesia) 2010 2013
Colegio Agostiniano Mendel (Sao Paulo, Brazil) 2013 2014
CONTACT DETAILS

RELEVANT EXPERIENCE & ACCOMPLISHMENT Current Address


Jl. Kucica No.5 JF-22
2016 CalmICE Trainer Bintaro Jaya Sektor 9
Teaching Indonesian language to expatriates and teaching English to the Tangerang Selatan
Flight Attendants. 15229

Cell Phone
2015-2016 AIESEC OC Vice President +62 857 729 585 58
iGCDP
Selecting, maintaining, and managing incoming exchange students. Email
nadya.christ@gmail.com
2013-2015 Rotary International Rotex
For the past year, responsible for arranging foreign exchange student
activities in Indonesias Rotary Program.
PERSONAL DATA
2013 District Conference Indonesian
Representative / 21
One of seven asian students, representing Indonesia in world peace
Jakarta, 08-10-1995
program in Brazil.

2012-2013 Rotary Youth Exchange Program Exchange


Student
Representing Indonesia as an ambassador in Sao Paulo, Brazil for a year.
Currently looking for more experiences to represent Indonesia.

2010-2011 Maharashtar and Tarq Cup Production and


Security
Organizing committee who sets the completeness of goods and maintain
the security of the High School events.

LANGUAGES
Native Indonesian
Fluent English
Fluent Brazilian Portuguese
Fair Spanish

HOBBIES & INTERESTS

Has high interest in communicating, business, environmentalism, animal


rights and traveling. Has a passion for languages, design, modeling, and
art. Enjoy reading books, meditating, and painting.
Owner Profle

Personal Information

Name: Nonie Meike Triani


Address: Jl. Kembang Ayu 5 Blok E6 no 10, Puri Indah

Telephone: 085717040812

E-mail: noniemeike@gmail.com

Date of Birth: 26 May 1996

Gender: Female

Nationality: Indonesian

Key Skills

Proficiency in all areas of Microsoft Office, including Access, Excel, Word and PowerPoint
Excellent communication skills, both written and verbal
Speak Indonesian, English, and Mandarin fluently

Employment History

Tutor Lessons
(March 2015 August 2015)

Responsibilities:

Responsible in students s studies and activity


Motivating students to improve their soft skill and hard skill
Teaching students all the subjects of primary school

Organizational Experiences
Was a committee of teens commission in Gereja Kristen Indonesia Pakis Raya as Fellowship
Coordinator in 2012 2014
Was a committee of teens commission in Gereja Kristen Indonesia Pakis Raya as Fellowship
Coordinator in 2014-2016
Currently involved in a teens commission in Gereja Kristen Indonesia Pakis Raya as Observer
Coordinator since 2016 until present.
Education

Bina Nusantara University


(September 2014 present)

Faculty of Humanities, majoring International Relations

Sekolah Menengah Atas Kristen 4 BPK Penabur Jakarta


(2011-2014)

Majoring Social Science

Sekolah Menengah Pertama Kristen 7 BPK Penabur Jakarta


(2008-2011)

Sekolah Dasar Kristen 11 BPK Penabur Jakarta


(2005-2011)

Hobbies & Interests

I am really a person who is interested in any social activity. I often dedicate and involving myself into a
social activity held by university or church. I love reading books and learning languages. I am currently
studying French and Spanish.
Owner Profle

Personal Details

Name : Tengku Fitri Indriani Effendi

Mailing Address: JL.Citra Garden 2 ext. BG8/16 Jakarta Barat 11830

Email : Tengkuindri@gmail.com

Contact Number : 087776321792

Place, Date of Birth : Jakarta, 9th February 1997

Sex : Female

Religion : Muslim

Nationality : Indonesian

Education Details
FORMAL

2014 - Present BINUS University


Major : International Relations
Last G.P.A : 3.32
2011 - 2014 SMAN 78 Jakarta
2008 - 2011 SMPN 89 Jakarta
2002 - 2008 SD Sumbangsih Jakarta
2000 - 2002 TK Sumbangsih Jakarta
Height/Weight : 169cm / 55 kg
Religion : Muslim

NON-FORMAL
2011-2012 LBPP LIA

2013-2014 Rumah Belajar O-Friends


2015-Present IFI (Institut Franais d'Indonsie)

2015-Present Member of BIRDS (Binus International Relations Dialectic Society)

KMM / LKDK LKMM BASIC PRIME Binus as Participant

LKMM / LKDK LKMM BASIC COMMET Binus as Participant

Short Course Proactivity Training Binus as Participant

Seminar / Workshop U.S. Foreign Policy and Human Rights Seminar International Participant
Freshmen Enrichment Program as Buddy Coordinator FEP Binusian

Binus Buddy Coordinator 2015

Activist of Himpunan Mahasiswa Jurusan Hubungan Internasional Binus University

Delegate in PSNMHII XXVIII 2016 held in Universitas Riau by FKMHII

Achievements
1st Runner Up Speech Competition (Municipal Level)

The Best Catwalk Remaja Ceria Jakarta Barat 2012 as Duta Pemuda dan Olahraga held by Kementerian
Pemuda dan Olahraga

Skills & Personality

LANGUAGE BAHASA INDONESIA : Native (Spoken & Written)

ENGLISH : Good (Spoken & Written)

FRENCH : Good (Spoken & Written)

SPANISH : Moderate (Spoken & Written)

MANDARIN : Poor (Spoken & Written)

COMPUTER Microsoft Office

PERSONALITY Honest Responsible Kindhearted

Hardworking Discipline

Highly motivated Reliable


Curriculum Vitae
Owner Profle

Personal Particulars

Name : Yumiko Audi Prasetyaputri

Place and Date of Birth : Bandung, 27 July 1996

Age : 18 years and 9 months

Gender : Female

Nationality : Indonesia

Marital Status : Non Marriage

Contact Info

Address : Jl. Katalia Raya No. 65 Taman Lembah Hijau, Lippo Cikarang,
Bekasi, West Java, Indonesia. 17550

Second Address : Jl. Sandang Blok D No. 4, Palmerah, West Jakarta, Indonesia

Cellular number : 081283303963

Email address : yumiko.audi@yahoo.com, yumiko.audi@gmail.com

Educational Background

Formal Education

Highest Education

Level : Undergraduate student

Major : International Relations

University : Bina Nusantara University


Located in : Kemanggisan, West Jakarta, Indonesia

Semester : 5 (fifth)

High School Education

Level : Senior High School

Major : Nature Science

School : SMA Negeri 2 Bandung

Located in : Bandung, West Java

Graduation years : 2011 2014

Non Formal Education

Course : English Professional ( General and Business English)

Institution : English First

Year : 2015

Experiences

Project Title : The Mega Bazaar SMA Negeri 2 Bandung Tworism


Year : 2013
Current position : Public Relations Staff
Responsibilities : searching for media partner. Liaison Officer for media
partner.
Project Title : The Mega Bazaar SMA Negeri 2 Bandung Captwore
Year : 2014
Current position : Public Relations staff
Responsibilities : Coordinator VVIP class for media partner for reporting
the event.
Activist Himpunan Mahasiswa Hubungan Internasional (HIMHI) 2015
Secretary of Himpunan Mahasiswa Hubungan Internasional (HIMHI) 2016

Personal Skill

Capable for Ms. Office ( Ms. Word, Ms. Excel, Ms. Powerpoint)
Good in communicate to others

You might also like