Saturday, October 5, 2019

STRATEGIC MARKETING & PLANNING Essay Example | Topics and Well Written Essays - 3500 words

STRATEGIC MARKETING & PLANNING - Essay Example Furthermore, the company operates with the motive of enhancing growth of the company as well as to be determined as an innovative company. Tesco majorly values customers’ needs as well as satisfaction. Furthermore, the company has devised strategies for performing business operations as one of the best retailers worldwide as well as to excel in every sector of business as in food [1] (Tesco, 2013). Strategies are formulated by companies with the motive of performing activities or operations in order to accomplish objectives as well as goals in a successful manner. Moreover, strategies enable companies to develop competency as well as competitiveness in the market. Strategic marketing is the process through which companies provide or offer products as well as services in markets with better competitiveness in comparison to their rivals (Proctor, 2000). Strategic planning is a process through which companies formulate plans and also executes those plans into actions as well as resources in an effective manner. Moreover, strategic plan assists a company in determining policies as well as procedures to perform activities in order to improve profitability and ensure sustained development (CIVICUS World Alliance for Citizen Participation, 2012). The discussion will emphasize on the strategic marketing as well as planning process of Tesco. Moreover, the discussion will also emphasize on the utilisation of strategic plan method in order to determine changes which are required to be adopted by the company to improve performance as well as to enhance development. Tesco has been performing business operations in an effective manner due to better customer services as well as for performing business operations with best practices in individual markets. The company has performed business operations with different strategies with the motive of performing businesses in local as well as in international markets successfully. Tesco performs business operations in

Friday, October 4, 2019

10 comparisons between Traditional Project Management, Adaptive Essay

10 comparisons between Traditional Project Management, Adaptive Project Framework (APF), and Extreme Project Management (XPM) - Essay Example Into the bargain, APF’s change is progression to an efficient solution similar to TPM but EPM has no progression change. The APF model offers increased business value in a certain time compared to EPM model. EPM needs processes to start over from the original beginning point hence no value to the business. However, TPM also brings more value to the business. TPM has a fixed scope, while APF and EPM have a variable scope. TPM hates change while APF embraces change but EPM drives the change since it is necessary. On planning TPM is driven by a fixed plan while APF and EPM are driven by Just in time form of planning. TPM has a good breakdown structure, while APF has a middle level work breakdown structure but EPM has no work breakdown structure (Wysocki 297-488). What’s more all changes in APF and TPM are temporary while EPM are permanent. At the same time the focus by APF is drawn towards delivery of products compared to EPM and TPM which are focused on the actual work itself. Lastly, there is partnership strategy between the entire stakeholders which is critical in APF compared to EPM which lacks collaboration and TPM which has minimal partnerships. These can be summarized in the table

Thursday, October 3, 2019

Classroom Management Essay Example for Free

Classroom Management Essay You are the teacher of a 5th grade class. Two students finished their assignment early, one student arrived late, and one student is not attempting the assignment. Being able to have the skills to handle situations like this takes practice and experience. The skills that are required are the ones that complete Jacob Kounin’s Classroom Management Model, â€Å"Lesson Movement. † Kounin’s theory on classroom management was the first to integrate instructional and disciplinary aspects of the classroom. The basis of the model is for teachers to be organized, prepared, and use proactive behavioral management combined with high student involvement with the goal of leading to a more effective classroom while minimizing disruptive behavior. Kounin coins his theory as Lesson Movement, comprised of techniques called: withitness, overlapping, momentum, smoothness, and group focus (â€Å"Classroom Management Theorist and Theories/Jacob Kounin,† 2009). Withitness is the ability of a teacher to know everything that is going on in his/her classroom at all times to prevent discipline problems before they occurred. However, as important as it is for teachers to achieve this skill, it is just as important for students to believe they their teacher is â€Å"withit. † Students will still act disruptively if they feel the teacher does not notice them. Some ways that teachers can display this technique are: consistently suppress misbehaviors of exactly those students who began the problem; dealing with the more serious of two discipline problems occurring simultaneously; and decisively handling off-task behavior before it gets out of hand or imitated by other students(â€Å"Whom are We Talking About: Jacob Kounin,† 2008). Similar to withitness, overlapping involves the ability to attend to multiple classroom events at one time, and avoiding fixating on one event at the expense of all other classroom activities. For example, if a teacher is conducting small group assignments, and a pair is off task, a teacher may address them from a distance while still conducting the activity. (â€Å"The Kounin Model,† 2008). Momentum is keeping the lesson moving briskly, requiring the teacher to plan effectively to avoid slow downs. Kounin believes that teachers should not lecture for a long period of time to allow students to gain knowledge by moving around and maximizing their allotted time. By minimizing delays and interruptions, causes students will not lose interest and misbehave. (Charles, 1989). In conjunction with momentum is smoothness. While lecturing, a teacher must maintain direction and not drift off on tangents, be diverted with irrelevant questions and information or fall victim to â€Å"flip flops,† â€Å"dangles,† or â€Å"truncation. †Otherwise, students will be confused and act out from loss of interest. (â€Å"Classroom Management Theorist and Theories/Jacob Kounin,† 2009) Lastly, Kounin refers to group focus as the ability to engage the whole class. Some techniques he offers are: building suspense or ask community questions Though community questions may appear random, it draws the group’s attention and intrigue. The teacher must incorporate procedures to handle multiple situations at once to maintain group focus. For example, if a student completes an assignment early, he/she must have a back up plan such as providing another assignment or enrichment activity while he/she helps other students that are struggling (â€Å"Classroom Management Theorist and Theories/Jacob Kounin,† 2009). Kounin’s Model of Classroom Management is an important topic for teacher’s today, because it is one of the most difficult skills to acquire. Student-centered classrooms and discovery lessons are becoming much more popular in our classrooms, leading to a more active learning environment. Being able to handle multiple situations at once, keeping students engaged, maintaining momentum and smoothness in your lessons and transitions takes experience. These are the most difficult techniques for a first year teacher to learn; therefore, making them a habit during that year will allow for mastery of these skills to occur. I believe that Kounin’s Model is important to develop an effective classroom environment; however, discipline problems will occur, no matter the amount of preventive planning a teacher makes. Kounin does not address his procedures for disciplining, if he would or would not discipline children differently, nor does he address misbehaving as a response to some factor that is outside of the teacher’s control. As a teacher, I would incorporate Kounin’s theory in my teaching planning and practices, though remembering that each student may require different accommodations. References Charles, C. M. (1989) Building Classroom discipline: from models to practice. New York City, New York: Longmans Inc.. Teacher Matters, (2008). The Kounin Model. Retrieved May 31, 2009 Teacher Matters http://www. teachermatters. com/index. php? option=com_contentview=articleid=9:kounin-modelcatid=4:models-of-disciplineItemid=4 WikiBooks, Wikimedia Foundation, Inc. (2009). Overview/History of Jacob Kounin’s Work. Retrieved May 28, 2009, from http://en. wikibooks. org/wiki/Classroom_Management_Theorist_and_Theories/Jacob_Kounin WikiEd. (2008). Whom are we talking about: Jacob Kounin. Retrieved June 8, 2009 from http://wik. ed. uiuc. edu/index. php/Kounin,_Jacob.

Wednesday, October 2, 2019

Addictive Aspects of a Role Playing Game

Addictive Aspects of a Role Playing Game This dissertation focuses on addictive gameplay mechanics for a role playing game. The primary motivation for the content and structure of this dissertation are based on my personal experiences from playing role playing games and research and analysis I have conducted. In this dissertation we shall discuss various aspects of mechanics in role playing game; we shall also discuss the sub mechanics related to it. What are also worth discussing are the various kinds of role playing games which have existed in the past and how they have developed and evolved RPG genre in modern times. This dissertation shall also discuss the various drawbacks and failures of current gen RPG mechanic and answers to correct those drawbacks Aim To identify various game mechanics in various Role playing games which lead that game to become addictive in nature. Objective The following are the objectives of the dissertation To identify various role playing games To explain the evolution of role playing games To identify and explain various theorems on role playing game To create new mechanics based on research Method Explanation of role playing as a genre in games Explanation of different platforms which use role playing game Explanation of game mechanics and game play Differentiation between turn based, text based, board based and real time based role playing game with respect to game mechanics Explanation of LARPS, GNS, chaos RPG and many more theorems Analysis and creation for new game mechanics and its subsystems Summary of chapters First chapter titled Introduction introduces Role playing game along with a brief history. Here readers will understand what role playing games are and how they are different from other genres. The second chapter titled Different kinds of Platforms will make readers understand how RPG games are seen through different platforms, how platforms greatly affect the scale of role playing games. The third chapter titled Game Mechanics and Gameplay introduces to reader what game mechanics actually means and how it is different from gameplay. The fourth chapter titled Game mechanics for RPG will describe readers various game mechanic rules used by RPG, will also explain popular game theorems and its working principle. This chapter will then further break down to discuss the popular RPGs and what game mechanics made their game addictive. Fifth chapter will discuss in-depth all the addictive game plays and mechanics from the previous chapter. Sixth chapter will show reader of new game mechanic and gameplay created by us and how and where these mechanics can be implemented. Introduction Video games for many years have been considered a way of storytelling. To be put short they are called interactive storytelling. Interactive storytelling means that a person is actively taking part in the continuation of a story by enacting the central character virtually. Now it is not justified to say that all video games are interactive storytellers but there are a lot of genres which hold true to this. Even arcade games like street fighter where the player had only fighting to do have a story to tell. The genre which gave the true meaning to Interactive storytelling has to be Role Playing Game. Role playing games revolve around the one central character which you play and his interaction to the world around him, it is through your decisions and choices that the story progress and the progress is almost never linear. In role playing games or any genre which used its basic mechanics never had a single ending, the game could be finished or story could be ended with different conclus ions by the choices you made. This dissertation will give a brief description on how this genre became the best tool for delivering interactive storytelling, and hence will discuss in depth the core mechanic and function which made it work and made it addictive. What is role playing game A role-playing game (RPG) is a type of game in which the participants assume the roles of characters and collaboratively create stories. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games. Role playing games are broadly categorized into 3 forms based on the platform they serve. They are board games, console games and PC games. History of board based RPG Birth of RPG could be dated to 16th century Europe where traveling teams of players performed a form of improvisational theatre known as the Commedia dellarte. These theatre artist carried with them stock situations, stock characters and improvised dialogue. Helwig, Master of pages and even Duke of Brunswick which all be created as battle emulation games in late 1780 drew great inspiration for Chess. Max Boot author of the book War Made New had stated in his book that the period between 1803 to 1809 saw the Prussian Army developing War games, this war game which was same as chess had additional rules like Dice rolls for random chance of attacks and a neutral referee the score the results. Wargames eventually shifted from professional training to more of a hobby for the general public, this led to the creation of a game called Little Wars from H.G. Wells in 1913. 1970-1990 Dungeons and Dragons was the first commercially sold Role Playing game Published by TSR. Dungeons and Dragons sold around 50,000 copies upon its release which led to establishment of a cult following for BRPG (Board role playing games). Its success also led to the birth of several cottage industries and merchandises. In a period of 2 years other fantasy games appeared which copied almost the entire look and feel of the original DND. Some of the successful clones where Space Opera, Rune Quest and Dragon Rune. In the year 1977 TSR released an advanced Game Rules for its game aptly named Advanced Dungeons and Dragons(ADD), which was later improved and made into a second Edition in 1989. this project led to creation of rule book which cover every detail from finding specific weapon in loot to getting information form NPC(non player controlled character) 1990-2000 Ars Magica released in 1988 was the first game which solely emphasized on characterization and storytelling and had a loose game mechanics and combat system. This game was later bought and led to highly influenced Vampire Masquerade, which led to being a huge success. In the year 1993 Mr. Perter Adkison and Mr. Richard Garfield who were Students of University of Pennsylvania released competitive card collecting game. The theme was based on fantasy role playing and was named Magic the Gathering. 2000-todate The beginning of the year 2000 saw a massive down turn in sales of Game supplements and core books required to play the BRPG. Solution to this problem came through enactment of Open Gaming License by DND owner TSR. They spread the policy of letting other company publish DND compatible games which spread the cost of production and led to higher sales of core book. This new system named D20 system and still enjoys great success. It was during this period which led to birth of Indie Role Playing Game Developers in the internet. This birth was possible mainly due to the fact the existence of print on demand and PDF publishing. History related to Console Role Playing Game Dragonstomper was the first RPG game released on Atari 2600 in 1982. Dragon Quest was also released in this year but was only published for Japanese public, In 1989 the game was released as Dragon Warrior in America and Europe. With the release of Zelda II in 1987 the genre came to its own. Zelda which was released for Famicom Disk System was the earliest action-role playing game. Megami Tensei released for NES was the first to explore the RPG setting Beyond Medial Fantasy Theme. This game also developed the Demonà ¢Ã¢â€š ¬Ã¢â‚¬Å"summoning system (DSS) which allowed players to recruit enemies. The development of DSS led to creation of games specific to its core game mechanics like Phantasy star and more popular PokÃÆ' ©mon. In the year 1990 Square developed Final Fantasy for NES which developed the Experimental Character creation system that allowed a player to choose his own party and give his characters Job calls. It also created to concept of transportation and weapon upgrade. The console genre of RPG grew leaps and bound in early 1990à ¢Ã¢â€š ¬Ã¢â€ž ¢s. it is in this period that Dragon Quest introduced a new way of storytelling, the divided the campaign into chapter in which each chapter concentrated in telling the back-story of a single character of your party. This is also the period when birth of fifth generation of console took place. The median was playing games was no longer cartridges but optical disks, this led to RPG having longer and more involved quest. It also led to having better audio and cinematics. In year 2000 Final Fantasy X introduced voice-acting. Final Fantasy XII features full 3D background. COMPUTER ROLE PLAYING GAME Birth of role playing games took place in computers much before it took place in consoles, the first RPG game developed in the year 1975 by a university which was text based in nature and used game mechanics inspired from DND. Popular example of a text based RPG in that period was MUD (multi-user dungeons). In the year 1980 text based RPG named Rouge which featured ASCII graphics and deep system of gameplay popularized RPG for Computer users. The older editions of Ultima and Wizardry which were released in 1983 acted as role models for more popular console RPG. A large amount of its gameplay innovations are still considered standard for current gen RPGà ¢Ã¢â€š ¬Ã¢â€ž ¢s. Mid 1980 also was the period of emergence for Action Role Playing games in computers. Dragon slayer Xanadu released in 1985 the first Action Role Playing game. Evolution of Multi -Player Role Playing Game Initially computer role playing game offered its users only single player experience, the popularity and emergence of multiplayer mode came in the year 1996 with the title name Diablo. Diablo contained both RPG and Action game elements and featured Internet multiplayer mode. A player would party together with 3 more players and enter the same world or dungeon and fight enemies, the game also allowed players to fight each other and test their skill. Diablo acted as the founding stone for many developers to create what today is the most popular the highest revenue generating genre in Games and entertainment media.

The Diverse Landscapes of Life :: Biology Essays Research Papers

The Diverse Landscapes of Life Living organisms have been found to exist in many diverse environments on this planet; places where perhaps no human had thought to look before. Sometimes life is found because of the wild imaginations of a few curious people – other times it is stumbled upon nearly by accident. This paper will explore two seemingly unlikely landscapes of life, and will highlight the successes of discovering new living organisms in terms of expanding the array of possibility and our perception of the question "What is Life?" One environment receiving a lot of attention from scientists is the bottom of the ocean. Earlier in history it was thought that no creature could survive under the immense pressure and the total darkness of the ocean. The landscape remained untouched by humans, because without that sense of possibility for life, the technology was not created to explore the area. Until finally, in 1972, studies conducted near the Galapagos Islands reported vents, or hot water plumes. Now that something unexpected had been found, curiosity, possibility and new questions arose. The search began to accelerate along with the technology. A deep-sea robot named Alvin was sent exploring and a whole array of bottom dwellers was found. There were giant worms, clams and mussels (1). Once a community of living organisms has been found in a foreign environment, explanations will start rolling out. These hypotheses generally attempt to compare the system of life to our own systems – grappling for similarities among the resources of the new landscape those we are already familiar with. For instance, in forests and jungles (environments which are very understandable to us) there are some animals that can climb or fly to the tops of the trees where the fruit is. Other animals must stay on the ground, and so they live off of fruit which has fallen out of the tree. When a few organisms were found in the depths of the sea, it was first conjectured that they ate food that floated down to them from the "lighted regions of the ocean" (1), which seems very similar to the configuration of the familiar woodland food-system. This story was adequate until it was discovered that entire "cities" of creatures were thriving down at the bottom of the ocean – biologists had to come up with a new story. There are hydrothermal vents called black smokers which let off heat and chemicals from the bottom of the ocean.

Tuesday, October 1, 2019

Mitch Albom’s, The Five People You Meet in Heaven Essay -- The Five Pe

In Mitch Albom’s, The Five People You Meet in Heaven, the author centers the story around Eddie’s life, beginning with his death. â€Å"It might seem strange to start a story with an ending. But all endings are also beginnings. We just don’t know it at the time† (1, paragraph 1). The most important thing in this story that we must all understand is that although we may not know it, somehow our lives all have a common intersection. â€Å"No story sits by itself. Sometimes stories meet at corners and sometimes they cover one another completely, like stones beneath a river (16, paragraph 8). Eddie’s life ends tragically at Ruby Pier, the amusement park, where he has felt trapped for so many, long years, with what he thinks of as â€Å"a meaningless life†. When Eddie opens his eyes, he thinks that he is in heaven. He sees the sky changing many, beautiful colors as he is floating through the air. Eddie eventually lands in the place that he has come to think of as his own hell, Ruby Pier. He questions why he has been sent back here. He wonders if he had really been so bad of a person on earth that God would send him here to live for eternity. Once Eddie meets the side show â€Å"freak†, The Blue Man, he begins to understand why he has come here again. The Blue Man explains that Eddie will meet five people in heaven that will explain the meaning of his life. The Blue Man tells Eddie the story of a young boy, and how that young boy darted out into the road in front of a man, causing him to have a heart attack and crash. He realizes that the man was The Blue Man and the boy had been himself. The Blue Man tells Eddie that he must understand â€Å"That there are no random acts. That we are all connected. That you can no more separate one life from another than... ... to all the children that entered Ruby Pier. They all knew that they would be safe because they had someone watching over them, like an angel. Eddie had been the children’s angel. Everyone Eddie met in heaven taught him something about his life. They were all connected to him in different ways, whether it was someone close to him once, or a complete stranger. Somehow, all of their lives had crossed Eddie’s and helped make him the person that he had become. When you think about this lesson, you truly understand. One decision causes an effect, maybe on your life or maybe on someone else’s life. That effect will cause something else. It’s what I think of as a ripple effect. Everything happens for a reason, and all of the events that lead up to our â€Å"now† makes us who we are. Works Cited Albom, Mitch. The Five People You Meet in Heaven. New York: Hyperion. 2003.

Mind My Karaoke †Music Business Plan Essay

Executive summary Karaoke is a Free Web based Application Software for pc , Smart phones and tablets. it is Initially Designer for the Indian Music Industry where people are Interested in social Networking and interacting with each other through various Mediums. Karaoke will appear close to Social networking, with a Fresh and New concept of people making their own karaoke version of their favorite latest songs from All Different languages all over India and share it With their friends and Well wishers, using it as an Recreational medium. With Increasing and Unbelievable Piracy rate in India Karaoke will help The record Companies , Artists and the Consumers as well. A Web based Application Software, where sharing Karaoke songs and Interacting with friends is new and easy to adapt and interesting as well. The Karaoke offers up to date Original karaoke tracks with good quality and voice modulating options for the amateur singer who use it as a recreation and Fun. The karaoke itself acts as an Social Networking Medium where it meets Facebook , Twitter and Sound Cloud which are one of the Top rated Social mediums in this generation to make it more Interesting. Business Idea The Increasing Piracy rate in India, especially in the Music Industry where 95% of the Music Downloaded in India is claimed to be Illegal ( RIAA report – 2010). India when Compared to the Other Countries sadly remains in the top five , with a High piracy rate in the Film Industry. The Film Industry suffered loss of  £ 450 476 000 ( INR 4000 00 00 000 ) due to Video and Audio piracy. There is drastic increasing level of music piracy through Online and Offline year by year, where there is no sign of decreasing piracy rate. The Indian Film Industry is a growing Industry where the numbers is on increase. India is the Largest producer of films according to the BBC report 2009. In 2009 India Produced 2961 films on celluloid includes 1288 feature Films. The are more than ten subdivisions in the Indian Film Industry which contains more than ten languages of Films, i.e. Hindi, Tamil, Kannada, Malayalam, Telugu, Assamese, Bengali, Gujarati, Konkani, Marathi, Punjabi, Sindhi and many m ore. where each state has an unique Language of their own. Minimum of 100 Movies each from the languages of Tamil, Telugu, Hindi, Malayalam and Kannada release in Cinema theatres every year. 95% of the Movies has Songs which is a typical characteristic of the Indian Film Industry. Each Movie releases a Music Album from the Movie itself containing a Minimum of 4 Tracks which helps the growth of this product. The Main advantage of KARAOKE is the increasing number of people who use social Networking and Applications for Recreations, Fun and staying in Touch with Friends. India ranks Third in the World for Social Networking users. In India now it has become a Fashion that people Express their Emotions in Public through Social Networking Thus karaoke would be an Entertaining application for them. The karaoke also offers the Original versions of the Songs for Download at cheaper Price where the Customer can buy it after Listening to the preview of the Songs. As the Application Software is designed for Multi platform it can be used in Smartphones a nd Tablets as well This makes the Application Portable and Fun to use it Wherever we are. The KARAOKE has an Unique Feature of Auto Voice tuning Option, where it helps to cut off Background and Ambience noises making it easy for the Users and it also Helps the Amateur Singers to Tune their Voice for Better Quality and Fun. It provides various Features likes gives a chance to Listen to the Original track for a Limited number of times before Buying are recording the Karaoke Version, in each purchase of a Karaoke Track it offers a Free online Lyrics Script for that Song, where people can even change the lyrics as well, not it any way of offering the Composer, Artist or the Record Labels. The KARAOKE has a new Approach towards the Music Industry where it Helps to Reduce Music Piracy in India. Where people can Buy the songs Only which they like at cheaper price instead of Buying the Whole Album. KARAOKE soles the Purpose of Interest of the Consumers from All over India who likes Songs and likes to Sing songs. This product will Grab the Kids and Youngsters as well. People in In India are connected to Internet and Social networking most of the Time. Nearly 620 330 040 Facebook Users prevail in India Ranking the Third Highest Facebook Users country in the World. So Publishing and Sharing the Product through Facebook would help and which would also Favor the Facebook. The Karaoke has a Separate Webpage which acts like an Social networking Website where people can like and comment on others Karaoke songs, give an Unique name for their Karaoke song and share them on  Facebook, twitter and Sound cloud. Though KARAOKE is Unique in its own Kind with different Approach towards Karaoke. There are Six Prevailing Competitors for KARAOKE Competitors 1. Meraghana.com 2. Redkaraoke.com 3. Taranaa.com 4. Desikaraokedownload.com 5. Karaokehindi.com 6. Latestbollywoodkaraoke.com SWOT analysis Strength – new innovation towards karaoke – works both as social networking and helps music industry from Piracy as well – low cost – latest songs – sharing with friends – can be operated through Mobile Phone and Tablets as Well.|Weaknesses – original karaoke versions released can be pirated – songs Offending the Composer and Record labels can be made – idea cannot be copyrighted | Opportunities – low cost options for single songs instead of buying the whole album – listen to the songs for limited number of times before the Download. |Threats – existing and new competition can arise with similar products – cost of Web hosting and server space in Rise | 3. BACKGROUND The Team Consists of Members with Knowledge of Music Industry in India,  Music Engineers , Application and Server Maintainers. Software Developers. Me therefore having quite a Good knowledge about the Indian Music Industry and pursuing Audio Production Course acquiring Knowledge in Both Artistic and Technical aspects and having knowledge about the Karaoke Music Interests in India will solve the Purpose. Realizing the Piracy threat and Detailed research how piracy affects the Indian Music Industry helps to bring up this Business Plan. For Additional helps and technical Assistance People will be recruited in Future of the Business if Needed. The Team shall be Expanded in Future of the Product when it goes Global when it is introduced in Other Countries, shall incur Help from the Countries Respectively for Further Assistance. 4. Ownership The Ownership of this Product this Project would Belong to the Creator of this Product and the Financier of this Project in 15 % and 85% respectively in the Profit Margin. where the Creator would be Developing the Product with Different Ideas and new Innovations making it Interesting for the Consumers. where the Record labels would have Partnership with the Composers and Artists for Making the Karaoke Version, which is Simple with the Same Original Track without the Vocals and the Record Label will have Royalty and Copyright Agreement with the Composer and Artists of the Songs. 5. Company Structure The Company Structure includes the Team and the Space for Accommodating the Server and Technical Support. Though This will be an Free Application Software the Investors Play a Vital role and they Handle the Artists and Composers regarding the Royalties for each song that is sold through the KARAOKE. 6. TEAM Once the Product is Developed by the Developers for introduced in the Market, it needs Technicians for Trouble shooting and further technical assistance during the First 3 Months of the Product Launch where the Developers will be responsible for Sorting it out according to the Agreement they Have with the Company. Software will be Further Developed and maintained depending upon  the Increase in number of Consumers. 5. THE PRODUCT The Product KARAOKE is a web based Application Software for Pc , Mobile phones and Tablets. KARAOKE is an Application Software which acts like an Social Networking web where Consumers From India can Sing and make their Favorite Karaoke Songs from All Different Languages in India. The Key Feature of this Product is Consumers have access to use Up to date Latest Karaoke songs from more than 10 Different Languages in India. The Product is Economic when compared to the other Karaoke Web downloads in India, where People can listen and choose their Karaoke songs before buying it, and they can Buy single original versions of the Song they like rather buying the whole Album. KARAOKE has various Facilities where people can sing and manipulate their voice to make it better or Hilarious according to their wish, with Various Vocal Auto Tune Option. When They buy a Song from KARAOKE, they can sing the Original Lyrics where they would be given a free online Free Lyrics script for that song or they can make their Own Lyrics within the Terms and conditions, Where any Vulgarity or in offence to law shall be immediately removed from the Web. Once they are Done with Recording the Song, they can Upload it only once through the Application, But they can keep their Downloaded Karaoke version With them. Consumers will have all access to Training and Trials on the webpage. When they Uploaded a Song, they can Upload it with different recording again and so they have to buy the Track again for Uploading and they can’t Claim Copyright for their Lyrics or the Tracks. Any Unlawful Act by the Consumers will be taken to Account where they can continue using the Product. When People report spam or any other Disrespectful to one another, the song shall be removed with further Notice. KARAOKE allows the consumers to like and comment on Others songs and can Rate on others Songs, consumers can Upload their Songs on Facebook, Twitter, Sound cloud and on the Same KARAOKE webpage as well. As KARAOKE web page acts as a Social Networking web, consumers can name their Own songs with the name they like and give a Description or Story For that songs, Where they can express the memories of the songs and Emotions through words. In The Initial Stage of the Karaoke From the Launch of the product  till it gets Familiar with the people, they get a Beneficial Package when they Invite people to the Product, they get free Songs and can make their free song and Share it, which helps the Product as a Promotion. KARAOKE is quick to Access even on Mobile phones and Tablets where they all need is Internet and the Product. KARAOKE will be Introduced as Free Subscription Application Software, Where People get a Free Songs from latest and Up to date songs on the Web, which helps them to know about the Product and get Familiar with and they are allowed to Share the song. They next Benefit they Get is, As they Invite People to the KARAOKE they get a Free Songs After Inviting 20 people as they Join they KARAOKE which makes it More Interesting for them and Which could help them more to know about the product. Where these Beneficial Schemes helps the Product’s Promotion and Marketing and makes it Familiar to the Younger generation who are Active on Social Networking. KARAOKE will Act as a Fun and Recreational Element. KARAOKE will also sell Original Versions of Up to Date songs at Cheaper price, which helps The Indian Music Industry to Fight Against Piracy. There are More than Hundred Websites which Offers illegal Download, which the Government wants to shut down but the numbers are still on increase and this Product would help Fighting Against Piracy. Later After making the Product Familiar the Product can be Redesigned to launch in different Countries. KARAOKE after a Steady success, will have a Dealership will Mobile Networking Companies, because in India Many people use a facility called caller Tune where people calling one another would listen to their Favorite song instead of the normal ring, where KARAOKE would offer that they can use their own karaoke song which they made as their Caller Tune, this would make the Consumers more Interesting where they always in a search of Something New. 6. MARKETING PLAN Having knowledge of Indian Music Industry and being aware of the High Piracy rate in India and the Attitude of the Indian Consumers who are Keen on trying something which is new to the market and which helps to Interact with one another, friends and Family. This Would help them as an Recreation and to stay in touch with each other in an Unique way like ever before. So we  understand that people need something new which would help them Forget Illegal Download and make them buy Original tracks and karaoke versions and make this as an entertainment more interesting which already prevails but not quite popular. Here Kotler’s 4Ps of Marketing Help to Address a marketing Strategy (mellow 2009). Product The Consumers want to Try something new when Products like this Launches in the Market. They are connected to Social Networking most of the time to stay in touch with One another. As People in India are Music Lovers and Movie Lovers as well they would like to try this product as well. KARAOKE is a fun Filled Entertainment and Recreational solution for the People who Love music and love to make Music where they can purchase Original tracks. This Product will have a strong connection with the Amateur singers mainly, as they want to sing songs and make it sound good just where they are, and to share it with friends, this will help them to attain what they need. KARAOKE is a simple and effective Application in which they can make their song wherever they are, all they need is a pc or Mobile phone or tablet with internet connection. Karaoke provides more Interesting options which would make it User friendly. Place As KARAOKE is a Free Version Application Software, they can Directly Download it from the Web page or through Online Application stares of their Mobile phones and Tablets. After Downloading the Application, when they need to Buy Karaoke Songs and Original Songs, they can Buy it with their Credit Cards and Debit Cards, which the Webpage would give proper Guidance. Another Important point of sale will be through Advertisement links on Facebook, twitter and Sound Cloud, where people can join and purchase the songs on go. No direct cash transaction would take place, everything would go through secured online debit and Credit card payment. Price The Product is Very Cheap and Economic when compared to its Competitor although this is a new Innovation and unique of its Kind. The Application Software would be Absolutely Free with free Upgrades as well. When KARAOKE is compared to it market competitors it is economic, where the competing websites offer monthly and Annual package of  £15 and more, which are higher than the KARAOKE, where only few Websites offer single song download which is Much more expensive than our Product. To make it comfortable for the Consumers KARAOKE offers single songs downloads at cheaper price where if people are not likely interested anymore they don’t have to lose their money. KARAOKE offers Original Songs and Karaoke Version at the same Cost where each of them would be charged  £0.11( INR = 10) which is the most cheap and reasonable cost for a Track in the Indian Market. Where as iTunes sells each song at a cost of  £0.14 ( INR = 12 ). iTunes when compared to KARAOKE, it is reasonably cheaper. As the this would be an attractive and cheaper price for the Consumers of the Indian Market. As the Competing Websites Offers Annual Packages, most of the Websites doesn’t Offer Latest songs, which is more likely to be a draw back for their own fortune. where they are more like Forcing to Consumers to purchase the Monthly or Annual Package. where as KARAOKE doesn’t gives the Consumers the Whole freedom where they can choose what they would like to Buy and Use. Promotion The Product will be Promoted in a Number of ways to Target the Younger generation. These people Mainly Include from the Age group of 16 – 35, where the Other Age Group Promotion would also take place. As the First Step of Promotion, The Application Software will be given as a Free Download where People can explore and understand about the Product. The Next step would be that Each and Everyone who had joined the KARAOKE would be given a Free Karaoke Song of their own choice which is Present on the Web. where people will now be allowed to experience the Product and share it with their Friends and get a good knowledge about the Product. The next step of promotion would be with Regional Celebrities from Different languages, will be doing a karaoke version of a famous song and will be out on the Web and social networking sites and their fan Pages ,where it will be shared for promotion, this will help the Product get popular. The Next Step would be, when people invite more than 20 people and as the invited people join, the  Invite would get a free Song again, This will increase the number of users of the product and makes it Quite popular among the Youngsters. Now KARAOKE would have Enough users and they would start liking the product as they Would start Purchasing the songs. Facebook, twitter and Sound Cloud would play an Important Role in Promoting the Product as people make their Karaoke Song and share it with their Friends Online. Advertisements on Social networking sites would take place. As KARAOKE has new fun filled Features like Auto Voice tune, Funny effects, it is quite easy to get familiar and effective with kids and Youngsters. Later on After getting steady market and Consumers, KARAOKE will have collaboration withe Mobile Network Companies to use their own songs of the Consumers as their Caller Tunes, where we would get paid by the Mobile Network companies and they would be charging from the Consumers. As Each and Every week in India more than 2 Music Albums are released so people will be more Curious about making new karaoke songs and this will add up to their Entertainment. 7. SALES AND DISTRIBUTION Primary sales would be through the Official Web page and Application stores of the Mobile Phones and Tablets. where Advertisements about new songs and deals would be Published and shared through Social networking and the Followers in them. Advertisements about the release of new Albums and updates about Upcoming Songs would be done through the Official Webpage and Social networking. As Karaoke Acts as an Social Networking site it solves the Purpose. This would take quality time to Get popular and effective in the Market as this Involves people from Different states and Different Languages from India. As the Celebrity Advertisements would help in Promoting the product will help the sales of the product in a period of Time. Distribution will be Done in the Web page and in Social Networking sites as well through Advertisements and information, where the Followers would get Up to date information’s. Distribution will partly be done by the consumers as well as they do their song and share it with others, which would be beneficial for both the Consumers and the producers. After a number of people had acquired and account with KARAOKE, the next step for the company would be upgrading the product to make it useable for a large number of  people and making it user-friendly after receiving feedback from the Consumers. 8. Competitors KARAOKE faces Competition in two Different ways, thought KARAOKE is a whole new different product from their competitors. One way of Competition would be through Existing Websites which are available for Karaoke songs Downloads. The other way of Competition would be through the Duplication of the Product and piracy of the Tracks released through KARAOKE. There are Six main competing websites, which shall be stated below and compared with KARAOKE. 1. meraghana.com : which offers a Subscription Plan for $4.95 (INR = 270.67 ,  £ = 3.05) a Month and $49.95 (INR = 2731.27 ,  £ = 30.76) a year for unlimited usage. The cost of this Product is very High for the Consumers as meraghana.com has very fer consumers. which doesn’t offer any new Songs and concentrates on a Single language from India and it does not offer any free additions like the Lyrics script and Movie Information’s. 2. Redkaraoke.com Which Offers a Subscription plan for $2.99 (INR = 163.49 ,  £ = 1.84) a Day , $6.99 (INR = 382.21 ,  £ = 4.30 ) a Month and $39.99 (INR = 2186.65 ,  £ = 24.63) a Year, where there rates are too high even for a single day subscription and they do not offer any new songs or sharing facilities and there is no add on to the Product as much. 3. Taranaa.com Which Offers a Yearly Subscription for $20 (INR = 1093.60 ,  £ = 12.32 ) a year. They do not offer any monthly Subscription or single song Download options was KARAOKE does and they do not Offer any new songs which disappoints the Consumers, and they do not offer different languages. 4. Desikaraokedownload.com it is a free karaoke songs downloading Website, though it is illegal  Downloads its Quite Popular where people can download the karaoke songs and record it separately on their own devices, where as the website does not produce any facilities for recording and Sharing the tracks. As it is an illegal download there is no proper quality of the tracks. 5. Karaokehindi.com Where Each Track Cost $5 ( INR = 273.40 ,  £ = 3.08 ) which makes it too expensive for the consumers when compared to the other competing websites, and they do not offer any monthly or yearly subscriptions as the other websites do. They offer only old songs and not the Latest tracks which could grab the youngsters attention. 6. Latestbollywoodkaraoke.com This Website Offers up to date karaoke tracks, including the Latest releases for Free, but it is illegal Download where the songs are not Copyrighted at all. The Tracks which they offer are manipulated poor Quality tracks. Though they provide latest songs the do not provide any recording facilities or sharing facilities. SWOT analysis for KARAOKE when compared to its Competitors Strengths – Can be used in Mobile phones and Tablets too, which makes it Portable. – Easy to Use and an Interesting piece of Entertainment. – Sharing Facilities on Social Networking websites. – new innovation towards Karaoke because it is unique in its Own kind. |Weaknesses – duplication of the product – Piracy of Tracks which are released through KARAOKE – risky promotional Tactics, giving free tracks initially for promotion where the Competitors don’t. – Heavy investment needed. | Opportunities – As it is Interesting for the Youngsters to use – support from music composers and record labels to promote the Product – it is a free Application Software, which acts like a social networking – young generations interest in music and making music. |Threats – new customers switching to Similar Forthcoming products. – people should afford to spend money for buying songs and Karaoke Tracks. – price / feature war with competitors – composers can officially release karaoke versions themselves, which would affect them the most again | As the SWOT Analysis compering the Competitors shows that KARAOKE offers a better deal and new interesting Elements which would attain success in market with the Younger generations Interest on it, Though it has its own weaknesses and threats, by more offers and Advertisements and Development of the Product will help the product to stand up in the Market. KARAOKE is Unique in its own kind as mentioned earlier and there is no similar product this, though it has competitors. The competing website are expensive and does not offer any New tracks Usually which would make lose interest among the Youngsters, who seek latest updates, even when few Websites offer they are Illegal downloads with Poor Quality. KARAOKE would act as a Social Networking piece, which would impress the Younger generation to spend Quality time on it, this will give back the senses to the consumers where they get used to Buying songs and Karaoke tracks for minimal price rather downloading it illegally. The Strength of the Product lies in support from the Composers, Artist and the Record labels, as this is a new Innovation where people would like to Invest and make money in return and this would pay the Royalty for the Artist and composer as well. By analysis the characteristics of the competitors has been revealed where they are expensive and drawbacks in different forms, this would give back life to the karaoke involved Entertainment. 9. Customers The First set of Target Customers are the Younger Generation between the Age  of 16 – 35 who are prone users of Social Networking like Facebook and twitter, where the people who are interested in trying new Products, that makes them happy and Interactive. Thus KARAOKE would serve as a medium for their Social interaction through karaoke tracks and their singing abilities. The next set of Target Customers will be from all age group who are Music lovers and who love to Sing, even if they are amateur singers, so this Product will do justice to users from School students to working Professionals. This Product will be beneficial to the Elderly people who are interested in singing prayers songs and other religious songs by themselves. People From Different states of India would Buy and try out Other Language tracks in which they are Familiar and interested to pursue, there are few Consumers who would know more than one language and are interested in all language songs, this product will help to solve their requirements. As there are Consumers from Different parts of India where each one has different interest towards karaoke and Social Networking as well, this would help to extend the market. As People outside India are interested In Indian Songs and Indian Karaoke Tracks, they would even purchase their likes from this Product and this will help in extending the market of the Product Internationally and Developing the Product. India ranks third in the use of Social Networking Websites. There are 62 713 650 Facebook users as per the statistics record which has been taken recently, where 48% users are from the Age group 18 – 24 and 27 percent users from the Age Group 25 – 34, which contains the majority of more than 75% below the age group of 35 which shows a number around 47 035 238. Where most of the Youngsters will be Music lovers and interested in making karaoke songs Songs when something new is projected, even when only 2% of the people are interested from the age group 18 -35, there would be nearly 311 650 consumers for this product, So this will be a sure figure where people will be interested in using the Product which is Absolutely good for a new Product during it launch. 10. BUDGET Initially the Business team ail require a Time period of Six months for  Developing the Software and Trouble shooting them, to make it perfect during the launch of the Product, it may take a month extra for Fine tuning the product for better Outcome. The Initial Investment for the First Six months including Software developing and miscellaneous expenses rather than Software Development will be  £12000 (INR = 10,68,000) and  £4000( INR 3,56,000) respectively. After completing the Product and after rectifying the Products mistakes, the Product will be ready for it Launch. After the launch we need further investments for Promotion and increasing number of users. After the Launch, The fresher’s who are new to the Product will be Given a Free song of their own choice, where it is roughly calculated with the number of consumers estimated above, which would cost about  £35 016 (INR 31,16,500) where it is a whooping investment. after they invite Twenty more people to the Web and as they join the web application, the Invite would be Giver and additional free song where the figures are calculated at the maximum and the maximum expense would be  £35 016 again. The estimated Profit Margin will start after One year of the product launch as it a new investment, where as if the Product is successful soon and has many consumers, they get back the initial in Six Months time. Advertisements for the Products will cost  £3000 which can be compensated with the money the product earns through Advertisements about movies and music Album on the Official web page. As the Product gets families the advertisements revenue for the Product will also Increase. the estimate profit Margin on the sec on year will be 30% resulting in a net profit of  £60,000. 11. INITIAL INVESTMENT An estimated Initial Investment of  £16000 +  £73 032 in six month interval respectively, a Total of  £89032 will be needed for the Product. Which would include the Web development and Server management cost including a sum of  £12000 and  £4000 for the Miscellaneous expenses, this would cover all the expenses including the labor charges and transportation. Where  £ 3000 from the whole Budget will be allocated for the Celebrity Advertisements and advertisements through other mediums. Free Advertisements of Facebook and twitter would not incur any charges where they are mutually beneficial. The projection is that at least 2% of the total social Networking circle start using the Product which will be around 311 650 consumers Using the Product. In the First Three Months 25% from the product consumers, which will have 77912 consumers will buy at least One song at a minimum rate which would contribute the revenue at  £ 8735. in the next Three months which Six months all together will have 50% of the consumer buying at least One song which would give another  £ 8735, and the product will be earning through Advertisements of the web page which will contribute a minimum of  £3000 in the first six months which will gradually increase. Thus the Initial investment needs are explained. 12. Barriers Internal Barriers The Internal Barriers which could arise is, Effective investments from the Investors with Confidence to Bring up a Good Quality Product and the Time for Testing the Product and trouble shooting may take much time as predicted to be. It could take Six to nine months for Marketing the Product through promotion and make the Product Familiar with the Consumers. This my be due to unforeseen Circumstances such as illness, job relocation, etc. External Barriers Eternal Barriers would arise by the Lack of Potential Investors, who can cope up with the Development of the product. Finding a Good Software development and server management team could also be a barrier. Technical barriers like the speed and effectiveness of the product in mobile phones and Tablets could arise. Advertisements should reach the consumers well before the product is launched. Effective Competitors, Duplication and piracy could also be a barrier. 13. Profit and Exit The profit margin for this product is gradual initially with 30% after the First year, the main idea of the product is to take it gradually producing good quality and customer satisfaction. It takes nearly one year to get back the Huge Investment on whole and does not need much investment and running cost after the First year. The main aim of the product is get a Steady and gradual market with strong Consumers. Further development of the Product will depend upon the income and expenses after the First three years. The Profit target will be  £ 1 053 432 including the expenses and charges incurred after the First year, Where the company successfully makes Profit out of the Product.