Ego Design @ Secondlife
Autor: zeroecho • April 27, 2012 • Research Paper • 3,044 Words (13 Pages) • 1,086 Views
This report is a business blueprint of personal image design which established on the platform of second life. Generally speaking, it is a business to consumer online enterprise. The purpose of this report is providing information and details to persuade investors to invest into this business.
This report divides into three parts, namely the business model and its components, the business strategies and relevant security and ethical issues. Finally, a clear user case, BPMN and analysis will be given to investors, conducive to make decision whether or not to invest in the company.
1. Company overview
This company is proposed to planning personal appearance design through second life. Our company divided into three parts mainly. It contains sales department, customer service department and design team. The company mission statement which is “you are the unique one in the world” clarifies that it intends to be the god of the design and providing the optional products and service which people never experienced before and will love it.
3 Business Model Analyses
Business model is a set of planned activities which designed to result in a profit in a marketplace. Business model can be divided into eight different parts: value proposition, revenue model, market opportunity, competitive advantage, competitive environment, market strategy, organizational development, and management team (Ghosh, 1998).
We analysis our company’s business model according these eight points as follows.
3.1 Value Proposition
A value proposition defines how a company’s product or service fulfills the needs of customers (Ginsberg, 1998). It is a very important part of a firm’s business model.
According to the huge number of potential customers on the SecondLife, we provide a platform to allow customers design their own appearance including hairstyle, facial express, clothing etc to make them unique. We also have a variety range of design clothes and appearances to satisfy customers’ needs and gives professional recommendations.
Our target customers are SecondLife users which aged between18-30. We divided them into two parts, one is teenagers and one is grownups. To the teenagers, we focus on providing some unique and interesting design to fit their characteristics, because in that age, people usually likely to attracted by the new things highlights the individuality. For the adults, we use another strategy which gives them a totally different experience in SL. According a recent survey, people prefer to change their identity in the virtual world to enjoy a total different experience, especially the one who cannot achieve their dreams in the real world, they more prefer to establish a sense of accomplishment and self-confidence in the virtual
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