EXECUTIVE SUMMARY
Description of the Business
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Lighted Bridges, Inc. is a software company focused on providing cultural
/foreign language software geared toward two distinct but related markets
- the business traveler and the tourist.
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Lighted Bridges, Inc.’s first package will focus on the business traveler.
This software will offer the business traveler a virtual reality (VR) immersion
into the culture and foreign language of a given region of the world. The
VR immersion will be in the form of interactive business situations (i.e.
meeting in office, dining with clients, etc.).
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Lighted Bridges, Inc.’s second package will focus on the tourist. Like
the software for the business traveler, this software will offer the tourist
a VR immersion into the culture and foreign language of a given region
of the world. The VR immersion will be in the form of a interactive cartoon
where the user will receive a "pre-tour" of a foreign country or some region
of the world.
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Lighted Bridges, Inc. will be entering an existing market as a new competitor.
The company will differentiate its products by offering greater functionality
than its competitors.
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Our mission is to create virtual learning environments.
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Our vision is to help our customers to become excellent communicators with
anyone and anywhere on Earth.
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Our goal is to create interactive, virtual reality software that aids the
user in effectively and easily communicating in a foreign language and
understanding the idiosyncrasies of a given culture.
(8) Our objective is to grow to a $10 million company in five years and
then sell the company.
The Market
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The packaged personal computer software market in the United States is
estimated at nearly $30 billion – of this, $24 billion is business software,
$5 billion is home use products and $1 billion is software designed for
schools.
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The annual growth rate for the software industry is estimated to be about
12% per year.
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The growth rate of the software industry is dependent on and proportional
to that of the hardware industry.
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Market data on the foreign language and cultural software market is available
from Software Information Industry Association (SIIA), but is very expensive,
so it was not obtained.
VR market revenue
Source: Dataquest, a Gartner Group company
Business Strategy
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Lighted Bridges, Inc. will differentiate itself from its competitors by
offering highly interactive software that immerses the user. In addition,
aggressive marketing will also take place.
# Lighted
Bridges, Inc. will define product strategy using Michael Porter’s model.
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COST
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DIFFERENTIATION
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BROAD
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Expansion
Strategy
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Expansion
Strategy
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NARROW
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Initial
Focus
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Our initial strategy will focus on a differentiated product with a narrow
range. This is mainly due to the additional helpful features that we are
looking to provide with our products. There maybe similar (although not
exactly the same) products in the market, but our product will offer extra
"value" to the customer in the form of several additional features. As
we start getting a grip on the market and brand name establishment, we
will diversify our product range. We predict that we should be able to
extend our market capabilities to a broader range by the second or third
quarter of 2003. The product development for this range will start as soon
as our initial products are launched in the market, hence enabling us to
meet our targets. From this point on, we expect to shift our strategy from
narrow to broad, still offering a differentiated product. Also, if by then
there is too much competition in the market and it is flooded with similar
products, we will look to offer our products at a lower cost then our competitors,
thus capitalizing on our experience and brand name and their inexperience.
The virtual reality market is looking up and is projected to be more
than a $1 billion market by the end of the year 2000 (refer to graph on
previous page). The economies of scale for new entrants are not too high,
but it will be very tough for new entrants to battle the existing stalwarts
by 2001. Bargaining power of suppliers will not really make an effect,
as there are many such suppliers in the market. The bargaining power of
customers, though, will play a major force in determining corporate strategy
in about 3-4 years time. This is the primary reason for us already focusing
on two different future corporate strategies. In summary, we predict that
the bargaining power of suppliers and rivalry amongst existing businesses
will determine who’s who in the virtual reality market.
Download full business plan
Competition Matrix
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