当前位置:主页 > 管理论文 > 信息管理论文 >

游戏型虚拟现实体验馆商业计划书

发布时间:2018-10-04 20:13
【摘要】:随着科学的发展,虚拟现实技术日趋成熟,2016年国内外各大厂商纷纷推出了自己的虚拟现实设备。同时,人们对于数字娱乐的质量和内容要求越来越高,传统的电视,电影和电子游戏已逐渐不能满足人们近乎无限增长的娱乐需求。本文通过调查分析,将目标客户定位为:18-35岁的年轻人,有一定经济来源,对于新鲜事物接受度高,对娱乐有较高要求的一群人。在经过实地走访和问卷调查后,针对这部分年轻人的需求,提出了本虚拟现实体验馆服务项目的定位内容:为客户提供高水准的虚拟现实娱乐体验,兼顾聚会社交功能。基于对人口年龄构成的分析和对当地居民生活习惯的了解程度,本项目拟选择宝山区上海大学附近地块作为项目出发点。目标区域的市场规模预计如下:至2015年末,全区户籍人口948019人,比上年增加11976人。按年龄段分,18岁以下占11.5%,18-35岁占19.5%,35-60岁占39.1%,60岁以上占29.9%。据上海市统计局反馈,2015年末宝山区常住人口202.29万人,其中外来常住人口84.57万人。根据上海大学官网学校简介(2016版)提供的信息,上海大学宝山校区学校现有研究生12051人,全日制本科生22799人,成人教育学生18684人。本项目的运营计划应该专注专业、灵活和服务全面。具体到经营计划,重点如下:在和竞争对手的比较中,要专注年轻人群体,专注于提供最新潮的VR体验。在经营上,通过学校和周边社区的口碑进行推广。在服务上,遵循质量至上的原则。在内容上,力求提供国际上最全最新的内容,做到第一时间更新,并且在服务上力求客户满意。在财务上,尽量降低初期资金投入,稳健扎实地推进虚拟现实体验馆在上海的发展。基于上述分析,对于虚拟现实体验馆项目进行了财务数据预测分析,初期投资预计为151万人民币。由于前期投入较大,项目在前6个月会出现亏损。但随着业务量的逐渐增加,项目从半年后开始盈利,预计项目5年净现值为20306960,证明了虚拟现实体验馆项目的可行性。
[Abstract]:With the development of science, virtual reality technology is becoming more and more mature. In 2016, many domestic and foreign manufacturers have launched their own virtual reality devices. At the same time, people demand more and more high quality and content of digital entertainment. Traditional TV, film and video games have been unable to meet people's almost unlimited entertainment demand. Based on the investigation and analysis, this paper points out that the target customer is a group of young people with a certain financial source, a high acceptance of new things and a high requirement for entertainment. After field visit and questionnaire survey, this paper puts forward the orientation content of the virtual reality experience library service project: to provide the high standard virtual reality entertainment experience for the customer, and to take into account the social function of the party according to the demand of this part of young people. Based on the analysis of the age composition of the population and the understanding of the living habits of the local residents, this project intends to select the plot near Shanghai University in Baoshan District as the starting point of the project. The market size of the target region is expected to be as follows: by the end of 2015, the region had 948019 registered residents, an increase of 11976 over the previous year. According to the age group, 11.5% were under 18 years of age, 19.535 years old, 19.535 years old, 35-60 years old, 39.1 years old and over 60 years old accounted for 29.995%. According to feedback from the Shanghai Bureau of Statistics, Baoshan District had a permanent population of 2.0229 million at the end of 2015, of which 845700 lived outside. According to the information provided by Shanghai University official website School profile (2016 Edition), there are 12051 graduate students, 22799 full-time undergraduates and 18684 adult education students in Baoshan Campus of Shanghai University. The business plan of this project should be professional, flexible and comprehensive. When it comes to business planning, focus on young people in comparison with competitors and focus on providing the latest VR experience. In the management, through the school and the surrounding community word of mouth carries on the promotion. In service, follow the principle of quality first. In content, strive to provide the most up-to-date international content, so that the first time to update, and in the service to customer satisfaction. In financial terms, try to reduce the initial investment, steady and solid to promote the virtual reality experience in Shanghai. Based on the above analysis, the financial data of the virtual reality museum project is predicted and the initial investment is expected to be 1.51 million RMB. As a result of the large investment, the project in the first 6 months will appear a loss. However, with the increase of business volume, the project began to profit from half a year later, and the project's 5-year net present value is estimated to be 20306960, which proves the feasibility of the virtual reality experience museum project.
【学位授予单位】:东华大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:F49

【参考文献】

相关期刊论文 前8条

1 王燕洁;王柏松;张爽;钟永江;;VR系统与生物教学的融合点初探[J];中国信息技术教育;2016年24期

2 周洋;;增强现实技术(AR)在游戏上的运用研究[J];无线互联科技;2016年07期

3 夏德元;付玉辉;Colcule;;VR,“烈焰”还是“虚火”?[J];传媒评论;2016年04期

4 罗锋;王莉婷;;当新闻传播“遭遇”虚拟现实[J];传媒评论;2016年04期

5 段华;范京岩;彭莹莹;;创业企业财务管理过程中的风险控制研究[J];科技经济市场;2007年11期

6 张玉春;;商业计划书写作相关概念论析[J];商场现代化;2007年24期

7 李开孟;;企业投资项目 商业计划书的编制和评估[J];中国投资;2007年08期

8 蒋庆全;国外VR技术发展综述[J];飞航导弹;2002年01期

相关博士学位论文 前1条

1 陆颖隽;虚拟现实技术在数字图书馆的应用研究[D];武汉大学;2013年

相关硕士学位论文 前2条

1 莫华晴;居家养老服务项目商业计划书[D];东华大学;2015年

2 苌占星;VR技术在船舶舱室火灾处理中的应用研究[D];大连海事大学;2015年



本文编号:2251726

资料下载
论文发表

本文链接:https://www.wllwen.com/guanlilunwen/sjfx/2251726.html


Copyright(c)文论论文网All Rights Reserved | 网站地图 |

版权申明:资料由用户550df***提供,本站仅收录摘要或目录,作者需要删除请E-mail邮箱bigeng88@qq.com