DESIGN, IMPLEMENTATION AND FINANCIAL PROJECTION FOR ONLINE MARKETPLACE FOR GAMING FOCUSED PRODUCTS (CASE STUDY OF PT. CANDRA DIMUKA INVESTAMA)
The global gaming market becoming big and bigger over the years, valued at USD 151.55 billion in 2019 and expected to have a CAGR of 9.17% over the forecasting period of 20202025. This kind of industry have a great potential to capture form the game developers itself and many fe...
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id-itb.:508852020-09-25T17:03:37ZDESIGN, IMPLEMENTATION AND FINANCIAL PROJECTION FOR ONLINE MARKETPLACE FOR GAMING FOCUSED PRODUCTS (CASE STUDY OF PT. CANDRA DIMUKA INVESTAMA) Akbar Shafara, Bimly Manajemen umum Indonesia Theses Gaming market, e-commerce, marketplace, financial feasibility study INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/50885 The global gaming market becoming big and bigger over the years, valued at USD 151.55 billion in 2019 and expected to have a CAGR of 9.17% over the forecasting period of 20202025. This kind of industry have a great potential to capture form the game developers itself and many features or accessories that comes with it. In Indonesia, the data in 2018 shows that the market size for game industry is around USD 1.13 billion with an expected growth of 2530% (CNBC) and predicted to have USD 1.82 billion in 2021. Furthermore, it is expected that in 2030, Indonesia will be in top 5 country in global gaming market at USD 4.3 billion. It is really unfortunate that we are only a market not the big player globally. PT. Candra Dimuka Investama, a start-up in e-commerce, wants to capture this kind of business potential. There are some big points that need addressed in gaming industry in Indonesia. This study will help the company to make a feasibily study, planning and design in term of financial aspect for the project of gaming marketplace. The project has been started with developing the platform with PT. Gits Indonesia. The capital expenditure required is Rp 1,184,119,00 and a total of Rp 2,885,519,125 for the first three years operation for the company to run on the base projection. Feasibility study of the project showing good result that means to take the project for the next stage. The NPV from the calculation Rp 11,101,384,699. The IRR of the project is 48% which is greater than the cost of equity of 18%. The payback period for the project is about 6 years and profitability index of 17. This calculation is based on the base scenario, while doing risk analysis, worst case scenario will result in negative NPV of Rp 28,336,589,762 and the base case scenario will result in Rp 84,990,332,354 text |
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Manajemen umum Akbar Shafara, Bimly DESIGN, IMPLEMENTATION AND FINANCIAL PROJECTION FOR ONLINE MARKETPLACE FOR GAMING FOCUSED PRODUCTS (CASE STUDY OF PT. CANDRA DIMUKA INVESTAMA) |
description |
The global gaming market becoming big and bigger over the years, valued at USD 151.55
billion in 2019 and expected to have a CAGR of 9.17% over the forecasting period of 20202025.
This
kind
of
industry
have
a
great
potential
to
capture
form
the
game
developers
itself
and
many
features
or
accessories
that
comes
with
it.
In
Indonesia,
the
data
in
2018
shows
that
the
market
size
for
game
industry
is
around
USD
1.13
billion
with
an
expected
growth
of
2530%
(CNBC)
and
predicted
to
have
USD
1.82
billion
in
2021.
Furthermore,
it
is
expected
that
in
2030,
Indonesia
will
be
in
top
5
country
in
global
gaming
market
at
USD
4.3
billion.
It
is
really
unfortunate
that
we
are
only
a
market
not
the
big
player
globally.
PT. Candra Dimuka Investama, a start-up in e-commerce, wants to capture this kind of business
potential. There are some big points that need addressed in gaming industry in Indonesia. This
study will help the company to make a feasibily study, planning and design in term of financial
aspect for the project of gaming marketplace. The project has been started with developing the
platform with PT. Gits Indonesia. The capital expenditure required is Rp 1,184,119,00 and a
total of Rp 2,885,519,125 for the first three years operation for the company to run on the base
projection.
Feasibility study of the project showing good result that means to take the project for the next
stage. The NPV from the calculation Rp 11,101,384,699. The IRR of the project is 48% which
is greater than the cost of equity of 18%. The payback period for the project is about 6 years
and profitability index of 17. This calculation is based on the base scenario, while doing risk
analysis, worst case scenario will result in negative NPV of Rp 28,336,589,762 and the base
case scenario will result in Rp 84,990,332,354 |
format |
Theses |
author |
Akbar Shafara, Bimly |
author_facet |
Akbar Shafara, Bimly |
author_sort |
Akbar Shafara, Bimly |
title |
DESIGN, IMPLEMENTATION AND FINANCIAL PROJECTION FOR ONLINE MARKETPLACE FOR GAMING FOCUSED PRODUCTS (CASE STUDY OF PT. CANDRA DIMUKA INVESTAMA) |
title_short |
DESIGN, IMPLEMENTATION AND FINANCIAL PROJECTION FOR ONLINE MARKETPLACE FOR GAMING FOCUSED PRODUCTS (CASE STUDY OF PT. CANDRA DIMUKA INVESTAMA) |
title_full |
DESIGN, IMPLEMENTATION AND FINANCIAL PROJECTION FOR ONLINE MARKETPLACE FOR GAMING FOCUSED PRODUCTS (CASE STUDY OF PT. CANDRA DIMUKA INVESTAMA) |
title_fullStr |
DESIGN, IMPLEMENTATION AND FINANCIAL PROJECTION FOR ONLINE MARKETPLACE FOR GAMING FOCUSED PRODUCTS (CASE STUDY OF PT. CANDRA DIMUKA INVESTAMA) |
title_full_unstemmed |
DESIGN, IMPLEMENTATION AND FINANCIAL PROJECTION FOR ONLINE MARKETPLACE FOR GAMING FOCUSED PRODUCTS (CASE STUDY OF PT. CANDRA DIMUKA INVESTAMA) |
title_sort |
design, implementation and financial projection for online marketplace for gaming focused products (case study of pt. candra dimuka investama) |
url |
https://digilib.itb.ac.id/gdl/view/50885 |
_version_ |
1822928581659983872 |