DEVELOPING BUSINESS PLAN FOR FIGHTING GAME CONTROLLER PRODUCER

The Indonesian fighting game community (also known as the Indonesian FGC) is a vast market with many of its needs currently unfulfilled. Due to its segmented nature, the higher skill floor to start playing, and fighting games being not as popular as games from other genres, there is an extremely lim...

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Main Author: Prayata Abidin, Abdurrafi
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/84108
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:84108
spelling id-itb.:841082024-08-14T08:40:57ZDEVELOPING BUSINESS PLAN FOR FIGHTING GAME CONTROLLER PRODUCER Prayata Abidin, Abdurrafi Indonesia Final Project Video Games; Gaming; Fighting Games; Game Controllers; INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/84108 The Indonesian fighting game community (also known as the Indonesian FGC) is a vast market with many of its needs currently unfulfilled. Due to its segmented nature, the higher skill floor to start playing, and fighting games being not as popular as games from other genres, there is an extremely limited number of businesses currently fulfilling the needs of the local FGC. One such example is the manufacturing of fighting game controllers, which take inspiration from arcade cabinets where fighting games began. These controllers have become an integral part of the fighting game culture globally, acting as a way to immerse oneself in the history of fighting games while also elevating their performance in the game itself. However, manufacturers in Indonesia are extremely limited and inaccessible due to the factors stated above. Foreign manufacturers are also pricey due to currency rates and customs, which make it an unattractive option for local players. Seeing this blue ocean opportunity, coupled with the writer’s own background and experiences related to not only fighting games but also business, engineering, and the wider esports scene, the writer surmises a business plan for a manufacturing company that would fulfill the local FGC’s needs. The goal is to become the leading manufacturer for fighting game controllers in Indonesia, delivering the best quality with a budget that suits the local target market while increasing the accessibility of fighting game controllers to the local FGC through strategic marketing and community engagement. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description The Indonesian fighting game community (also known as the Indonesian FGC) is a vast market with many of its needs currently unfulfilled. Due to its segmented nature, the higher skill floor to start playing, and fighting games being not as popular as games from other genres, there is an extremely limited number of businesses currently fulfilling the needs of the local FGC. One such example is the manufacturing of fighting game controllers, which take inspiration from arcade cabinets where fighting games began. These controllers have become an integral part of the fighting game culture globally, acting as a way to immerse oneself in the history of fighting games while also elevating their performance in the game itself. However, manufacturers in Indonesia are extremely limited and inaccessible due to the factors stated above. Foreign manufacturers are also pricey due to currency rates and customs, which make it an unattractive option for local players. Seeing this blue ocean opportunity, coupled with the writer’s own background and experiences related to not only fighting games but also business, engineering, and the wider esports scene, the writer surmises a business plan for a manufacturing company that would fulfill the local FGC’s needs. The goal is to become the leading manufacturer for fighting game controllers in Indonesia, delivering the best quality with a budget that suits the local target market while increasing the accessibility of fighting game controllers to the local FGC through strategic marketing and community engagement.
format Final Project
author Prayata Abidin, Abdurrafi
spellingShingle Prayata Abidin, Abdurrafi
DEVELOPING BUSINESS PLAN FOR FIGHTING GAME CONTROLLER PRODUCER
author_facet Prayata Abidin, Abdurrafi
author_sort Prayata Abidin, Abdurrafi
title DEVELOPING BUSINESS PLAN FOR FIGHTING GAME CONTROLLER PRODUCER
title_short DEVELOPING BUSINESS PLAN FOR FIGHTING GAME CONTROLLER PRODUCER
title_full DEVELOPING BUSINESS PLAN FOR FIGHTING GAME CONTROLLER PRODUCER
title_fullStr DEVELOPING BUSINESS PLAN FOR FIGHTING GAME CONTROLLER PRODUCER
title_full_unstemmed DEVELOPING BUSINESS PLAN FOR FIGHTING GAME CONTROLLER PRODUCER
title_sort developing business plan for fighting game controller producer
url https://digilib.itb.ac.id/gdl/view/84108
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