ROI CASE : "MINECRAFT"
At the
moment, it can be found in the world that Enterprise 2.0 helps companies to
improve their value in the company such as marketing and sales and also improve
communication between businesses and consumers. “While 72 percent of companies use social technologies in some way,
very few are anywhere near to achieving the full potential benefit” (McKinsey, 2012). For instance, blogs, Facebooks, Instagram
and YouTube used by companies to increase their profits. Consequently, ROI is
important to measure how Social technology produce the benefit for company. Owing
this, I would like to deliberate about the relationship among ROI and Minecraft
Company case on this blog.
The
Overview of Minecraft
Minecraft is a sandbox indie game. Minecraft is
created by Markus Notch Persson as a Swedish programmer. Mojang is the
developer and publisher for Minecraft. On 17 May 2009, Minecraft released for
the first time on public. Nowadays, Minecraft is very famous as you can see in
this video.
Minecraft
popularity doesn’t seem to be fading. Mojang as a publisher has taken in
"revenue" exceeding $80 million in their first 15 months since their launched the
Game. The profit that the company got it is from Youtube. The game has no
tutorial, but every player is able to check a great number of youtube videos
players. This profit is approximately $13 million. Based
on The Wall Street Journal Report, “Mojang
as the developer of Minecraft, saw its profits more than double in 2013, when
the studio earned 816 million Swedish kronor ($128 million)”
The Explanation of ROI
ROI
stands for Return On Investment. According to Entrepreneur Encyclopedia, ROI
is the most common profitability ratio consist of method with divide net profit
by total assets. Moreover,
“ROI is the earning power of assets measured as the ratio of the net income
(profit less depreciation) to the average capital employed (or equity capital)
in a company or project.” (Business Dictionary)
As ROI Calculation, I was not able to find a real or exactly details of the number. Owing this, this the assumptions of ROI calculation consists of:
GAIN
FROM INVESTMENT
|
COST
OF INVESTMENT
|
Increased
Sales = 50% x $100.000 = $ 50.000
|
Software/Hardware : $ 40.000
|
Sales
from X-box version = $ 2.000
|
Training : $ 5.000
|
Sales
from iOS Version = $ 3.000
|
Marketing and
Sales Tools : : $ 10.000
|
Sales
from Android version = $ 2.000
|
|
Sales
from Playstation 3 and 4 = $ 5.000
|
|
Reductable
cost from marketing and sales
|
|
(30%
x $ 50.000) = $ 15.000
|
|
TOTAL: $ 77.000
|
TOTAL: $55.000
|
ROI = ( 77.000 – 55.000 ) X 100 = 40 %
55.000
The
Benefits of ROI
"Intangible"
Social
Media such as YouTube is a greater way for increase customer engagement and
customer satisfaction. In addition, for players is easier to adapt the way of
playing Minecraft from YouTube videos. Moreover, new information and skills in
marketing techniques through social media could be adapted by employees.
"Tangible"
Social
Media increased profit according on sales and marketing driven. Furthermore, the
company saw a great number of revenue for them by social Media.
ROI
have a few strengths for this case such as reducing money or equity for
marketing and sales necessary. Moreover, ROI is able to calculate the exactly
number of profit and revenue as a tangible benefit clearly described. In
addition, ROI is able to imprisonment intangible benefits as well.
On
the other hand, Minecraft Company did not usage a few kinds of social
technologies. This is a weakness of ROI from Minecraft Company.
-MEL-
Reference
Newman,
A., Thomas, J., & Ebrary. (2009). Enterprise 2.0 implementation. New York:
McGraw-Hill.
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