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- All Subjects: Entrepreneurship
- Creators: Pierce, John
- Creators: W. P. Carey School of Business
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Status: Published
This thesis explores the viability of the creation of a board game café in downtown Phoenix that would donate a percentage of its profits to local charities and other initiatives for the improvement of the Phoenix area. Using a combination of different entrepreneurship and business model templates, fourteen questions were answered to complete the business model, including questions about resources and partnerships necessary for the venture’s success in addition to what the cost structure and revenue streams would look like. These fourteen questions make up the fourteen different parts of the Lean Launch Business Model Canvas, the template primarily used for the display of the final business model. The business model canvas undergoes “cycles” – that is, different drafts of the canvas are created and added to or modified as needed. This particular business model canvas underwent as many as 15 cycles before becoming finalized and receiving approval.
The completion of the business model canvas invites speculation about its actual viability, bringing up questions about financing, projected sales, and the length of the venture’s future. “Pivots,” modifications of the business model to either increase revenue or decrease costs, are also explored at this point. While this particular business idea does have a sustainable competitive advantage in the Phoenix area as a first mover, it would be unwise to pursue the idea further, as the costs are far too high and the required activities far too numerous to outweigh the revenues and benefits. In addition, it would be difficult to obtain funding at a reasonable interest rate for a venture with such a high risk of failure. In this case, a pivot was considered that eliminated nearly all costs and risk, while still relying on a very similar revenue stream. This pivot suggested a far simpler and more economical way of accomplishing the original goal of bettering the Phoenix metro community and giving customers the chance to rediscover in-person communication.
When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.
When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.