Straption Business Analysis

1589 Words7 Pages

Straption is an innovative gaming console for trains and buses. Video games are a large part of the consumer market with 67% of people use video games, 49% of people aged 18-49 play video games, and with the average gamer age increasing ever year currently at 34. This vast industry took an outstanding 10.5 billion dollar revenue in 2010, all these statistics were from 2010. This shows that video games are a huge part of the market and rapidly increasing with every year. This will be beneficial since Straption is a video game and with a growing market Straption could potentially make more money with each passing year. With the slogan ‘strap in and we will strap you on for an adventure’ explains that hopefully Straption has potential to be an …show more content…

This is a strength since these countries have much larger population rates than Australia and therefore a much larger customer base. Also the vast majority of Japan catches public transport since it is cheap and economical, the Japanese transport industry takes in ( ) A threat of Straption is that while it is being placed on all the buses and trains in Australia, other companies could make a very similar product for overseas making taking all of the future opportunities and profits. Also someone may take the Straption idea and find a way to place it on planes taking away a way for the future for …show more content…

There are currently 1211 buses. The total cost to roll out just to the buses in Brisbane would be $302,750 for Brisbane busses. In Brisbane there is 250 trains. There are30 handles per carriage, with the average train having 6 carriages. So per train there is 180 handles per train, so the final price for trains is 1,125,000. Together the final price to roll out to Translink will be 1,427,750. This cost looks like a large total, but with 50 uses of each machine, Translink makes the money back, since it is 50 cents to use the machine, just like an average arcade