VRena: a virtual gaming store

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    • Università: SDA Bocconi Asia Center
    • Docenti:

      Sandro Castaldo

    • Studenti:

      Avani Chaudhari, Dhanesh Phadke, Gargi Khandelwal, Gurjyot Khurana, Srideep Das, Steffy Chowdhry

    Virtual Reality is ever growing, and the concept of imbibing the same into gaming is surely going to be profitable in the long run. Complementary businesses too, have been taking notes regarding the same and have been striking deals with game developers, and thus have been onboarding the concept of virtual reality in games. Looking at this viewpoint and the current market scenario (as in, how the industry is shaping up), the goal of VRena, as a business idea, is to provide a virtual reality gaming zone to: Gamers, Generation X, Millennials and Generation Y for recreational purpose.

    The notion is to make sure that the gaming zone is connected through LAN for multiple simultaneous connections and local hosting. The overall Business idea is being developed considering the needs of the above-mentioned target-market to have a safe source of entertainment during and after COVID19 times. VRena seeks to bridge the gap between boredom and entertainment- an issue that has made for such an idea to prosper in such difficult times. It must be solved at once.

    Coming to the intricate details of this project, keeping the needs of our users during the COVID-hit state of affairs, the team has proposed a plan wherein each user will be able to wear a VR headset and play games virtually through PS, Xbox or PC- keeping considerable distance and safety between 2 stalls of VR to ensure following social distancing. The store will additionally sell high-end gaming consoles, PCs, parts and digital accessories related to consoles and computers and gaming in general. VRena will also offer PC assembling services in order to give the potential customers a chance to experience virtual reality and high-end gaming experience at home which is not being practised as much and we, as VRena, are looking forward to solving the same. The store will feature a dark and techno theme and shall be fully air-conditioned to provide a seamless customer experience before they join their virtual battles, during the battles and after they have emerged victorious! The entire point of our concept is to make sure that the customers feel that their money has been/ is being well spent and that the services they have received/ have been receiving are of superior quality and matches the industry standard.

    Adding on to the above-mentioned points, VRena, through this project, aims to open the first store in one of the malls in Mumbai. A tier I city is being chosen for the sole reason that a huge potential customer-base already exists here, and within the time span of 2 months, VRena is targeting the audience of the age group ranging between 15 to 35; who are in the income range of the upper middle to high earnings. Moreover, as VRena we are interested in opening a Virtual Reality gaming zone as we shall be offering a facility that cannot be recreated at home. The big screens, clarity and the effect will be worked upon to make sure that the user enjoys the experience and comes back every time for this kind of effect and quality. Customer

    retention is very important to our business and we are looking forwarding to achieving it through our quality services.

    We believe that after the onset of the pandemic people want to experience entertainment like Pre-COVID times but will all the precautions and safety measures. So, in essence, we would like to offer these people a chance to experience virtual reality and high-end gaming experience. Since the notion is to first launch a store in Mumbai, we have conducted a basic secondary research before the opening of our store and based on our research we analysed that the number of people who will be interested in being our customers are mostly Millennials, Generation X and Y. This is because online games are swiftly evolving into the most engaging form of entertainment today. The advancement of technology and the increasing usage of the internet have allowed conventional games to become virtually accessible, significantly enhancing their reach and the joy of gaming enthusiasts. Moreover, research has shown that playing online card games has substantial psychological benefits. Studies have indicated that regular players of card games show lower stress levels, with cortisol – one of the primary stress- related hormones – being 17% less in card game players.

    A number of video games consoles like the Play Stations, Nintendo Wii’s, XBox and other computer games, etc., are being released every day. Even before kids can finish the last ongoing version of a game, a new one pops out of nowhere in the market, seeking to be bought as soon possible by the same kid. Users cannot afford to buy everything and on the other hand there are thrilling games that requires clarity and space that it cannot be played at home. Although these games could be played at home, playing them on big screens, in a nice atmosphere with friends and new competitors, in front of a lot of other people gives a different experience.

    In that sense, VRena has the vision of taking virtual friendships to real ones through letting players to hear their rivals breaths and laugh while playing in the same platform. VRena will provide facilities for an enchanting experience and updated games and versions which will induce any game lover to feel the good effect. All in all, the idea is to promote the concept of virtual reality gaming among the youth, along with providing them with an experience that is ought to last for quite a while. VRena seeks to, and shall hopefully be successful in bridging the gap between boredom and entertainment- an issue that’s been lingering on users’ minds for months now and its demanding a solution- a solution that shall make them ‘virtually live life again!’

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