• July 19, 2024 National Bank of Ethiopia Issues New Directive to Limit Bank Investments ( Daily News )
  • July 18, 2024 Dashen Bank Reports Profit of ETB 6.6 Billion ( Daily News )
  • July 17, 2024 Ethiopia’s Awash Bank Reports Remarkable ETB 14 Billion Profit Amid Credit Cap Challenges ( Daily News )
  • June 15, 2024 Coopbank Revolutionizes Digital Banking with Cash Recycler Machine and Dx-Valley 2.0 ( Daily News )
  • June 6, 2024 Dashen Bank Recognized for Financial Inclusivity in East Africa ( Daily News )
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Ethiopian Business Review

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Local-Gaming-Industry-on-the-Rise

Local Gaming Industry on the Rise

The video game industry has advanced significantly as a result of the availability of photorealistic graphics, reality simulation, and internet connections with millions of other players in today’s games and gaming platforms. Video game playing is no longer only a kid’s pastime evolving into a way of life for people of all ages. In this article, EBR’s Eden Teshome tells a story on how gaming is growing both as a business and leisure both in Ethiopia and Africa, at large.

The global market for video games is enormous, with total revenues of USD180.3 billion in 2021, an increase of 1.4Pct from the previous year, when the industry experienced amazing growth fueled by the global epidemic. By 2031, according to industry analysts, global market revenues will top USD510 billion if the industry maintains its steady course of progressive expansion.

Natural market growth, increased internet accessibility, the creation of cutting-edge video game technologies, and the video game industry’s resilience during the pandemic in 2020, in contrast to many other economic sectors, have all contributed to its current status as one of the largest in the United States. Sales of video game-related software, hardware, and accessories increased as more people turned to video games for leisure as a result of lockdown orders. In the United States, USD1.6 billion were spent on video game hardware, software, accessories, and game cards in March 2020, a 35Pct increase from March, 2019. The market for video games in the United States reached an all-time high of USD85.86 billion in 2021, surpassing the previous record of USD 76.15 billion set in 2020.

A year prior to the pandemic, Yodahe Assefa, a student of international Economics, moved to China to complete his undergraduate degree.

“It began as a pastime to keep me occupied during the lockdown because it was boring to sit around in my dorm room all day without doing anything,” he told EBR. “Even once the lockdown was over, I kept playing the games. It has prevented me from visiting or going to many [unworthy] places, as I once did.” Jodahe enjoys playing a variety of games online, and after two months, he even purchased a gaming laptop.

Internet cafés, cyber spots, and gaming rooms used to be gathering places for gamers throughout Africa. The young gamers would play their favorite games on foreign-made gaming consoles and personal computers. Only a few people have the chance to unwind in their homes while admiring these extraterrestrial wonders. Thanks to cell phones, players can now play their favorite video games whenever they want, and most of the game’s graphics, languages, and even characters reflect the African culture and history. Furthermore, the popularity and accessibility of multipurpose gaming consoles have greatly facilitated the expansion of the continent’s video game sector. Unquestionably, the number of young gamers in Africa has grown significantly over the previous five years, indicating that the gaming sector is expanding.

From Algeria to Zimbabwe, Africa has long been poised for a Technological breakthrough, but, at the dawn of the Fourth Industrial Revolution, may be the ideal time for the continent to take the lead and play a significant role in the gaming sector is now. It is unclear what this signifies for the state of the gaming business today, despite the fact that it has the greatest teenage population. A New zoo analysis claims that Sub-Saharan Africa has seen a more than two-fold increase in gamers over the last five years, and that the region will continue to see the strongest global growth in terms of both mobile gamers and gamers who pay for games.

Around 28Pct of the population in Sub-Saharan Africa, or 303 million people, have access to mobile internet, according to a 2021 Groupe Speciale Mobile Association’s (GSMA) research on the mobile economy. Over 100 million extra mobile customers will be in the area by 2025, with Nigerians and Ethiopians accounting for approximately a third of these.

The survey also reveals that Sub-Saharan Africa now has 186 million gamers, an increase of a factor of two over the preceding five years. African players switched from consoles to tablets or, more preferably, cell phones, which led to this growth. In South Africa, where there are 24 million people, 40Pct of the population plays video games. Ghana has the second-highest percentage at 27Pct, followed by Nigeria at 23Pct, Kenya at 22Pct, and Ethiopia at 13Pct. South Africa is in first place with USD 290 million in yearly gaming revenue in 2021, followed by Nigeria with USD 185 million, Ghana with USD 42 million, Kenya with USD 38 million, and Ethiopia with USD 35 million. Data also shows gamers in South Africa are more likely to pay for games through traditional methods (43Pct) than gamers in Ghana and Ethiopia (33Pct) or Nigerians and Kenyans (32Pct).

This data demonstrates that the African gaming market is growing quickly and is prepared to compete in the global gaming market. This is made possible by homegrown gaming businesses, such as Qene Games. Dawit Abraham, a venture-backed entrepreneur from Addis Ababa, launched the company, which is based in Ethiopia, to create mobile games that showcase Africa’s wonderful culture in the global gaming and entertainment market, where they are now highly underrepresented. Some of Qene Games’ creations include the award-winning mobile games Kukulu and Gebeta. Both of them draw inspiration from an African storyline. For instance, Kukulu is the name of a chicken that originated from the Ethiopian traditional game ‘Akukulu Alnegam’, according to the game’s creators.

According to Dawit, “This is one of several mobile games with an African plot that offers potential for more creativity by mobile game developers.” Dawit continued, “Ethiopia alone has more than one cultural heritage; just think of what Nigeria, South Africa, Morocco, and the entire continent of Africa would present in terms of contributing to its mobile gaming industry.”

In early 2022, in order to connect the gaming business on the continent and encourage the talent development of young African developers, 10 African gaming development firms      formed the Pan Africa Gaming Group (PAGG). As the first game development studio to be a member of PAGG, Qene Games hopes to unlock the potential within the continent’s gaming industry by enhancing the pan-African cultural heritage that is ingrained in the creation of mobile games and by providing opportunities for more recent graduates who are interested in careers in mobile game development.

  In an interview with Forbes Africa, Dawit claimed that: “Due to its more than 3,000 years of history and culture, Ethiopia offers a tremendous source of creative inspiration. The fascinating mythology and folklore as well as the innovative and unique music genres that have been existing for centuries are all endless sources of inspiration for our game developers.”

Dawit believes that Africa may serve as a source of inspiration for developers looking to create real, regionally themed mobile games that would draw international players to the African market. “I also suspect there would be fierce competition among telecommunication operators who have been trying to get into the gaming business to try to fill the gap in distribution and sales,” he added.

  Even though the African gaming market is expanding quickly, there are still issues with distribution and revenue generation. However, according to Dawit, “The time is right, and Africa is the game, therefore these issues won’t prevent Africa’s gaming sector from reaching its potential.”

Since its founding three years ago, the Ethiopian Games Association has sought to map the whole of Ethiopia’s gaming landscape, to foster an active and involved population. It has two primary sections, the first of which is ‘Games for Entertainment’, which is the experience of playing for fun, companionship, or leisure. The second segment, dubbed ‘Games for Social Change’, addresses pressing social concerns by employing entertaining media and games.

“We are a team of about 30 people, but we have 200 to 400 volunteers,” Dagmawi Bedilu co-founder of Ethiopian Games Association and Chief of Strategies at Efuye Gela Publishers told EBR.

Gaming is not without controversy, though. Video game critics will emphasize that there are more negative aspects of video games than positive ones, and supporters will argue the reverse. In all actuality, when played in moderation, video games can have beneficial impacts. When played excessively, there can be negative effects as well.

  “In Ethiopia, there are 25,000 game zones, with more than 3,000 in Addis,” says Dagmawi. The game zones are the healthiest settings for youngsters to spend their free time. The gaming sector can be 10 times more lucrative than exporting wheat and other agricultural products since it does not require a lot of resources; all you need is a laptop and a person with the necessary skills, and we can produce a game fit for the global market.”

In comparison to earlier years, there are more game studios now, according to Dagmawi. Previously, there was only one gaming studio; nowadays, there are five; in contrast, South Africa has fifteen; Kenya has four; and here in Ethiopia, there are between fifteen and twenty independent game developers.

“Although the industry is still untapped and is a work in progress, it is nonetheless hopeful,” says Dagmawi. EBR

11th Year • March 2023 • No. 115

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game zone business plan in ethiopia pdf

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Example Of Business Plan On Game Zone

Type of paper: Business Plan

Topic: Business , Time , Products , Entertainment , Video Games , Customers , Games , Marketing

Words: 1800

Published: 01/22/2020

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Executive Summary

Establishing a successful business requires thorough analysis and planning. This report showcases the business and organization description of Game Zone – a new game arcade targeted at individuals between the ages of 5 and 30. The paper will delve into the details of this venture’s organizational structure and departments that appeal to different age groups. Furthermore, it will present the marketing techniques analysis, such as target market selection criteria, pricing policy, services offered, and promotional methodology (print media, social media, workshops, etc.). We will see how these essential components, combined with careful strategic planning, promote the product effectively and direct Game Zone toward customer engagement.

Business Description

The modern world has recognized the importance of leisure in promoting a healthy, well-rounded lifestyle. As people increasingly find themselves with limited free time due to their busy schedules. Accordingly, people have come to prize their free moments by actively participating in engaging recreational activities and making the most out of whatever leisure opportunities become available. This led to an ever-growing range of options for recreational activities – from sports and fitness pursuits to creative endeavors like music or art classes. This newfound appreciation and enthusiasm towards recreation are helping individuals from all walks of life enjoy greater balance and fulfillment in day-to-day lives than was previously imaginable.

In response to the current and prospective demand for leisure and recreational activities, Peter Webb, Janet Jones, and I are creating a venture that seeks to tap into the burgeoning gaming market. Our concept, ‘Game Zone,’ is an arcade platform filled with different games suitable for people of all ages seeking ways to unwind or have a bit of fun during their free time. In essence, Game Zone will become a one-stop shop full of entertainment options.

While other game arcades specialize predominantly in either active or passive games, Game Zone will stand out from the competition due to its unique combination of both game types. This hybrid approach offers something for everyone, encouraging a wide variety of people to come through the doors and enjoy a different type of entertainment than what they might be used to. By providing this kind of dynamic experience with both kinds of games at their disposal, customers can look forward to an engaging atmosphere that encourages leisurely recreation in ways unseen before.

Our company is taking a unique approach in the leisure services industry by focusing on active, not just virtual and video games. Not only will our game arcade feature popular online competitions, but it also will facilitate team-building activities that promote friendly competition amongst participants for fun or prizes. Thus, Game Zone will become an exciting new platform where people can come together and compete while having a good time.

Our company is determined to foster a sense of continuity amongst our customers through the creation of sports and game clubs. Additionally, we plan on collaborating with suppliers in order to provide catering services within the arcade that include snacks, drinks, cakes, and pizza. This will enable customers to have access to all necessary products in one place while simultaneously opening up job opportunities for caterers and service providers and ultimately leading to an increase in profits.

Marketing Analysis Summary

Crafting an effective marketing strategy is a common challenge many companies face in their day-to-day operations, especially considering they often lack insight into their customers’ needs. To create an effective strategy to reach potential prospects, it’s important to consider how people intend to spend their free time. Leisure time pursuits of our targeted customers will be a key consideration for this particular plan, as they will be combined with a business approach taken to ensure successful outreach and engagement. In order to develop such as system, we must take into account several important aspects, from considering how best to reach these individuals through various means while also producing appropriate content that meets their needs and interests.

Drawing on past trends and existing data, our target market focuses largely on people between the ages of 16 and 30. Catering to these individuals is important as games are an easily accessible form of recreation for them in their spare time. At the same time, we will provide leisure and gaming opportunities for pre-teens and teens. However, this means that we must be mindful that pre-teen and teenage children will also have access to other forms of entertainment in Game Zone, so steps must be taken to ensure responsible supervision when necessary.

To effectively advertise our products, marketing efforts will be tailored to different categories. Our online gaming services are particularly geared toward people aged 16-30. However, we also welcome those outside of this age range who may have an interest in games. Although the games were designed with younger demographics in mind, everyone is invited to join the experience.

Our game company will be targeting customers both online and offline. At the forefront of gaming innovation, our company is targeting customers all over the world by providing an online platform for gamers to purchase and play their favorite games. We are proud to introduce our new physical arcade facility, which has the capacity of up to 220 people divided into three age groups (5-12, 13-16, and 16-30), with twelve halls dedicated to each group. Moreover, clients can buy video or online games at a designated storeroom where refreshments stands will also be available for visitors’ convenience.

Our pricing plan allows for tailored gaming experiences and will suit any budget. To make regular play more convenient and accessible, we offer monthly, semi-annual, or annual subscription plans at discounted rates. Members will be marketed and receive personalized offers based on the games that they are interested in. As an added incentive and sense of community, we also promote club formation amongst our players so they can compete against each other in friendly rivalry!

Our marketing and advertising team faces the exciting challenge of effectively promoting Game Zone products. Located in Downtown Seattle, we must use proven promotional strategies and innovative approaches to make sure a large number of people are aware of what we have to offer. We have already factored in various creative ad methods and advertisement types, which can acquire a vast audience for gaming services at our new establishment.

  • Print media

To maximize our customer base, we will employ a multi-pronged approach to advertising Game Zone through strategic placement in local print sports magazines and papers along with lifestyle and leisure publications. Our target area is Seattle’s metropolitan region, including the cities of Shoreline, Shorewood, and Lynnwood. Such an approach should ensure maximum visibility.

  • Social media

Our advertising services aim to capitalize on the power of social media in order to amplify awareness and engagement with our target customers. In particular, we plan to utilize Twitter, Facebook, and MySpace – platforms that are particularly popular among users under 30 years old – as marketing venues. By leveraging these digital channels effectively, we look forward to creating an impactful presence for the company in this crowded market landscape.

  • Workshops and roadshows

Game Zone can seek to maximize their reach and inform potential customers about the arcade through proven strategies – offline workshops and roadshows. By obtaining a permit from the city council through these tools, we will be able to engage with an audience in a cost-effective manner without any associated fees.

At Game Zone, customer satisfaction is our highest priority. Thus, we have curated a selection of products that are subdivided into various sections to appeal to the widest possible range of customers. Our expansive inventory features video games catered towards children aged 5-12 and adolescents aged 13-16, as well as adults 16+. Our primary product will be complemented by a catering area with snacks and meals. This will provide customers with delicious refreshments, as well as an exciting selection of video and online games.

Game Zone’s goal is to revolutionize the entertainment industry with its groundbreaking approach to leisure activities. We will deliver an unparalleled customer experience, with a wide range of activities tailored for clients from 5 to 30 years old. Our Downtown Seattle arcade will offer both classic and modern gaming, as well as sports competitions and team-building events. The arcade will also provide visitors access to catering services rendered by our vendors, including snacks, drinks, and pizza. This should ensure that customers have plenty of fueling options during their stay.

Along with using a hybrid entertainment model, providing an enjoyable experience, and offering competitive prices, the venture’s success also depends on our ability to attract customers. To this end, we intend to utilize both online (social media, targeted ads) and offline (print media, outdoor ads) platforms to promote Game Zone. Once we acquire customers, we plan to retain them by introducing them to the arcade’s safe and welcoming environment where customers can spend enjoyable leisure time with their peers while competing for prizes. This will encourage customers to regularly visit Game Zone, increasing their LTV. With dedication towards delivering remarkable service and value over time, it is our vision to become Seattle’s foremost source of gaming entertainment.

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Business Plan for a Commercial Teff Farm in Ethiopia

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Guta regasa

Zelalem Fikadu, Amsalu Mitiku, Guta Regasa 1Lecturer at Assosa University, College of Agriculture and Natural Resource, Department of Agricultural Economics, P. O. Box 18, Assosa, Ethiopia. 2Associate Professor at Jimma University, College of Agriculture and Veterinary Medicine, Department of Agricultural Economics and Agri-business Management, P. O. Box 307, Jimma, Ethiopia. 3Assistant Professor at Jimma University, College of Agriculture and Veterinary Medicine, Department of Rural Development and Agricultural Extension, P. O. Box 307, Jimma, Ethiopia.

game zone business plan in ethiopia pdf

habtamu mossie

Background: Teff is only cereal crop Ethiopia’s in terms of production, acreage, and the number of farm holdings. It is one of the staples crops produced in the study area. However, the farm productivity, commercialization and level of intensity per hectare is low compared to the other cereals , Despite, smallholder farmers are not enough to participate in the teff market so the commercialization level is very low due to different factors. so, the study aimed to analyze determinants of smallholder farmer’s teff commercialization in west north, Ethiopia.Methods; A three-stage sampling procedure was used to take the sample respondents, 190 smallholder teff producers were selected to collect primary data through semi-structures questionnaires. Combinations of data analysis methods such as descriptive statistics and econometrics model (double hurdle) were used.Results: The average level of teff commercialization index of sampled Teff producers in the study area was 11.97%. The model res...

Alemayehu Seyoum Taffesse

yimer aragaw

Rafael Vásquez

JOURNAL OF EXTENSION EDUCATION

Debella Deressa Bayissa

By any measure, teff is an important crop in Ethiopia. It is estimated that one-fifth of all land under cultivation in the country, approximately 2.7 million hectares, is used to grow teff. However, while teff has been grown and consumed in Ethiopia for centuries, relatively little is known about the economics of teff production and the postfarm teff value chain that supplies this staple to millions. This is set to change with more time and effort being devoted to building the value chains surrounding its production, marketing, and consumption in various ways. People in government, agriculture, health, research, and other areas are becoming more aware that by increasing teff productivity through research, application, and training, this drive could turn around the lives of many poor people in rural communities.

Journal of agriculture and environment for international development

Zelalem Fikadu

Nat. Volatiles & Essent. Oils, 2021; 8(4): 5552-5562

Dilgasa Bedada , B.k Rao

Agriculture is one of the significant sectors in low-income countries like Ethiopia. It is the backbone of an economy to meet the food requirements of its people. It provides sources of employment to the people of the country, and it is a vital contribution to national income. In the African continent, a large number of people depend on the agriculture sector. 85% of the labour force has been working in agriculture, 50% GDP, 90% of total export, and 70% supply of raw material to the country agro-industrial sector from agriculture sector (World Bank, 2011). Teff is a small-grained cereal that was grown as a food crop. Its' cultivating in East Africa for thousands of years (D. Andrea 2008). It is a required food in African countries like Ethiopia and Eritrea. It has been growing specific environmental conditions like from sea level up to 2800 m above sea level, required temperature, rainfall, and soil conditions (Seyfu 1997). In Ethiopia, the average teff grain yield was 1228 kg ha-1. It is expecting 2500 kg ha-1 to improve the production use sophisticated cultivations and management practices (Tefera and Belay 2006). Hence, this study focuses on studying the determining factors of teff production of small farmers in Oromia regional state; investigate various issues and challenges of teff production, to give appropriate suggestions to overcome the problems in teff production of small farmers. The researcher conducted a farmer survey and collected a questionnaire from the respondents. Out of total household heads, the sample size determined 72 from three kebele. It includes 33 samples in Kebele, 23 sample households in Ayala Kebele, and 16 Households in GomboreKebele considered. From their response, required recommendations are to be given to the policymakers to take important decisions for improving teff production in Ethiopia.

Edosa Tadesa

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COMMENTS

  1. Game Zone Business Plan

    Game Zone Business Plan - Free download as Word Doc (.doc / .docx), PDF File (.pdf), Text File (.txt) or read online for free. This business plan is for X and Y Pet Shop Enterprise, a startup pet shop venture located in Addis Ababa, Ethiopia. The plan outlines a strategy to invest 50,000 Birr to develop a long-term business selling pets, especially rare dog breeds. The company aims to provide ...

  2. Jibril's Game Zone Business plan

    My Game Zone will at all times demonstrate his commitment to sustainability, both individually and as a business, by actively participating in my communities and integrating sustainable business practices wherever possible.

  3. Abush

    Executive Summary Establishing a business is one of the factors that require effective and analyzed planning, and this paper will look at Game Zone, which is a game arcade that will target people between the ages of 5 and 30. This paper will, particularly, look at the business description as well as its organization.

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  5. Local Gaming Industry on the Rise

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    PDF | This document have protected so if you want to get password pay 1200Br. On the following payment method. Further on telegram channel link:... | Find, read and cite all the research you need ...

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    accelerate recovery from the multiple shocks experienced by Ethiopia over the past 3 years; establish the foundations for broad-based and inclusive development to 2030 that lifts wellbeing, measured by gains in human development and a sharp reduction in multi-dimensional poverty;

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