Beruflich Dokumente
Kultur Dokumente
Group – 10 (Section - B)
Group Members,
Harish Kumar K O – P181B19
Ramya Krishnan – P181B34
Rohit Kumar Singh – P181B39
Sajan Verma – P181B41
Vipul Tak – P181B55
Table of Contents
3 Promotions 4
4 Competitors 4
6 Survey 5
7 Demand estimation 9
8 Cost incurred 11
10 Cost analysis 16
11 Revenue analysis 19
13 Elasticity analysis 22
Page 1
15 Cross price elasticity 24
17 Key takeaways 25
Page 2
Introduction
As a part of micro economics project, we decided to set up a stall for games in our institution. Our
aim was to offer the students of our college a chance to relive their childhood memories.
Incorporating a stall of the most played games during melas was our action plan.
Product Description
Our product is target game, which is an activity in which players try to hit a target while avoiding
any obstacles. We designed 2 variants under target game, both the variant had the same format
while the apparatus used to conduct those games was different.
Page 3
However after sensing that many customers preferred Paytm and Tez, we started
accepting money via these platforms.
Promotions
Considering our market size and resources we decided to promote our product through Social
Media as well as by making people understand about our product.
For social media means we used “What’s App” as our primary mean, we posted updates about
our product and rewards in our batch group and we also texted our seniors regarding the same.
We sent “mail” through G-mail to every batch, which contained details about the product,
timings and place. Stories were also posted containing pictures of winners on “Instagram” and
“Snapchat” to attract the customers.
Competitors
The following were the competitors that we observed for our game:
1. Play Station
2. Roll
3. Bhel-puri
4. Pani-puri
5. Oreo Shake
Demand Determinants
As we went on with our business of conducting the games, we observed that there were a few
parameters that critically determined the demand for the games. The parameters were as given
below:
1. Price for a trial of games (P)
2. Availability of games (A)
3. Substitute for our stall (Ps)
4. Time of conducting the game (t)
5. Type of apparatus used (Ta)
Demand Function
Q= f (P, A, Ps, t, Ta)
Demand Equation
Q= a + (b*P) + (c*A) + (d*Ps) + (e*t) + (f* Ta)
Page 4
Survey
We conducted survey to decide the price, place, preferred timing and all other things in two
stages:
1. Within the group members
2. Within the institution
1. The questionnaire and responses for the same amongst the group members are provided
below:
Questionnaire:
1) Would you like to relive your childhood?
Options:
a) Yes
b) No
2) The extend of boredom that you experience during the weekends?
Options:
From a scale of 1 to 5 (1 being the lowest and 5 being the highest)
3) How available are you during weekdays?
Options:
From a scale of 1 to 5 (1 being the lowest and 5 being the highest)
4) Which is the preferred timing for leisure activities during week days?
Options:
a) 5pm - 7pm
b) 6pm – 8pm
c) 7pm - 9pm
d) 8pm – 10pm
e) 10pm - 12pm
5) Which is your favourite place to kill boredom?
Options:
a) Amphitheatre
b) Sports room
c) In front of Canteen
d) In front of Hostel
6) How much are you willing to spend to relive your childhood?
Options:
a) 15
b) 20
c) 25
d) NA
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7) What do you value the most in a game?
Options:
a) Fun with friends
b) Self-enjoyment
c) Competition
d) Reward
8) Which part of childhood do you miss the most?
a) Watching the cartoons
b) Attending melas/fairs
c) Playing indoor games
d) Playing outdoor games
Answers:
Question Answers by Respondents:
No.:
1 100% of the respondents choose option: a i.e. “YES”
2 40% of the respondents chose 3 on the scale. i.e. moderate excitement.
40% of the respondents chose 2 on the scale. i.e. below moderate
excitement
20% of the respondents chose 1 on the scale i.e. the lowest scale
3 80% of the respondents chose 2 on the scale in terms of their availability
The rest 20% chose 3 on the scale
4 40% of the respondents chose 6pm to 8pm as their preferred timing for the
leisure activities
20% of the respondents chose 7pm to 9pm, 8pm to 10pm, and 10pm to
12am each
5 40% of the respondents chose sports room as their favourite place to kill the
boredom
20% chose in front of canteen, amphitheatre, and in front of hostel each as
their favourite places
6 40% of the respondents said they were willing to spend Rs.15 to relive their
childhood days
40% said they were willing to spend Rs 20
The rest gave NA as their response to this question
7 40% of the respondents said that they valued competition the most in the
game
40% said they valued self-enjoyment in a game the most
The rest 20% said they valued fun with friends the most in a game
8 60% of the respondents said watching cartoons was what they missed the
most in their childhood
Page 6
The remaining 40% said playing outdoor games was what they missed in
their childhood
2. The responses which we received from the students are shown below in form of charts:
2% 8%
19% Jaguars
yes
aztecs
no
79% ninjas
92%
cartoons
5-7pm
melas 12%
31% 29% 6-8pm
54% 7-9pm
playing 38%
6% 8% 8-10pm
9% indoor games
13%
outdoor 10-12pm
games
Page 7
amphi
12%
6% 15
8%
sports
46% 20
50% 25
infront of
36% canteen 42% NA
infront of
hostel
7% 1
8% fun with friends 13%
13% 33% 2
self enjoyment
10% 3
competition
69% 20%
reward 4
5
27%
After conducting the survey, we saw differences and similarities in the responses of group
members as compared to surveyed people:
While in our group’s data 100% people showed interest, in the survey data we found out
there are certain people in market who are not interested In the service.
When we asked about the availability of students during weekdays we got to know they
have less time to invest in the activity during week days.
Both the team members and the student of institution chose 6-8 pm as their preferred
timing mainly because classes get over during this slot of time.
People were interested in spending less than 20 Rs. to enjoy the activity.
We saw a major difference when it comes to the place, people of our group chose sports
room as their preferred place while on the other hand students selected amphitheatre as
their preferred location.
Page 8
Decisions Made After Conducting the Survey
We decided to set up our stall in amphitheatre and in front of canteen.
We chose 6-8 pm as our preferred timing for the activity, but on certain days we
conducted our activity during dinner time keeping the factor in mind that people will visit
the cafeteria and it will help us to earn more revenue.
We decided to keep our prices below 15, 20 and 25Rs.
We kept the activity during weekends and when we saw a less demand we decided to
shift to weekdays.
We saw that people also showed interest in cartoons, so we brought some gifts based on
their cartoon characters to build their interest in the activity.
To attract the greater number of customers we decided to distribute a candy each to every
customer on their visit to our stall.
𝑝 = 20
𝑞 = 16
After solving the equations, we arrived at the following values:
a = 48
b = -1.6
The equation for the estimated demand curve:
Q = 48 – (1.6 * P)
Page 9
The graphs were plotted as per the estimated data using regression analysis and the data that we
obtained from the survey. The following graph was obtained:
REGRESSION ANALYSIS
No of game sessions(y) Expected demand for no of game sessions
30
25
20
15
10
0
0 5 10 15 20 25 30
No. of game sessions
% %
Change Change
In In
Price Quantity Price Quantity Elasticity
15 22
20 20 33% -9% -0.2727
25 6 25% -70% -2.8000
Based on the survey we calculated the price elasticity of demand for our product to see the effect
of price on the estimated demand of the product. After calculating the elasticity, we observed the
above mention points:
Page 10
1. If we change price from 15 to 20 the change in demand is not as much as we expected, there
was a lesser decrease in demand in comparison to price which means that the price elasticity of
demand was less that unit elastic(<1) for this price range and from this we can assume that if
we increase our price from 15 to 20 demand for our product will only get affected by little
margin. Changing the price can be a positive choice in this price range to gain more profit.
2. We observed that changing price to 25 will decrease the demand for our product with a greater
margin and elasticity for this price point is more than unit elastic(>1) which means that with a
slighter change in our price we will face a bigger decrease in the demand for our business. So,
while changing the prices we will need to keep this factor in our mind.
Cost Incurred
Fixed Cost
Item Cost
Gun 260
Petrol 200
Ball 180
Activities
Day 1
The apparatus used for target game:
Balls = 3 Qty.
Glasses = 10 Qty.
After demand estimation, we expected to conduct 24 gaming sessions on the first day. Based on
the survey data, we fixed the price point at ₹15 per 3 chances. We decided to award the winners
with monetary rewards as well as other gifts like toys, dolls, chocolates etc. The game was set up
at amphitheatre from 5:30pm to 7:30pm.
Page 11
Observation And Decision For Next Day
We faced competition from Rolls which affected the demand of our product and reduced the
purchasing power of people. The demand for our product on this day was much higher than
we expected.
After day one we decided to increase the price of our product to observe the market and we
also changed the apparatus of our product to engage more customers.
Day 2
The apparatus used for target game:
Gun = 1Qty
Sticky Notes = 1set
On day 2, we set up the stall in front of cafeteria for the second time. The session was conducted
between 8:00 to 10:00 pm and the rewards up for grabs were toys and products that you used to
use in your childhood.
On the second day, we changed the price to ₹25, which affected our customer turn up. The number
of gaming session conducted on day 2 was 29.
Page 12
Day 3
The apparatus used for target game:
Gun = 1Qty.
Sticky Notes = 1set
On day 3, we set up the stall in cafeteria. The session was conducted between 5:30 to 7:30 pm and
the rewards up for grab were same as day 2.
To examine the effect of price, we decreased the price per game session of 3 chances to ₹20. Due
to a decrease in price, we witnessed more demand for our product and the number of gamming
sessions conducted rose up to 40.
Day 4
The apparatus used for target game:
Ball = 3Qty.
Glasses = 10Qty.
On day 4, we organised our event in amphitheatre for the second time. The session was conducted
between 5:30 to 7:30 pm and the rewards for the game were same as 1st day.
On the 4th day, we kept the price same i.e. ₹20. As we witnessed previously the customer turn out
went down further. The total number of gaming session conducted on this day was 34.
Page 13
= ₹680
Day 5
The apparatus used for target game:
Ball = 3Qty.
Glasses = 10Qty.
On day 5, we set up the stall in amphitheatre again to see the footfall for a lesser price point. The
session was conducted between 5:30 to 7:30 pm and the rewards up for grab were same as the
previous days.
To examine the effect of price, we decreased the price per game session of 3 chances to ₹15. Even
though we charged lesser money, on this particular day the demand fell down to 31.
Revenue= Price * Number of gamming sessions
= ₹15 * 31
= ₹465
Total variable cost = ₹85
Page 14
Day 6
The apparatus used for target game:
Ball = 3Qty.
Glasses = 10Qty.
On day 6, we organised our event in cafeteria. The session was conducted between 8:00 to 9:30
pm and the rewards for the game were same as the previous days.
On the sixth day, we kept the price same as the previous day i.e. ₹15. As we witnessed previously
the customer turn out went down further. The total number of gaming session conducted on this
day was 26.
Day 7
The apparatus used for target game:
Gun = 1Qty.
Stick Notes = 1Set
On day 7, we set up the stall in amphitheatre again to see the footfall for a higher price point. The
session was conducted between 5:30 to 7:00 pm and the rewards up for grab were same as the
previous days.
To examine the effect of price, we increased the price per game session of 3 chances to ₹25. As
expected due to increase in price on this particular day the demand fell down to 21.
Revenue= Price * Number of gamming sessions
= ₹25 * 21
= ₹525
Total variable cost = ₹115
Page 15
Observation
We clearly saw that people lost their interest in participating the activity with such a higher
price and due to the competition the market spending power of people also acted as a
determinant for the decrease in the demand for our product. Our decision to increase the
price to earn more revenue turned out to be a mistake we lost lots of customers due to this.
The price elasticity for this price point was more than unit elastic, which clearly justifies our
situation.
Cost Analysis
*The above table shows the overall(fixed and variable) cost incurred on the business. Below
we have shown the schedules and curves for the Total and Average cost of our business.
Page 16
Cost Curve has been plotted on the basis of Per Unit Cost.
Cost Curve
2000
1500
Cost
1000
500
226
1
10
19
28
37
46
55
64
73
82
91
100
109
118
127
136
145
154
163
172
181
190
199
208
217
Quantity
TFC TC TVC
Observation
After calculating all the total costs we observed the above few points:
1. Total Variable Cost kept on increasing with the increase in the total number of gaming
sessions because there was a cost of at lease 1Rs.(cost of candy) on each session.
2. Total Fixed Cost remained constant as we incurred this cost at the start of our business and it
remained same for every customer.
3. Total Cost is the combination of TVC and TFC, it kept on increasing with the increase in the
total number of gaming sessions because there was a subsequent increase in TVC.
Average Variable Cost, Average Fixed Cost and Average Total Cost
Page 17
Average Cost Curve
700
600
500
400
300
200
100
0
73
217
1
9
17
25
33
41
49
57
65
81
89
97
105
113
121
129
137
145
153
161
169
177
185
193
201
209
225
AVC AC AFC
AC AVC
700
7
600 6
500 5
400
Cost
4
Cost
300 3
200 2
100 1
0 0
1
17
33
49
65
81
97
113
129
145
161
177
193
209
225
46
76
1
16
31
61
91
106
121
136
151
166
181
196
211
226
Quantity Quantity
Observation
After calculating all the total costs we observed the above few points:
1. Average Fixed Cost is the per unit cost of fixed factors and we can see that it is negatively
sloping because the Total Fixed Cost is constant. We should also observe that it never reaches to
zero, which means its curve will never touch any of the axis.
Page 18
2. Average Variable Cost is the per unit cost of variable factors. We can see in the schedule that
the AVC keeps changing its trend because the TVC is different for each session, it sometimes
rises or falls due to different variable cost incurred on each gaming session, which also leads to
the fluctuation in the Average Variable Cost curve.
3. Average Cost is the per unit cost of production. We can observe that AC keeps on decreasing
with the increasing number of gaming sessions because there was less fixed cost involved in the
later gaming sessions and ultimately there was no fixed cost, so it changed due to the change in
variable cost only.
Revenue Analysis
Revenue Curve has been plotted on the basis of Per Unit Revenue Schedule.
Revenue
5000
4000
Revenue
3000
2000
1000
0
226
1
10
19
28
37
46
55
64
73
82
91
100
109
118
127
136
145
154
163
172
181
190
199
208
217
Quantity
TR AR MR
Page 19
Zoomed version of Revenue
30
25
20
15
10
0
33
1
9
17
25
41
49
57
65
73
81
89
97
105
113
121
129
137
145
153
161
169
177
185
193
201
209
217
225
AR MR
Observation
1. MR is referred as the revenue earned after selling one additional unit of the product. We were
selling product at a certain price and earned revenue for that, this is why MR is equal to price of
the product.
2. AR is constantly increasing for successive increase in quantity sold. It is increasing at different
rates. In normal situations it starts decreasing after a certain point but we were operating in short
run that is why we couldn’t see that happening for our product.
3. TR is constantly increasing for each unit of gaming session because we are earning revenue
from each customer. The numeric value for TR is equal to the numeric value we get after adding
the MR. TR is increasing with respect to the price of the product.
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Break Even Analysis
Break-even point is considered to be the point on which our total revenue is equals to the
total cost for the first time.
Schedule
Output TVC TFC TC MC TR
50 190 640 830 1 780
51 196 640 836 6 805
52 197 640 837 1 830
203 640 843 6 855
53
54 214 640 854 11 880
55 225 640 865 11 905
56 226 640 866 1 930
57 317 640 957 91 955
Cost-Revenue Analysis
5000
4000
Cost-Revenue
3000
2000
1000
0
226
1
10
19
28
37
46
55
64
73
82
91
100
109
118
127
136
145
154
163
172
181
190
199
208
217
Output
TFC TC TVC MC TR
Observation
After analysing the above schedule and curve carefully we can see that we have managed to
cover our total cost after conducting the 53 sessions of our game.
The Break-even point of our business is coming where our Total Cost is 843 and our Total
Revenue is 855 and you can see in the curve that it is coming at the point where Total Revenue
Curve is bisecting Total Cost Curve.
Page 21
After this point Total Revenue keeps on rising and always remains above the Total Cost because
we are incurring less variable cost and our return on investment is higher after this point. We
have managed to cover all the fixed costs till this point.
Elasticity Analysis
% %
Change Change
In In
Price Quantity Price Quantity Actual Elasticity Sample Elasticity
15 104
20 74 33% -29% -0.8654 -0.2727
25 50 25% -32% -1.2973 -2.8
Observations
After analysing the above schedule carefully we can say that,
1. The price elasticity of demand has shown the similar trend for both sample and actual price
elasticity.
2. Price Elasticity Of Demand remained less than unit elastic for the price point of 20 Rs. for
both actual and estimated demand. There is a difference in numeric value because of number of
people on which demand was estimated and calculated.
3.Price Elasticity Of Demand remained more than unit elastic for the price point of 25 Rs. for
both actual and estimated demand. There is a difference in numeric value because of number of
people on which demand was estimated and calculated.
Law Of Demand
It states that factors other than price remains constant. Price falls quantity demanded
expands, price rises quantity demanded contracts.
Page 22
Observations
In our business their were other factors(we have mentioned them earlier) which affected the
demand for the product but we observed that price was acting as the major determinant for
the demand on different days. That is why we observed law of demand operating on our
business, the schedule and curve given below shows that their has been decrease in the demand
with respect to increase in price.
Market Demand
120
100
Price Quantity
80
Qunatity
60 15 104
40
20 74
20
0
0 5 10 15 20 25 30
25 50
Price
Marginal Utility: It is the utility derived from the consumption of last unit purchased.
Observation
1. Consumer was rational.
2.There was no time gap between the consumption.
We observed that people were interested in playing the successive number of gaming sessions.
Marginal Utility for most of the customers didn’t decrease after playing but in certain situations
Page 23
it remained constant or even increased. We analysed two reasons for this and they are:
1. They wanted to win next time after losing for the first time.
2. They wanted to win continuously (assuming that they won during their last chance).
Through this observation we can say that our product was an exception to law of
diminishing marginal utility.
It shows the relationship between two products and shows the sensitivity of change in
quantity demanded of one product.
Observation
Although we didn’t have any substitute for our product but we considered other few businesses(
have been mentioned above) as our competition because we were operating in the same market.
The reason why we don’t consider them as our substitute because of difference in the level of
satisfaction.
We faced competition from Oreo Shake on two consecutive days and we saw that the price of
Oreo Shake affected the demand of our product and reduced the purchasing power of the
customers. The change in price for Oreo Shake was 25% which affected our demand by 15%.
After operating for 7 days on three different price levels i.e. 15, 20 and 25 Rs., we observed that
maximum number of customers(104) visited our stall when price was 15 so we would like to sell
our product on this price on the next. To forecast the future sales on this price level we are using
Moving Averages Method to forecast the future sales.
Page 24
We forecasted the future sales using 3 point moving average method.
34.66 is the expected quantity for 8th day.
We should keep this in mind that this is not the actual sales as there are other factors as
well which can affect the demand of our product.
Page 25