Design, Financial Projection, and Implementation for Online Marketplace for Gaming Focused Products (Case Study PT. Candra Dimuka Investama)

Main Authors: Shafara, Bimly Akbar; School of Business and Management, Institut Teknologi Bandung, Damayanti, Sylviana Maya; School of Business and Management, Institut Teknologi Bandung
Format: Article info eJournal
Bahasa: eng
Terbitan: The Indonesian Journal of Business Administration , 2022
Online Access: https://journal.sbm.itb.ac.id/index.php/IJBA/article/view/4389
Daftar Isi:
  • PT. Candra Dimuka Investama is a start-up company that focuses on e-commerce and digital marketing. The company started in 2020 with the project of an online marketplace for gaming-focused products. The idea is that to be a platform for gamers in Indonesia to transact digital items that is not available in a common marketplace like Tokopedia and Shopee. The global gaming industry is growing rapidly, with a CAGR of 9.17%. Indonesia gaming market is more promising with expected growth of 25-30% in the next few years, expected to be the top 5 global markets in 2030 at a size of USD 4.3 billion. This study will help the company to analyze the business and planning for the design, implementation, and financial projection for the next ten years with using the feasibility study method of Net Present Value (NPV), Internal Rate of Return (IRR), Payback Period (PP) and Profitability Index (PI). The method to value this investment is using Discounted Cash Flow (DCF) to the Free Cash Flow (FCF) to the firm. Risk analysis was conducted with sensitivity analysis, scenario analysis, and Monte Carlo analysis. Keywords: Financial feasibility study, investment, marketplace, gaming industry, DCF