Case Study: Hector Gaming Company

Must objectives Must meet if impacts Develop an International Business Game for College Students Increase the number of new products per year, and marketing efforts Hire 15 new employees Implement Policies to enhance productivity of employees
Provide fun and interactive educational games. Yes – Meets objective

No – Does not meet obj.

N/A – No impact

Yes Yes Yes Yes
Expand our products to be available on the newest operating platforms Yes – Meets objective

No – Does not meet obj.

N/A – No impact

Yes N/A N/A N/A
Want objectives Relative

Importance

1-100

Single project impact definitions Weighted

score

Weighted

score

Weighted

score

Weighted

score

Increase market share by 20% within 3 years 99 0 ≤ Does not address

1 = Opportunity to Fix

2 ≥ Urgent problem

99 198 99 99
Increase customer satisfaction by 25% within 3 years 95 0 ≤ Does not address

1 = Opportunity to Fix

2 ≥ Urgent problem

95 190 95 95
 Establish our presence in South America within 2 years 80 0 ≤ Minor Impact

1 = Significant Impact

2 ≥ Major Impact

80 160 80 160
Increase avenues of direct sales to customers – including an online shop – within 3 years 75  0 ≤ Minor Impact

1 = Significant Impact

2 ≥ Major Impact

 

75 150 150 95
Total weighted score 349 698 424 449
Priority 4 1 3 2

The company is engaging in several projects including developing an international business game for college students, increasing the number of new products per year and marketing efforts, hiring 15 new employees and implementing policies to enhance the productivity of the latter. In order to prioritize these projects the management should check whether they are consistent with the company’s mission, vision, goals and objectives (Larson & Gray, 2011). Hector Gaming Company’s mission statement is to “help children around the world achieve their academic best by providing fun and interactive educational games.” To this end, its core objectives include increasing its market share by 20% within three years, expanding its products to be available on the newest operating platforms, increasing customer satisfaction by 25% within three years, establishing its presence in South America within two years and increasing avenues of direct sales to customers – including an online shop – within three years.
Must objectives are generally those that are within the control of the company while want objectives are those that the company hopes to achieve, but may succeed or fail to achieve them depending on the conditions inherent in both its macro and micro-environment. In this regard, there are two must objectives including providing fun and interactive educational games and expanding its products to be available on the newest operating platforms. The first objective is inferred from the company’s mission statement. From the analysis it is evident that the project that is most aligned with the mission and vision of the organization is increasing the number of new products per year and market efforts. Adding 15 more employees might contribute significantly towards this project however, the company must first of all implement policies to enhance the productivity of the employees within the organization. Even though developing an international business game for college students might prove to be lucrative in the long run, it cannot be prioritized given the prevailing circumstances within the organization.
Reference
Larson, E. W. & Gray, C. F., 2011. Project management: the managerial procese. 5 ed. New York: Mcgraw-Hill/Irwin.

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