This website uses cookies to ensure you have the best experience. Learn more

Business Plan For Arena: Bowling Alley And Electronic Video Games

2865 words - 12 pages

1. Introduction

1.2 Background

In a recent Development Plan (2012), Cape Breton identifies priorities for future municipality facility. The report says that the region needs to expand its recreational activities in order to attract local as well as international visitors. For this purpose, an entertainment club, arena, is perceived as a facility that can serve the social, recreational, and educational needs of the residents of Sydney and Glace Bay. Sydney’s tourism is associated with the cultural assets as an urban heart of Cape Breton Island. With the diverse population, the area is culturally rich and home to Scottish, African Canadians, and Acadians who are fond of ...view middle of the document...

The motivation and rationale of the business plan are provided by these factors. With this, the targeted population and their demographic characteristics are also analyzed that reveal who the facility is intended for and how will it be used in the future.

2.1 Demographic

The business plan needs important information that is obtained through demographic analysis. It further determines the level of demands based on the population growth and age distribution characteristics. According to the Federal Census, several population projections have been identified that are outlined below:

• The average growth rate of the town, according to the Federal Census, increased to 4.7% from 2001 to 2012.

• Half of the total population of the town is in the cohorts from age 23 to age 50 as shown in table 1.

• The population in the cohorts aged 55+ years is projected to account for a substantially increased share (from 22% to 32%).

Table 1: Source:

Table 1 is important information that is required for the development of arena. It provides the understanding of prospective future facility utilization by the regional and local residents.

2.2 Comparables

The communities of Sydney and Glace Bay will be compared because of similarities they share in terms of population, needs, desires, and age similarities. The information regarding comparing communities is needed to underscore the variety of amenities or facilities present in the municipalities of similar size. Total 11 communities will be contacted in order to acquire information about social and recreational amenities present for the population. Table 2 provides the ratio of an amenity per thousand populations. The table clearly defines that there is a need of more recreational activities in order to facilitate community of both the regions.

Table 2: Source:

2.3 Community Demand for Arena Club

An open house survey was conducted in January 2014 in which the residents of Sydney and Glace Bay solicited their thoughts and views on the development of arena club. The survey reported the high attendance of the population in completing the questionnaire. This shows that the communities in both the regions are highly interested in this additional facility. The results of the questionnaire are outlined in table 3.

% population
Facility preferences

Clustering facilities
Indoor pools

Field houses

Table 3: Source: Made by Author

2.4 Target Population

The target population for this development of arena is the users that arena club will attract. It is also one of the main sources of revenue and funding for the facility. The population forecast and the demand of the community in the area are the base of this...

Find Another Essay On Business Plan for Arena: Bowling Alley and Electronic Video Games

Video Games and Violence Essay

1707 words - 7 pages ratings are supposed to protect the kids. K for kid friendly, T for teen, M for mature and AO for adult just to name a few. Many video game stores, such as GameStop, forbid employees from selling M and AO rated games to people under seventeen and eighteen respectively. There are also sub-ratings. Some are as bad as "Blood and Gore" which means depictions of blood or the mutilation of body parts. There are many ratings to protect kids. They do work

Video Games and Violence Essay

693 words - 3 pages hundreds of different video games. This is very contradictory to the conspiracy of people to believing there is a link between video games and aggression. There has been an eight billion dollar increase in the video game business though out the past ten years, and close to two million less violent offences by teens during the same period. In addition, there has been a decrease in reported violence in many high schools. Society is focusing on the

Video Games and Violence

1874 words - 8 pages violent video games could be if the wrong person become too consume with them but impact does playing violent video games had in our everyday life. The numbers of violence’s that involving juveniles in the United States is very troubling. According to Centers for Disease Control and Prevention over three fourths of homicides involving 10-to 24-year olds involved a firearm in 2001() . Research reveals that a host of individual, environmental, and

Video Games and Violence - 1120 words

1120 words - 4 pages habits developed at this stage are critical because they sustain for life. Children engaging more hours in video games are found to be less caring and helpful towards their friends. To say, their way of thinking is solely dependent upon the situations they face in the games. Thus, video games are bad tools that make children more violent, negatively affecting their psychological and personality development. Another impact of video games on

Video Games and Violence - 840 words

840 words - 4 pages increasing, and violent video games provide a safe outlet for aggressive and angry feelings. Video games are played by 97 percent of American teens and 53 percent of adults, 18 and up, everyday. Video games aren’t just video games, they are like a lifestyle. They have worked their way into being an everyday routine for teens. Don Tapscott said, “people born between 1978 and 1997 are called the net generation” because of the large use of the

Video Games and Violence - 2441 words

2441 words - 10 pages University of Essex, England, there is evidence that video games are anything but harmless and they do not lead to aggression ( There are benefits for video game players. In the 1980s, scientists also discovered that playing video games, even for a short amount of time, can improve reaction time and hand-eye coordination. Dr. Daphne Bavelier's research, from the University of Rochester, also suggests that game playing can boost the

Video Games and Society

1465 words - 6 pages Video Games and Society Are video games really meant to be for society? Are they really as corruptive as most studies make them out to be? There is without doubt video games have made an impact on society. According to, “97% of 12-17 year olds in the US played videogames” (“Video Games”). You could ask nearly any teenager of the streets if they have played a video game, and their answer will most likely be yes. But is this a bad

Violence and Video Games

2024 words - 8 pages Violent video games and violent adolescent behavior, is there a connection? Millions of violent video games are sold around the United States, millions more are sold overseas, but the numbers of violent crimes, that could be associated with violent video games is low. Assault, robbery, burglary, rape and murder occur daily. The drug industry accounts for the majority of these crimes. The cases not related to drugs, fall into a number of

Video Games and Violence - 2087 words

2087 words - 8 pages plays too. IV. Parents and adults should watch children and adolescents while playing video games especially when it comes to violent video games. a. So, being the “lame” parent is not a bad thing. b. Start paying attention to the rating on the back they are important they are there for a reason. c. Watch for behavior changes over a period of a time. Parents should pay attention to arguments between their children instead of jumping to

Video Games and Violence - 808 words

808 words - 4 pages Video Games and Violence Does violence in video games encourage wild behavior on impressionable children? A lot parents believe that their children are being influenced by video games to act a certain disrespectful way towards others or commit crimes. Yet, studies show that the arrests of juvenile teenagers have declined 71.9% while sales for popular, and violent, video games have increased 49.3% ("Crime in the United States, 2008," FBI website

Video Games and Violence - 1741 words

1741 words - 7 pages toll of twelve students and one teacher, as well as twenty-four people injured. But little known for some is the fact that the Columbine shooting was what kick started the nationwide controversy over violent video games. Harris, for one, was an avid player of Doom, and some believe that’s what caused him and Klebold to even think of murdering all the people who had, according to Harris’ diaries, simply ‘annoyed’ him. The fallout of this incident

Similar Essays

Video Games For Health Essay

879 words - 4 pages between red, #FF0000, and purple, #FF00FF. Of these 256 shades, an average person can only see so many of the steps between whereas a typical video game player would be able to differentiate a larger subset of those individual steps. This has very real applicability outside of video games and into the real world. For example,operating a vehicle in inclement weather such as snow, rain or fog could have a video game player simply seeing the vehicle or

Video Games And Violent Video Games' Effect

1578 words - 6 pages A video game is “an electronic game in which players control images on a television or computer screen” (Merriam-Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a video game, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the video game industry, video

Video Games: Good For You, And Bad For You

302 words - 2 pages I believe video games are an educational tool for people of various age groups. Not only do some games have the ability to improve hand-eye coordination, they also can give the user skills for planning strategic manuevers and other good ideals. Games such as The Legend of Zelda and Pac-Man aid the player in developing a sense for quick-action in a time of crisis. Playing video games takes all worries away from your mind, and makes you

Video Games And Violence Essay

1719 words - 7 pages must consider this: video games are rated similarly to movies. These ratings are supposed to protect the kids. K for kid friendly, T for teen, M for mature and AO for adult just to name a few. Many video game stores, such as GameStop, forbid employees from selling M and AO rated games to people under seventeen and eighteen respectively. There are also sub-ratings. Some are as bad as "Blood and Gore" which means depictions of blood or the