##plugins.themes.bootstrap3.article.main##

To adapt with phenomenon in industry 4.0 which disruptive technology quickly emerges and can threaten many companies, PT Telekomunikasi Indonesia Tbk (Telkom) implements internal corporate venturing by establishing Amoeba Digital Program that is lab to manage innovation by employees who form a team named Amoeba. Amoebas are incubated by adopting lean start-up methodology thus they can be considered as a start-up. They have to go through steps of innovation journey and after all the steps are passed and there is potential upscale revenue, they will become Business As Usual of Telkom. Venture B is one of Amoebas that has launched its product and generated revenues. However, recent Venture B’s revenues is decreasing, thus Venture B needs to implement new business model and needs more financing. A problem confronting Telkom as the parent company which provides the venture capital is determining the value of the venture to determine whether funding should be provided. Therefore, this research is conducted to give insight on how much the venture is really worth and how Venture B will be going in the future. Methodology used in this research is both qualitative and quantitative approach to understand the business situation and get a picture of the venture in a form of numbers or value. Combined of Damodaran and First Chicago method will be used to value the venture considering these methods can overcome issues emerged in valuing start-up company and provide better view on Venture B’s overall potential through combining the value of three different scenarios. The value of Venture B with new business model then will be compared with the value of Venture B with existing business model. From the result, Telkom can know how much Venture B is really worth which can help Telkom determine future strategy.

Downloads

Download data is not yet available.

References

  1. Admin. (2018, May 12). How Gaming Technology Has Improved. Retrieved from https://www.gamedesigning.org/gaming/advances-in-technology/
     Google Scholar
  2. Costanza, T. (2012, July 10). The Environmental Impact of Video Games (Infographic). Retrieved from https://www.siliconrepublic.com/life/the-environmental-impact-of-video-games-infographic
     Google Scholar
  3. Damodaran, A. (2000, March). The Dark Side of Valuation: Firms with no Earnings, no History and no Comparables. New York City, New York, USA.
     Google Scholar
  4. Damodaran, A. (2012). Investment Valuation (3rd Ed.): Tools and Techniques for Determining the Value of Any Asset. New Jersey: John Wiley & Sons, Inc.
     Google Scholar
  5. Decision Lab. (2018). A Behavioral Analysis of Mobile Games. Ho Chi Minh City: Decision Lab.
     Google Scholar
  6. Fischer, J. (2014, August 5). Five-Forces Analysis has Grim Tidings for Free-To-Play on Mobile. Retrieved from https://www.gamasutra.com/blogs/JustinFischer/20140508/217326/FiveForces_Analysis_has_Grim_Tidings_for_FreeToPlay_on_Mobile.php
     Google Scholar
  7. Futurebooks. (2011). Mobile Game Industry Analysis. Singapore.
     Google Scholar
  8. Gitman, L. J., & Zutter, C. J. (2015). Principles of Managerial Finance (Global Edition, 14th Ed.). Harlow, Essex, England: Pearson Education Limited.
     Google Scholar
  9. Grant, R., Bulter, B., Orr, S., & Murray, P. (2014). Contemporary Strategic Management. Milton, Australia: Wiley.
     Google Scholar
  10. Gurel, E., & Tat, M. (2017). SWOT Analysis: A Theoretical Review. The Journal of International Social Research, 994-1006.
     Google Scholar
  11. Hisrich, R. D., & Kearney, C. (2012). Corporate Entrepreneurship: How to Create a Thriving Entrepreneurial Spirit Throughout Your Company. New York City: McGraw-Hill.
     Google Scholar
  12. Hitt, M. A., Ireland, R. D., & Hoskisson, R. E. (2011). Concepts Strategic Management: Competitiveness & Globalization. Mason: South-Western Cengage Learning.
     Google Scholar
  13. Jha, B. (2017, February 21). How Does New Technology Impact The Gaming Industry? Retrieved from https://www.gamasutra.com/blogs/BinayJha/20170221/291980/How_Does_New_Technology_Impact_The_Gaming_Industry.php
     Google Scholar
  14. Lofgren, K. (2016, November 15). Environmental Impact of Video Games. Retrieved from Bigfishgames: https://www.bigfishgames.com/blog/the-environmental-impact-of-gaming/
     Google Scholar
  15. Mahesa, R. (2017, April 26). 4 Gaming Innovations that are Impacting All of Tech. Retrieved from https://hub.packtpub.com/4-gaming-innovations-are-impacting-all-tech/
     Google Scholar
  16. Marr, B. (2018). What is Industry 4.0? Here's A Super Easy Explanation For Anyone. Retrieved from Forbes: https://www.forbes.com/sites/bernardmarr/2018/09/02/what-is-industry-4-0-heres-a-super-easy-explanation-for-anyone/#c1a61a69788a
     Google Scholar
  17. McGuire, A. (2018, May 11). How Technology Continues to Drive The Video Gaming Industry. Retrieved from https://irishtechnews.ie/how-technology-continues-to-drive-the-video-gaming-industry-2/
     Google Scholar
  18. Mountfield, S. (n.d.). Industry Analysis of the Mobile Gaming Industry in Denmark. Retrieved from http://www.mountfield.dk/industryanalysis.pdf
     Google Scholar
  19. Nabila, M. (2017, April 28). Telkom Resmi Komersialkan Layanan WiFi Corner. Retrieved from Dailysocial: https://dailysocial.id/post/telkom-resmi-komersialkan-layanan-wifi-corner
     Google Scholar
  20. Newzoo. (2015). Preview of the Southeast Asian Games Market: Opportunities in the World's Fastest Growing Region. Newzoo.
     Google Scholar
  21. Newzoo. (2015). Southeast Asia Games Market: The World's Fastest Growing Region Casual Games Sector Report 2015. Newzoo.
     Google Scholar
  22. Newzoo. (2017). 2017 Global Games Market Report. Newzoo.
     Google Scholar
  23. Newzoo. (2018). 2018 Global Games Market Report. Newzoo.
     Google Scholar
  24. Rastogi, N., & Trivedi, D. M. (2016). Pestle Technique - A Tool to Identify External Risks in Construction Projects. International Research Journal of Engineering and Technology, 384-388.
     Google Scholar
  25. Reinfeld, P. (2018). Start-Up Valuation: Solving the Valuation Puzzle of New Business Ventures. Paris: HEC Paris.
     Google Scholar
  26. Rexusid. (2018, February 2). Bisnis Warnet Making Menguntungkan Bersama Rexus. Retrieved from Rexus: https://rexus.id/bisnis-warnet-makin-menguntungkan-bersama-rexus/
     Google Scholar
  27. Shamil, M., & Fuad, H. (2019, January 13). Koran Sindo: News. Retrieved from www.koran-sindo.com: http://koran-sindo.com/page/news/2019-01-13/0/0/Rebut_Pasar_Game_Indonesia
     Google Scholar
  28. Shantika, E. (2017, April 26). Games, Sisa Kejayaan Laskar penghuni Warnet. Retrieved from CNN Indonesia: https://www.cnnindonesia.com/teknologi/20170422025840-185-209405/gamer-sisa-kejayaan-laskar-penghuni-warnet
     Google Scholar
  29. Statista. (2019). Mobile Games Indonesia. Retrieved from Statista: https://www.statista.com/outlook/211/120/mobile-games/indonesia
     Google Scholar
  30. Sudoyo, W. (2018). Valuasi Operator Disamai Unicorn, Telkom Terancam? Retrieved from Telset: https://telset.id/204981/valuasi-operator-disamai-unicorn-telkom-terancam/
     Google Scholar
  31. Takahashi, D. (2016, January 25). Game-software revenues to grow from $90B in 2016 to $11B by 2020. Retrieved from Venturebeat: https://venturebeat.com/2016/01/25/game-software-revenues-expected-to-grow-from-90b-in-2016-to-115b-by-2020/
     Google Scholar
  32. Telkom Indonesia. (2018). Annual Report 2018. Retrieved from Telkom: https://www.telkom.co.id/servlet/tk/mobile/about/en_US/stockdetail/annual-reports.html
     Google Scholar
  33. Telkom Indonesia. (n.d.). Profile and Brief History. Retrieved from Telkom: https://www.telkom.co.id/servlet/tk/about/en_US/stocklanding/profile-and-brief-history.html
     Google Scholar
  34. Tung, Y. H. (2018, August 30). How Singapore Start-up Bountie Aims to Change The E-Sport Scene Using Cryptocurrency. Retrieved from https://e27.co/singapore-start-up-bountie-aims-change-e-sport-scene-using-cryptocurrency-20180829/
     Google Scholar
  35. Utomo, R. M. (2016, April 28). Tumbangnya Warnet Browsing dan Bangkitnya Warnet Gaming. Retrieved from Medcom: https://www.medcom.id/teknologi/news-teknologi/4KZXx0qb-tumbangnya-warnet-browsing-dan-bangkitnya-warnet-gaming
     Google Scholar
  36. Westway, L. (2015, June 5). Dirty Cloud: Warnings Over Online Gaming Industry's Environmental Footprint. Retrieved from https://www.theguardian.com/sustainable-business/2015/jun/05/warnings-over-online-gaming-industrys-dirty-cloud
     Google Scholar
  37. Wibowo, A. (2016, March 15). Pasar Game Global Diperkirakan Akan Mencapai Lebih dari Rp1.000 Triliun Tahun 2019. Retrieved from Techinasia: https://id.techinasia.com/pasar-game-global-akan-tembus-rp1-000-triliun-2019-nanti (Telkom Indonesia)
     Google Scholar
  38. Wisker, G. (2007). The Postgraduate Research Handbook (2nd Edition). London: Red Globe Press.
     Google Scholar
  39. Zhuo, K. (2017, December 12). Porter's Five Forces Analysis - Video Game. Retrieved from Medium: https://medium.com/@keyue.zhuo.14/porters-five-forces-analysis-video-game-2478241ebe41
     Google Scholar