Cango Week 2 Analysis Report Essay

2763 Words Sep 5th, 2013 12 Pages
CanGo Week Two Analysis Report
DeVry University
Bus460 Senior Project
Instructor David Mozinski

Introduction

The Grad Consultants have spent the last two weeks observing CanGo and their business practices to help them determine the weaknesses within their organization. We will use our knowledge and experience to provide suggestions for improvement that will have a positive impact not only on CanGo’s bottom line but also on the morale of all those who are employed by the organizations. Elizabeth (Liz), who is the owner of CanGo, first conceived the idea of the company in 2006. Since then, the company has grown exponentially. According to the company’s intranet “Liz’s experience and
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SWOT Analysis

The Grad Consultants have researched CanGo extensively in order to identify the areas in which CanGo needs the most improvement. The following SWOT analysis will begin the identification of these issues.

Internal Strengths

The Grad Consultants has determined that CanGo has four internal strengths. The first is the technologies of CanGo. The company possesses the ability to implement a new online type of gaming because they already have the streaming technology in place and can create a parallel installation of the two processes.

The second internal strength that we feel CanGo has is low operating costs. They own the “brick and mortar” and overhead is not very high for their day-to-day operations. From what we have seen in the financials, they are bringing in revenue of $33 million.

The third internal strength that we feel CanGo has deals with their business processes. The business has a scope that includes capturing mass market segments in the business solution market, online books, and now online gaming. These business processes for CanGo are providing low-cost entertainment opportunities so the online gaming process will be quick to implement.

Last but not least is profit. CanGo are in a profitable market with an immense scope of growth. Online reading, magazines, audio, and video