The project in five facts.
Challenge, approach and results.
In 1997, the Strategy for the Development of Gaming was adopted in Slovenia. This document defined that the product of games of chance and accompanying activities is an important part of the tourist offer in the country. With rich experience in the field of gaming tourism and taking into account all positive and negative factors, they will, through their diploma thesis, in which they have addressed the development of games of chance, the theory of entrepreneurship and services in games of chance, conduct research on the state of games of chance and prepare a business plan for their own gaming establishment, with which they demonstrate that another company dealing with the organisation of special games of chance can successfully operate in their region. Even with established policy, the company could achieve even better results than anticipated with its offer and attractiveness.
Problem
In 1997, the Strategy for the Development of Gaming was adopted in Slovenia. This document defined that the product of games of chance and accompanying activities is an important part of the tourist offer in the country. Undoubtedly, companies that operate in the area of their country (as well as beyond) dealing with the organisation of special games of chance follow gaming trends, as increasingly fierce competition requires constant adaptation to users' wishes.
In the area of eastern Styria (as elsewhere in Slovenia), the new law enabled private individuals (private capital) to open new salons with slot machines. Shortly, the company HIT from Nova Gorica will open a modern and trendy gaming-entertainment complex in Šentilj. If a new company wishes to survive amidst all this competition, it must offer visitors something more; not only high quality execution of gaming services, but also a diverse additional offer (restaurant, concert activities, discotheque, night bar, sports activities, beauty salon...).
Is it possible that, despite the competition, in a suitable location and with the right offer, a new salon with slot machines can come to life and survive?
Solution and Method
With rich experience in the field of gaming tourism and taking into account all positive and negative factors, they will, through their diploma thesis, in which they have addressed the development of games of chance, the theory of entrepreneurship and services in games of chance, conduct research on the state of games of chance and prepare a business plan for their own gaming establishment, with which they demonstrate that another company dealing with the organisation of special games of chance can successfully operate in their region. They got the idea to realise their wishes for self-employment precisely whilst studying the Entrepreneurship module, which expanded their knowledge on how to approach the realisation of an entrepreneurial idea and how to professionally begin their own entrepreneurial path.
In the diploma thesis, they have thus assembled a mosaic of the study of all modules at Academia Institute of Technology. They received guidelines on how one needs to think in the role of a commercial specialist, entrepreneur or manager, where and how to expand and apply their acquired knowledge. They were also able to use their rich seventeen years of experience in gaming.
During their studies, they established that over long years of work in one field much changes and that it is necessary to continuously expand knowledge in entrepreneurship, business management, marketing, logistics, psychology, sales, law, information technology... These are precisely the modules that make up their mosaic of the entrepreneurial plan. It is also necessary to regularly read professional literature and follow events in their business and political environment.
They have also learnt that each and every one of us can, with desire, diligence and positive drive, complete their studies and practically apply this knowledge. With great satisfaction, they note that they have fulfilled the task they set themselves in the disposition, as they have conducted proper market research with visitors to Casino Maribor, which, in addition to its use in the diploma thesis, has practical value for Casino Maribor and for their planned Casino Grad. They have prepared a business plan for their own gaming salon; with this, they have verified whether it could become reality with their financial capabilities.
Thus, by combining rich experience and knowledge acquired through study, they would become part of gaming tourism and shape their own destiny. In Casino Grad, they would like to implement all the wishes for changes that they, as employees, cannot currently realise. They also wish to change all the negative experiences of their guests and create as friendly a slot machine salon as possible, where the desire for profit would not be in first place.
Results
Even with established policy, the company could achieve even better results than anticipated with its offer and attractiveness. It would also promote itself additionally by engaging in the local political and non-political scene in the sense of positive action in the municipality and for the benefit of the public. The greatest threat to Casino Grad in the coming years is represented by the construction of HIT Casino in nearby Šentilj.
Their advantages are primarily of a financial nature; they enable higher winnings at live games and slot machines, as these are connected in a network of all HIT casinos. Their offer is also more diverse. The proximity of the motorway will enable them to attract transit guests, as a hotel will also be built next to the gaming establishment.
However, Ptuj also has a connection with Croatia, therefore we can expect both guests from this country and transit guests. They are certainly of the opinion that they can succeed with their entrepreneurial idea and take their share of the pie in the world of games of chance! Very important for users (guests) is the image of the company, its offer and the offer of competitors.
Image is a set of beliefs, ideas and impressions that a person has about an object. (Kotler, 1998, p. 599).

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