E-book
Author Sarkam, Saida Farhanah, author

Title Yeayyy.com : venturing into mobile app business / Saida Farhanah Sarkam, (Faculty of Business Management, Universiti Teknologi MARA, Raub, Malaysia), Siti Khadijah Mohd Ghanie, (Faculty of Entrepreneurship and Business, Universiti Malaysia Kelantan, Kelantan, Malaysia), Nur Sa'adah Muhamad, (UKM-Graduate School of Business, Universiti Kebangsaan Malaysia, Bangi Selangor, Malaysia), and Khairul Akmaliah Adham, (Faculty of Economics and Muamalat, Universiti Sains Islam Malaysia, Nilai, Malaysia)
Published Bingley, U.K. : Emerald Group Publishing Limited, 2016
©2016
Online access available from:
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Description 1 online resource (2 pages) : 28 illustrations
Series Emerald emerging markets case studies, 2045-0621 ; volume 25, issue 6
Summary Yeayyy.com was a private limited company based in Bandar Baru Bangi, Selangor, a township located about 30 km south of Kuala Lumpur. It was founded by Mr Hazmin in early 2010 with a seed funding of RM150,000 (about US$50,000). By the end of 2014, its core businesses include developing mobile application (app), software and website, as well as conducting information technology (IT) training. The company had developed its own animation cartoon, Oolat Oolit, and had commercialized several mobile app inventions. These mobile apps include a Jawi (traditional Malay writing system) app, mobile games and Facebook apps which were compatible with most mobile operating systems. Since its inception, Yeayyy.com had aspired to follow the footsteps of the internationally acclaimed Malaysian home-grown animation production house, Les' Copaque, which had produced the popular Upin Ipin series. Similar to Les' Copaque, Yeayyy.com also planned to commercialize its in-house characters into TV series and to market related merchandises, along with its collaborative partner, CikuTree Studio. However, by the end of 2014, the company's seed funding had depleted, thus forcing Mr Hazmin to strategize for the company's future
Notes Understanding the process of entrepreneurship and technology-based venture development enables case analysts to apply the concepts in many situations involving business opportunities and company development
Bibliography Includes bibliographical references and index
Audience The target audiences for this study are advanced business or non-business undergraduate students and MBA students taking courses of entrepreneurship, management of innovation and organization theory and design
Subject Mobile apps
Technological innovations
Mathematics, Recreations & Games.
Game theory.
Genre/Form Case studies.
Form Electronic book
Author Khadijah Mohd Ghanie, Siti, author
Muhamad, Nur Sa'adah, author
Akmaliah Adham, Khairul, author