Live Case – Project
Realizing new revenue streams through the various businesses Inven has embedded itself in within the esports industry
A Collaboration Between
Inven Global is looking for fresh new perspectives and ideas regarding our esports platform www.invenglobal.com. Our primary goals are to establish a premium subscription service that will net at least 10 percent acquisition from our 1.4M users each month and begin the early stages of an eCommerce presence in the form of exclusive cross-over products with our esports partners.
In addition, we have 4 major esports events planned for 2021 as well as active content portals for esports fashion, hardware, art, and much more. We want to better market these platforms and content while also building a community via Discord around user involvement.
Inven Global is a major force in the world of esports and is currently up for our 3rd nomination for Esports Coverage site of the year.
Project Topics
Company Information
Company | Inven Global |
HQ | N/A |
Revenue | Unlisted |
Employees | Unlisted |
Stage | Pre-Revenue Startup |
Hiring Potential | N/A |
Website |
Company Overview
Experiential Learning Program Details
School | Washington University of Virginia |
Engagement Format | Live Case - Think "Hackathon" or Case Competition with a whole class of students! This learning format allows educators to deliver experiential learning to students at scale. Students are often split into groups to work on a live case (or a series of cases) from a real host company that directly relates to key learning objectives. |
Course | Business 700 Capstone Project |
Level |
|
Students Enrolled | 30-40 |
Meeting Day & Time | Tuesday @ 3:30 PM ET |
Student Time Commitment | 1-3 Hours Per Week |
Company Time Commitment | 2 Hours |
Duration | 13 Weeks |
Program Timeline
Key Project Milestones
Project Resources
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Industry Mentors
Academic Mentors
Assigned Students
There are currently no students assigned.