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Page 1: Decision Analysis Evaluation Matrix

Decision Analysis Evaluation Matrix

Example: Optimal Country for Online Games China Hong Kong S. Korea Japan Singapore

Political: Optimize 0.217 485

Stable Govt 0.045 100 7 7 7 8 10

Startup Incentives 0.029 65 5 7 10 8 10

Trade Regulations 0.036 80 5 8 10 8 10

IP, License, TM etc & Business

Protection0.045 100 2 4 10 10 10

Wars, civil unrest 0.036 80 8 9 8 8 10

Govt Support, Relationships 0.027 60 6 8 10 7 5

Social / Cultural:

Maximize Acceptance0.112 250

Awareness 0.034 75 7 7 10 10 8

Trend 0.034 75 7 7 10 10 7

Acceptance 0.045 100 7 8 10 10 6

Market: Maximize 0.258 575

In-Country Potential 0.034 75 10 7 10 10 7

Access to In-Country 0.045 100 5 8 10 10 8

In-Country Competition 0.011 25 5 8 10 8 6

In-Country PC, Internet

Adoption0.045 100 5 8 10 9 8

Pricing Power in country 0.045 100 5 7 10 10 10

Potential - All Countries 0.034 75 10 10 10 10 10

Access to Other Countries 0.045 100 7 10 10 10 10

Financial: Minimize

Restrictions0.204 455

Investors: Access, Availability 0.034 75 7 8 10 8 10

Tax Impact & Incentives 0.036 80 6 8 9 7 10

Ease of Transactions 0.045 100 5 8 9 9 10

Currency Exchange 0.045 100 5 8 8 8 10

Can easily get Any $ amount

in/out of Country0.045 100 3 8 8 8 10

Operational: Maximize 0.209 465

Internet/Tech Networks,

Bandwidth, Infrastructure0.045 100 6 7 10 8 7

Skilled Software Labor 0.045 100 7 7 10 9 8

Cost of Hire, Fire Labor & Doing

Business0.045 100 9 8 5 7 7

Language Abilities / Customer

Service0.034 75 5 8 5 7 10

Ability to travel, trade in/out of

country0.040 90 5 8 8 8 10

Total 1.000 2230 6.067 7.704 9.061 8.711 8.834

2009 Copyright: Manas Kanungo

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10=best)

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Evaluation Criteria or

ObjectiveNormalized weights

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(100=max.)

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