User
Write something
Another Insight That I Learned in GoVenture Kiosk Business Simulation
Hello everyone! I learned another valuable concept while playing the GoVenture Kiosk Business Simulation. From Slow Service Loss Rate -> Hiring Decision While going through the “1-Hour Entrepreneur Video Training” here in Skool, I remembered Sir Mathew demonstrating a situation where his kiosk business lost many customers due to slow service after marketing. He said something about considering how will we entrepreneurs know when to decide hiring an employee, so a question came up to my mind: "Does the extra revenue I gain from hiring someone exceeds the cost of paying them?" So, with the help of AI and what I’ve been learning in the simulation, I put together a simple, step-by-step way to think about this. 1. Slow Service Loss Rate First, we determine how many customers are leaving specifically because of slow service. Formula: Slow Service Loss Rate (%)= (Avg. Customers Lost due to Slow Service / (Customers Served + Customers Lost due to Slow Service)) × 100 For myself, I set a 10% threshold: - Below 10% -> normal loss, no immediate action needed - Above 10% -> investigate and consider intervention I think customer loss is unavoidable in business, but the key is knowing at what point it becomes a real problem. 2. Average Revenue Per Customer (ARPC) If the loss rate is above the threshold, the next step is to understand how much each customer is worth Formula: ARPC= Average Total Revenue / Average Customers Served This tells me how much revenue I earn per customer on average. 3. Recovery Rate This represents the percentage of lost customers I can realistically recover after hiring since not every lost customer will come back even if services improves. I decided to focus on two methods only: Method 1: Simulation-Based Recovery (After Hiring) Used after hiring, based on actual results. Formula: Recovery Rate= (New Customers Served − Old Customers Served) / Customers Lost This is the most accurate because it uses real outcomes. It answers:
Another Insight That I Learned in GoVenture Kiosk Business Simulation
Kiosk Business Simulation - Key Insight I Learned
Hello everyone, I just want to share my insight that I just learned when I was playing GoVenture Kiosk Business Simulation. As I continue playing the GoVenture Business Simulation, one of the most valuable concept I’ve learned is Customer Loss Rate. A question I kept asking myself was: At what point should I actually intervene when I start losing customers? In any real business, some customer loss is normal and unavoidable. But the real challenge isn’t eliminating loss completely, it’s knowing when the loss becomes a problem worth acting on. Now this is easy to overlook when your business is small and serving only a few customers. But once you’re serving hundreds or even thousands, percentages matter far more than raw numbers. About my Intervention Threshold For my own decision-making, I set a rule: - Below 10% customer loss -> normal operational friction - 10% or higher -> intervention required Why 10% as my intervention threshold? Losing 10% of potential customers also means losing roughly 10% of possible profit, which becomes significant at big businesses with big numbers. Below that threshold, I feel like intervening too often can lead to over-optimization and unnecessary changes. So once customer loss exceeds 10%, that’s when I investigate the cause: - Is it slow service? - Pricing? - Product quality? - Capacity limitations? How I Calculate Customer Loss Rate With the help of AI, I found a simple and clear formula: Customer Loss Rate (%) =(Customer Lost ÷ (Customer Served + Customer Lost)) × 100 This shows the percentage of total demand that went unmet. For example: Let’s say in one day of operating the kiosk: - Customers Served: 29 - Customers Lost: 13 Total customer demand =29 (served) + 13 (lost) = 42 Now apply the formula: Customer Loss Rate (%) =(Customer Lost ÷ (Customer Served + Customer Lost)) × 100 = (13 ÷ 42) × 100= 30.95% So about nearly 1 out of every 3 potential customers walked away. Why I feel like this formula matters to me
GoVenture World is going offline after November 30, 2025
We are in the process of creating a new version that reimagines the gameplay. As a small team, it’s better that we focus our energy on the new build rather than maintaining the current version. We’ve learned a lot from our player experience with GoVenture World and our other business simulations. And gaming has also changed a lot since we originally imagined the gameplay. It’s time for a refresh. We hope to have a basic version available mid to late 2026. Thanks for playing. When we have an update to share, we will email our past players and post in our community here. If you are an instructor looking to adopt a business simulation in your school or company, check out our experiential learning programs used by thousands of instructors and millions of students at GoVenture.net
GoVenture World is going offline after November 30, 2025
Ongoing Production Line Bugs
Hi everyone, I’d like to report that my friends and I are facing several bugs related to our production lines across different businesses. Even when running at full production efficiency, some of our manufactures get clogged and stop outputting at the expected rate. It's been disrupting operations and making it hard to plan ahead. On top of that, some of our businesses aren’t showing up for each other, which is making coordination difficult. This issue affects Global Space (mine), Major Tom Ltd, and Ichigo Ichie. Possibly others as well. We’d really appreciate it if the game admins could take a look. These issues are ongoing and affecting gameplay stability. If anyone else is experiencing similar problems, feel free to chime in. Thanks in advance!
Share your GoVenture World HOLDING COMPANY Name
Share your Holding Company name so other players can do business with you in GoVenture World.
1-20 of 20
businessXP
skool.com/bxp
Quickly gain the skills of an entrepreneur and confidence of a business leader — by playing realistic simulations and games (or design your own).
Leaderboard (30-day)
Powered by