Undergraduate Entrepreneurs Win Business Concept Competition
The Institute for Technology Entrepreneurship & Commercialization (ITEC) at Boston University School of Management has announced the three winners of the BU $1K Business Concept Competition, held on Friday, October 15, 2010. Each winning team will get the chance to work with an assigned business mentor, who will help them further refine their business plan, and have access to $1,000 in funding to turn their concept into reality.
Each winning team will work with an assigned business mentor to further refine their business plan and have access to $1,000 in funding to turn their concept into reality.
Congratulations to the following Boston University undergraduate teams:
Band Over Boston, presented by Cullen Corley (CAS, ’13/’14)
The concept is to create a portal to Boston’s vibrant local music scene, principally by streaming local music at cafes and Wi-Fi hotspots around Boston and creating a website based around a library of all-local music. Location-specific playlists for cafes and other venues will simultaneously serve as brand enhancement for local and independent businesses, make them a destination for a new clientele, and support local music.
The QuickStick, presented by Michael Peerless (SMG ’11), Jeffrey Sakowicz, and Gregory Tavolacci
The QuickStick provides a simple and affordable tool for computer illiterate individuals (with a focus on baby boomers) who are frustrated with the speed and lack of responsiveness of their computer. The product will feature a software solution using a USB device as opposed to a CD, making the product a fast, inexpensive, and easy alternative for the end user.
Urban Electronics Games, presented by John Wolff (CAS ’12), Antoine Vo (CAS ’11), and Megan Hacker (CAS ’10)
Urban Electronics Games (UEgames) is an independent video game studio. Its focus is to develop and evaluate new or existing game components to see how they can attract potential gamers. At UEgames, players/customers have an active, open role in development, so that the (development) team can simultaneously learn what its customers want to play and what will attract them to future games.