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尖峰时刻商业模拟大赛

尖峰时刻商业模拟大赛官方博客

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赛事背景和目的

 

    由斯德哥尔摩经济学院(Stockholm School of Economics)主办的Peak Time全球模拟大赛自2008年引入中国后,已经在中国连续成功举办了三届“尖峰时刻”赛事。第四届“尖峰时刻”全国模拟大赛即将鸣锣。该赛事从第一届的40所院校参与到第三届的70多所院校角逐,得到了全国院校的积极响应,其中汇集了清华大学、北京大学、中国人民大学、中国科学技术大学和中山大学等国内众多优秀的高校。“尖峰时刻”现正成为国内一项知名度较高的国际性模拟赛事。

 

为了让更多的学生能够参与到商业模拟的世界中来,提高商业技能的综合运用能力与软技能,享受学习带来的快乐,分享人脉资源;同时为了让更多的中国院校拥有更多国际间院校交流资源,并分享国内外模拟教学的经验。“尖峰时刻”赛事正在为学生和院校搭建这样一个海内外相互交流和沟通的平台。

 

赛事概况

 

    “尖峰时刻”赛事分为初赛、复赛、全国决赛和全球赛事四个阶段。初赛和复赛通过网络进行,初赛包括在线模拟决策和团队介绍,复赛由在线模拟决策和案例分析组成。中国区决赛将集中在现场进行,分为模拟比赛和现场商业演示。在商业演示环节,资深名校评委和企业高管将对学生演示进行提问和点评。获得全国冠军的队伍将赴欧洲与全球其余24支队伍一起角逐世界冠军。

 

    每届赛事都会制作当届的赛事手册,其中记录了院校和队伍的参赛过程,优秀的团队介绍和案例分析将刊登于当届的赛事手册中。

 

全球赛事

 

    PEAK TIME (www.peaktime.org):欧洲最大的国际模拟竞赛之一,每年都吸引了来自世界各国的优秀学生参加。竞赛要求参赛者在虚拟模拟中运用自己所学的理论知识与分析能力完成和解决真实商业活动中的多种任务与问题。模拟竞赛的主要目的在于营造和发展一个具有竞争性的创业者环境,期间邀请世界各国商业杰出人士演讲,分享他们的经验。竞赛国际组委会为了促进各国文化交流,通过商业模拟竞赛的形式,让各国参与者有机会拓展他们交际网络,并与其它各地区的优秀选手互相交流和合作。

 

赛事简介

 

初赛模拟介绍(学生可根据自己的兴趣选择服务行业模拟或者营销管理模拟)

 

    服务行业模拟旨在让学生在服务行业中做出管理决策,因服务行业模拟相对决策变量比较少,学生更容易进入角色。该模拟也是一个小型的战略模拟。每队学生代表一家公司,在规定的期限内完成决策。每家公司面临战略决策的挑战,如负责营销管理、人力资源管理、运营管理和财务管理、投资并开拓新市场等。模拟由若干个回合组成,学生根据每回合给定的不同市场前景等条件进行决策,然后得到该回合公司运营的结果。最后一个回合的结果就是整体运营的最终结果。决策的最终目的是股东价值最大化,以股东累计回报作为最后的评判标准。

 

    营销管理模拟旨在让学生为企业进行营销决策,营销管理模拟的针对性比较强,适合有基础营销知识的学生。每队学生代表一家公司,在规定的期限内完成决策。每家公司面临营销决策的挑战,如负责产品、定价、广告、渠道投资和售后服务等。模拟由若干个回合组成,学生根据每回合给定的不同市场前景等条件进行决策,然后得到该回合公司运营的结果。最后一个回合的结果就是整体运营的最终结果。模拟最后以股票价格作为最后的评判标准。

 

初赛团队介绍

 

    团队介绍主要体现学生的创意性和合作精神,将占初赛总分的30%:介绍你的团队名称,队友和团队照片等。优秀的团队介绍将刊登入第四届“尖峰时刻”赛事宣传册中。

 

复赛模拟部分介绍

 

    初赛中获胜的团队将进入复赛。
    进入科技高速发展的二十一世纪,移动通讯行业成为全球发展最为迅速的一个行业。在这样一个错综复杂的环境下,学生将置身于一家全球移动电话公司的管理团队,与市场中的其他公司进行博弈,目的是为企业和股东创造出更多的价值。在本模拟中,学生将通过运用有效的市场战略、适时的制定决策以及准确的决策实施而为企业获利。学生需要对需求、生产、营销、研发、物流和财务等方面进行决策。战略性的部署、细致的分析、持续的研发、产品适时的进入市场以及其准确的定位是获胜关键。

    复赛案例部分
    学生将得到一个案例,通过对案例进行分析,学生需提出解决方案。案例占整个复赛总成绩的40%,进入决赛的部分团队,其案例将刊登入第四届“尖峰时刻”赛事宣传册中。

中国区决赛

 

    复赛获胜的团队将进入中国区决赛。中国区决赛将由模拟和商业演示两部分组成。决赛中获胜队伍将进入全球赛事PEAK TIME或进行北欧院校交流活动。

 

奖励与报名

 

奖励

 

中国赛区冠军: 本科生组冠军将获得资助前往欧洲参加全球决赛。

              MBA组冠军将获得资助前往北欧参加院校交流活动。

 

决赛冠军将获得奖杯、证书和奖品。亚军和季军奖获得证书和奖品。

所有进入决赛的队员将获得个人奖励证书,部分优秀复赛队伍将获得奖励证书。

本届赛事将增加评选区域奖项和院校最佳组织奖项。

大赛将为优秀指导教师颁发“优秀指导教师证书”。

大赛将对所有参赛队进行评选,最终将评选出“最佳团队合作奖”、“最佳团队风采奖”、“最佳团队创意奖”等单项奖奖项。

进入全国决赛的院校,都将获得北欧院校交流研讨活动的邀请。

 

报名资格

 

1.  凡具有正式学籍在校的本科生,研究生和MBA学生均可报名参赛。

2.  以团队形式参加比赛,每队最多4人。每队最多2人参加过上一届的“尖峰时刻”赛事。

3.  本科生或专科生将参加本科生组,研究生和MBA学生将参加MBA组。

4.  参赛团队需得到本校院系或MBA中心的推荐。

 

报名费用

 

每个团队500 元人民币。

进入下一阶段赛事,不会收取另行比赛费用。

 

报名截止时间

 

    2011年11月7日。

 

比赛流程

 

比赛将通过在线与实地相结合的方式进行
初赛和复赛主要在网络上完成,提供在线支持与帮助。
决赛将集中3-4天时间,现场进行。
赛事时间安排:
全国初赛 2011年11月11日-25日 (在线)
全国复赛 2011年11月30日-12月16日 (在线)
全国决赛 2012年3月初 (杭州)
全球决赛 2012年4月底 (欧洲)

 

报名注意事项

 

报名流程

 

1. 填写并提交报名表至指定邮箱:peaktimechina@gmail.compeaktimechina@sina.com

2. 您将在两天之内收到确认邮件,邮件中包含以下内容:

队伍名称和院校确认信息

报名费用付款信息和初赛具体日程表

3. 在收到报名费用两天内,我们将发送

初赛模拟演示信息,包括登陆信息案例背景和决策指南

初赛该参赛队伍的登陆赛事平台的信息时间和初赛评分标准

4. 报名注意事项:

赛事过程中将通过平台发布信息,为了准确收到各项信息,请参赛者在报名表中填写真实的邮件地址。

为了帮助指导教师更好地熟悉比赛平台,院校报名日后,将为指导教师设立赛事热身平台,帮助指导老师熟悉赛事环境。

 

赛事注意事项

 

赛事过程中请大家遵守平等、友好和尊重他人的原则。

赛事平台将发布初赛晋级队伍名单,进入复赛的队伍将通过邮件收到复赛相关信息。

每所院校在决赛中最多出线2支队伍。

赛事过程中,请参赛者妥善保存好自己的登陆信息和密码。

赛事组委会对于赛事结果有最终裁定权。

 

联系方式

 

报名邮件:peaktimechina@gmail.com   请抄送:  peaktimechina@sina.com

咨询信息peaktimechina@gmail.com   咨询电话:13611867560

 

赛事博客:http://blog.sina.com.cn/peaktimechina 

赛事微博:http://weibo.com/peaktimechina

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    国际赛事PEAKTIME和国内赛事“尖峰时刻”全国模拟大赛赛事采用的模拟课件由芬兰CESIM提供。经过十几年的国际赛事和连续三届的国内赛事,模拟课件的实用性和更新速度都非常符合市场发展的需求,得到国内外参赛院校的一致好评。

    2011428日至51日,Peak Time全球总决赛在斯德哥尔摩经济学院的主办下在拉脱维亚里加分校举行。尖峰时刻全国模拟挑战赛本科生组冠军深圳大学Viva la dream小组参加了PEAKTIME的全球比赛。

    虽然小组队员在长时间飞机和气候差异中出现身体不适,但还是坚持完成了了比赛。在深圳大学崔世娟教授和黄凯珊老师的指导与带领下获得了亚洲区冠军,成功进入全球五强,成为历届中国代表队在PEAKTIME全球比赛中获得的最佳成绩。








     PEAKTIME 是欧洲最大的国际商业模拟竞赛之一,每年都吸引了来自世界各国的优秀学生参加。竞赛要求参赛者在虚拟模拟中运用自己所学的理论知识与分析能力完成和解决真 实商业活动中的多种任务与问题。模拟竞赛的主要目的在于营造和发展一个具有竞争性的创业者环境,期间邀请世界各国商业杰出人士演讲,分享他们的经验。


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标签:

教育

分类: 商业模拟普及资讯

Harvard Business Publishing asked a group of simulation authors questions about their experience using simulations (aka "sims") in the classroom. Their answers show that simulations challenge students to analyze available information and make critical decisions to solve a business challenge. While sometimes perceived as "video games," in fact, the best simulations allow students to experiment with ideas and outcomes and ultimately master the application of concepts to real situations.

What does a simulation do for student learning that other methods don't?

Prof. Luerhman: A simulation stimulates active engagement of students. They are playing a role, not just reading and analyzing. They make decisions and see the results of their decisions in the response of other players and the outcome of the sim. Simulations generate much more energy among students than traditional lectures or case discussions.



Timothy A. Luehrman
Harvard Business School
Author of Finance: M&A in Wine Country and Finance: Blackstone/Celanese



Prof. Ernst: With simulations, students can explore the impact of multiple decisions at the same time. Simulations also allow students to validate their common sense relative to a particular situation.


Ricardo Ernst
Georgetown University
Author of Operations Management: Benihana



Prof. Shih: A simulation forces students to synthesize and integrate what they read and make actual decisions based on facts or data presented in the case. Simulations give students a temporal dimension, an opportunity to experience outcomes that change based on their inputs over time.


Prof. Roberto: Simulations provide one way to provide some variety in pedagogy. They also provide that rapid feedback on student decision-making which is so critical for their learning.

Prof. Casadesus-Masanell: It's fun for students. There's not much preparation on their side, and it breaks the routine of cases. A simulation allows students to be in their own skin and directly experiment with ideas. It's very different from a standard class.



Ramon Casadesus-Masanell
Harvard Business School
Author of Strategy: Competitive Dynamics and Wintel



Prof. Edmondson: A sim requires action, and decisions. Students are right in the mix, having an experience as opposed to reading about an experience. Team-based sims have the added value of getting students to deal with team dynamics-just like in real life.



Amy C. Edmondson
Harvard Business School
Author of Leadership and Team: Everest

 



How do students react to using simulations?

Prof. Austin: Students don't want to stop playing. They play very differently. Some crash ahead, make mistakes, run through a scenario many times quickly. Others move much more slowly, deliberately, thinking carefully, studying what happens.

Prof. Ernst: Students enjoy winning. A well designed simulation includes an element of competition that encourages them to strive and to impress their classmates (and the faculty) while learning!

Prof. Shih: Students have told me that sims force them to integrate and apply material that they have learned. The opportunity to try things-test a hypothesis and receive immediate feedback-gives the sim a dimension that you can't get from a case alone.

Prof. Casadesus-Masanell: When I first started using a sim, I did not imagine the energy it would bring to the class. I've taught with sims in MBA and Executive Education and with both, the level of discussion is different than with cases-people get much more emotionally involved and competitive-they get hooked and their understanding of the learning points increases.

What surprised you the most about using simulations in your classes?

Prof. Luerhman: I am most surprised by the breadth of students' experiences. The more students talk about what they did in the course of the sim and what they learned from playing it, the more it becomes clear that the experience is a little different for everyone.

Prof. Austin: The biggest surprise is that we tend to get tremendous amounts of learning even when the results are markedly different in various runs of the simulation.

Prof Ernst: I have been impressed by how much students enjoy using simulations. It is a clear venue to convey concepts in a very friendly environment. When followed by a good debriefing session the learning obtains a different meaning.

For faculty who haven't tried a sim-what one thing would you say to convince them to try one?

Prof. Edmondson: The students love it. It's hard to get them to stop talking about it, they want to do it over and over, and to share the experience. They have fun, it's engaging, they laugh, they're surprised. And it's memorable. It sticks. Prof. Luerhman: Your students will thank you for trying it.

Prof. Austin: I'd say "Just wait until you hear the students' discussion after they've used the simulation." It's exhilarating, really, the issues the sim gives them access to. This is a really important point: The educational power is in the debrief. A sim is not the same thing as an online course. Rather, it's a way to get students talking about what you need to teach them.



Robert D. Austin
Copenhagen Business School
Author of Project Management: Scope, Resources, Schedule


Prof. Shih: Try it, play it on a demo account, and recognize that your comfort level will rise quickly with a little bit of experience. I have talked to a number of faculty users of Harvard Business Publishing sims, and I observe that once they took the plunge, they quickly saw the pedagogical value and their comfort level rose quickly.



Harvard Business School
Author of Strategic Innovation: Back Bay Battery



Prof. Roberto: I believe that a good simulation offers opportunities for rich discussion and powerful learning even if the results don't work as predicted in the instruction's manual. I also believe that a diversity of outcomes represents one of the strengths of a good simulation.



Michael A. Roberto
Bryant University
Author of Leadership and Team: Everest

 

 

原文链接:http://hbsp.harvard.edu/list/simulations-feature

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标签:

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分类: Cesim中国时事报道

发文时间:2011-03-17 作者:首都经贸大学 赵灵翡校报记者团 张孛瑶(报道)刘增荣(摄影)编辑:万陈芳

 


我校党委副书记杨军为深圳大学小鱼大梦团队颁发本科组全国冠军奖

经济学院院长张连城为中山大学岭南学院“Dream Builder”团队颁发MBA组全国冠军奖


 

    3月11日至12日,由经济学院主办的第三届“尖峰时刻”联通杯全国商业决策模拟挑战赛中国区总决赛在我校举行。深圳大学参赛队伍 “小鱼大梦” 和中山大学岭南学院参赛队伍 “Dream Builder” 分别摘得此次大赛本科组、MBA 组的桂冠。本科组冠军将代表我国参加在欧洲举行的PEAK TIME全球赛事,MBA组冠军将前往北欧学院进行为期一周的访问交流活动。

 

    全球商业模拟挑战赛旨在通过模拟的商业环境,使学生熟悉实际企业经营中可能遇到的各种问题,并帮助其提高决策能力。在高度仿真模拟的商业环境中决策、竞争与学习,锻造学生综合运用并将相关知识转化为实践的能力。比赛还将有助于培养学生的创新意识和创业精神,增强团队协作与有效沟通的软技能。
  
    此次决赛分为上机模拟和案例分析两部分。上机模拟主要通过操作由Cesim 公司提供的平台软件来进行决策比拼,案例分析则是通过选手对给定案例的综合分析和对现场评委的应答反应来进行角逐。本科组和 MBA组的两部分比赛交叉进行。“小鱼大梦”与“Dream Builder”这两支队伍,以其细致的投入规划,准确的产出回报以及合理低廉的价格,赢得了众评委的一致好评。
 
    3月12日晚,颁奖典礼在博学楼学术报告厅隆重举行,我校党委副书记杨军、经济学院院长张连城、经济学院党总支书记郎丽华、学生处处长金京虎、经济学院党总支副书记马力、校团委副书记张彤、Cesim大中国区经理吴雯女士、中国联通北京三区分公司副局长刘学萍先生、复旦大学管理学院产业经济学系余光胜教授、上海大学MBA中心主任孟添教授、神州数码副总裁孙丽华女士、香港中文大学高山教授参加了颁奖典礼。
 
    颁奖典礼现场气氛热烈,来自全国各高校的参赛团队齐聚一堂,一同分享比赛经验,共同期待奖项归属。本次比赛共设特等奖,一、二等奖,最佳创意奖,最佳风采奖,最佳团队合作奖,企业家青睐奖等7个奖项。最终,来自深圳大学的 “小鱼大梦”团队获得本科组全国冠军、来自中山大学岭南学院的“Dream Builder”团队获得MBA组全国冠军。这两支获得全国总冠军的团队分别获得一万五千元现金奖励级及参加全球比赛和访学交流的机会。

 

    据悉,此次全球商业模拟挑战赛中国区决赛有来自中国人民大学、中山大学、东南大学等23所高校的17支本科生团队和23支MBA团队参加。


 


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致亲爱的老师、同学及所有关注支持cesim的企业客户及合作伙伴:

 

    我们于2011年1月正式入驻开心网,开通了cesim中国的机构主页(www.kaixin001.com/cesim),欢迎大家访问并成为我们的粉丝并就任何课程及软件使用等疑问在线或留言咨询!

 

    有道是"No problem too large, No business too small",我们衷心地期待伴随着这样一个新的沟通交流渠道,无论您是cesim模拟培训产品的使用者还是机构客户或合作伙伴,都能感受到我们精诚所至的努力和全天候的服务理念。

 

    最后预祝大家新春快乐、欢乐吉祥,cesim借此给您拜一个早年!

 

此致

cesim中国

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(2010-12-20 14:33)

游戏简介  

    商业模拟游戏是系统动力学用到商业中的一种表现形式,背后的核心是数学建模。这和战争模拟游戏等类似。商业模拟游戏具有将近50多年的历史,在西方发达国家已经到了一个比较成熟的阶段。几乎90%的学校都至少有一门课会用到商业模拟游戏,95%以上的MBA学生会至少上过一门用到商业模拟游戏的课程。

  

    商业模拟游戏除了在高等教育中应用广泛外,还在企业的中高层培训以及企业的战略管理咨询。

 

国外发展现状  

    国外专业的商业模拟游戏提供商很多,但往往专业的厂商并不大,除CESIM外,目前瑞典的一家上市公司BTS也是专业厂商中做的比较大的,能够基于商业模拟游戏为客户提供深层次服务。根据其网站上的介绍,一个项目的费用可达800万美金左右。很多咨询公司同时提供商业模拟游戏服务,如埃森哲,麦肯锡等。

 

  商业模拟游戏在国外已经进入一个比较成熟的阶段,如今计算机的计算能力大大增加,模拟游戏的发展也非常迅速。具有较强的建模能力的用户,可以利用一些通用的建模软件自己做商业模型。

 

国内发展现状

    国内这个领域也已经发展有好多年,早年一般以手工沙盘模拟为主,沙盘直接模仿之国外同类产品,经过少量的改动直接用于国内企业培训及高校培训教学。手工沙盘目前做的比较成熟的,企业培训有人众人、无忧沙盘等。高校实验室以用友、金蝶等ERP厂商为主,其中用友公司的沙盘应用较普及。

 

  2005年后,国内陆续出现一些专门从事商业模拟游戏开发的公司,这些公司推出的产品比手工沙盘复杂得多,更接近真实商业环境,同时所涵盖的管理知识也更深入专业,应用领域也包括企业培训跟高校大学生培训。贝腾科技是其中较为优秀的国内公司。但总体来说,国内一些公司做的计算机的商业模拟软件说句实话,还不能搬上台面,大都较粗糙,不少甚至根本没法使用,资料吹嘘的无所不能无所不及,实际试用后却发现就是个绣花枕头,也只有在中国这样的环境下这样的产品才能有市场,还是需要花真功夫下去努力才行,不然估计很难发展下去。

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CESIM 商务模拟 

 

    Cesim公司在全球范围内为企业、大学和各类机构等提供高效实用的模拟培训和教学方案。公司成立于1996年,总部位于芬兰。在全球范围内与各地高校合作,是全球高校使用范围最为广泛的世界级三大模拟课程供应商之一。Cesim团队不仅拥有出色的模拟模型设计能力,更有丰富的模拟教学经验,在为客户提供更为专业的模拟课程同时,运用先进的技术和丰富的经验把模拟教学变得更为生动有趣。

 

    在高校板块,Cesim模拟课程在沃顿商学院纽约Stern商学院法国HEC Paris新加坡南洋理工大学等世界一流院校内应用。Cesim与世界知名出版商McGraw HillCengage拥有长期的战略合作伙伴关系。目前Cesim模拟课程提供的语言有英语、中文、西班牙语,葡萄牙语、俄语、法语、意大利语和德语等。

 

    在中国,Cesim的高校用户不仅有清华大学、中国人民大学、复旦大学、中山大学和南开大学等国内知名院校,也有对外经济贸易大学、首都经济和贸易大学、上海大学和深圳大学等院校。国内一些具有相当知名度的企业,如诺基亚HP中国银行等企业也是Cesim的企业培训用户。众多知名院校和企业选择Cesim,不仅意味着Cesim拥有值得信赖的产品,同时也预示着全球越来越多的专业人士对Cesim课程的青睐。

 

课程种类

 

 

 

    CESIM目前为高校提供的标准在线模拟课程有:

 

综合管理和战略模拟课程: 

Cesim Global Challenge(http://globalchallenge.cesim.cn

 

营销管理模拟课程:

Simbrand (http://simbrand.cesim.cn)

 

服务行业管理模拟:

OnService (http://onservice.cesim.cn)

 

CESIM特点

  • 模拟案例内容真实,模拟逼真。参与者在使用过程中,切实感受“运用之妙,存乎一心”。
  • 在线课程,无需下载和安装,方便实用。任何能上网的电脑就可以进行课程。
  • 界面北欧设计,操作简便实用。参与者可在60-90分钟内对课程规则理解,真正符合教学。
  • 完善的服务体系,在线助教安排,课程课件提供以及为客户度身定制课程教学计划等。
  • 多语言版本的模拟课程,各语言版本包括中、英文可在课程进行过程中自由选择。
  • 并为各院校提供更多地国内和国际院校交流的机会。

 

联系我们:

CESIM中国区销售支持  邮件:china@cesim.com

CESIM中国区官方网站:www.cesim.com


 

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Business simulation is simulation used for business training or analysis. It can be scenario-based or numeric-based.

Most business simulations are used for business acumen training and development. Learning objectives include: strategic thinking, financial analysis, market analysis, operations, teamwork and leadership.

The business gaming community seems lately to have adopted the term business simulation game instead of just gaming or just simulation. The word simulation is sometimes considered too mechanistic for educational purposes. Simulation also refers to activities where an optimum for some problem is searched for, while this is not usually the aim of an educational game. On the other hand, the word game can imply time wasting, not taking things too seriously and engaging in an exercise designed purely for fun. The concept of simulation gaming seems to offer the right combination and balance between the two. Simulation gaming is also the term that the educational gaming community has adopted.

 

Games and Business simulation games

Partly, the terminology of business simulation games is not well established. The most common term used is business game but several other terms are also in use. Here we will define the most common terms used in context of (computer-based) business learning environments.

Klabbers (1999) notes that gaming is sometimes associated with something that is frivolous, just for the fun of it. This hampers its scientific endeavor and the more serious connotations of gaming in the scientific arena. The term game is used to describe activities in which some or all of these characteristics are prominent:

  • human, humanly controlled, opponents, whose actions have an effect upon each other and upon the environment,
  • an emphasis on competitiveness and winning,
  • an emphasis on pleasure, humour and enjoyment,
  • a repetitive cycle of making decisions and encountering a result, allowing the hope of improvement and ‘doing better next time’.

 

Games are played when one or more players compete or cooperate for payoffs, according to an agreed set of rules. Players behave as themselves though they may well display exceptional behavior. Games are social systems and they include actors (players), rules and resources, which are the basic building blocks of social systems. In each game, the players (actors) interact with one another, while applying different rules, and utilizing different resources.

Tsuchiya and Tsuchiya note that the simulation gaming community is still struggling to establish itself as a discipline, although 35 years have passed since the International Simulation and Gaming Association (ISAGA) was established. To be a discipline, simulation gaming needs a theory, methodology, and application and validation. Of these, forming a theory is the most difficult challenge. Similar comments come from Wolfe and Crookall. Referring to prior research they conclude that the educational simulation gaming field has been unable to create a generally accepted typology, let alone taxonomy, of the nature of simulation gaming. According to them this is unfortunate because the basis of any science is its ability to discriminate and classify phenomena within its purview, based on underlying theory and precepts. Without this, the field has been stuck, despite its age, at a relatively low level of development.

In most cases, the terms business (simulation) game and management (simulation) game can be used interchangeably and there is no well-established difference between these two terms. Greenlaw et al. determine a business game (or business simulation) as a sequential decision-making exercise structure around a model of a business operation, in which participants assume the role of managing the simulated operation. The descriptions given for a management game, for example, by Forrester and Naylor do not differ from the previous. However, Elgood determines that in a management game profit is not the dominant measure of success. Keys and Wolfe define a management game as a simplified simulated experiential environment that contains enough verisimilitude, or illusion of reality, to include real world-like responses by those participating in the exercise.

Gredler divides experiential simulations into the following four categories:

  1. Data management simulations,
  2. Diagnostic simulations,
  3. Crisis management simulations, and
  4. Social-process simulations.

Business simulation games are most often of the first kind. A participant in a data management simulation typically functions as a member of a team of managers or planners. Each team is managing a company allocating economic resources to any of several variables in order to achieve a particular goal.

Business strategy games are intended to enhance students’ decision-making skills, especially under conditions defined by limited time and information. They vary in focus from how to undertake a corporate takeover to how to expand a company’s share of the market. Typically, the player feeds information into a computer program and receives back a series of optional or additional data that are conditional upon the player’s initial choices. The game proceeds through several series of these interactive, iterative steps. As can be noted, this definition does not consider continuous (real-time) processing an alternative.

In business simulation games players receive a description of an imaginary business and an imaginary environment and make decisions – on price, advertising, production targets, etc. – about how their company should be run. A business game may have an industrial, commercial or financial background (Elgood, 1996). Ju and Wagner mention that the nature of business games can include decision-making tasks, which pit the player against a hostile environment or hostile opponents. These simulations have a nature of strategy or war games, but usually are very terse in their user interface. Other types of managerial simulations are resource allocation games, in which the player or players have to allocate resources to areas such as plant, production, marketing, and human resources, in order to produce and sell goods.

According to Senge and Lannon in managerial microworlds – like business simulation games – unlike in the actual world, managers are free to experiment with policies and strategies without fear of jeopardizing the company. This process includes the kind of reflection and inquiry for which there is no time in the hectic everyday world. Thus, Senge and Lannon argue, managers learn about the long-term, systemic consequences of their actions. Such "virtual worlds" are particularly important in team learning. Managers can learn to think systemically if they can uncover the subtle interactions that thwart their efforts.

Naylor in 1971 gives quite a detailed view of the contents, structure, and operating of management games. Today, this description by Naylor is still valid for most of the business simulation games. Business simulation games are built around a hypothetical oligopolistic industry consisting of three to six firms, whose decision-makers or managers are the participants of the game. Each firm or team is allocated a specific amount of resources in the form of cash, inventories, raw materials, plant and equipment, and so forth. Before each operating period the players make decisions. Naylor mentions that these decisions can concern, e.g., price, output, advertising, marketing, raw material acquisition, changes in plant capacity, and wage rate. This information is read into a computer that has been programmed on the basis of a set of mathematical models that provide a link between the operating results and operating decisions of the individual firms, as well as the external environment (the market). On the basis of (a) a set of behavioral equations, such as demand and cost functions, and a set of accounting formulas that have been programmed into the computer, and (b) the individual decisions of each firm, operating results are generated by the computer in the form of printed reports – for example, profit and loss statements, balance sheets, production reports, sales reports, and total industry reports – at the end of each operating period. Usually the environment can be changed by the administrator of the game by altering the parameters of the operating characteristics of the game. In each case, the firms find it necessary to react according to the magnitude and the nature of the change imposed by the external environment. Naylor mentions that some of the more complicated and more realistic games even permit multiple products, plants, and marketing areas, stochastic production periods, stochastic demand, labor negotiations, and the sale of common stock. For more information about this topic see Lainema (2003).

History

The first use of games for education and development was the war game simulations in China in about 3,000 B.C. These games bore a vague similarity to the early 17th century chess. In the Western world, war games date back to at least the German Kriegspiel of the mid-nineteenth century (Faria and Diskinson). Faria and Dickinson note that different war games have also been conducted in Japan before the Second World War and war games have been long used by the British and the Americans to test battle strategies. Military officers trained with war games in the 1930's and 1940's started the use their military training in managing civilian businesses. Some of the business game evolution can be traced to a 1955 Rand Corporation game, which simulated the U.S. Air Force inventory management within its supply system. Greenlaw et al. state that business simulation exercises may be considered an outgrowth of earlier developments in three fields: military war gaming, operations research, and educational role-playing.

According to Naylor, the use of games in business and economics goes back to 1956 when the American Management Association developed the first so-called management decision-making game, called the Top Management Decision Game. Faria and Dickinson and Greenlaw et al. also find this the first widely known business decision-making simulation, although Greenlaw et al. date the origin of the game to 1957 and further specify that it was the first non-military competitive business game. Greenlaw et al. note that the Top Management Decision Simulation stimulated the design and use of dozens of other games. In this simulation five teams of players operated firms competing in a hypothetical, one-product industry. Teams made quarterly decisions covering price, production volume, budgets, research and development, advertising, and sales force and could request selected marketing research information. During the period 1955-1957 only one or two new games appeared each year (Faria, 1990).

A rapid growth in the number of business games occurred over the years from 1958 to 1961. Greenlaw et al. had made a summary of some business games available by the beginning of the 1960’s. The summary includes 89 different business games or different versions of a certain business game developed by industrial firms, business associations, educational institutes, or governmental units. Naylor mentions already in 1971 that hundreds of management games have been developed by various universities, business firms, and research organizations. These management games have been used both for research purposes and for training people in diverse disciplines such as management, business operation, economics, organization theory, psychology, production management, finance, accounting, and marketing. Also Faria (1990) and Dickinson note that the number of simulation games grew rapidly in the 1960’s. McRaith and Goeldner list 29 marketing games, of which 20 had been developed by business firms and nine by academians for university teaching. In 1969 Graham and Gray listed nearly 200 business games of different varieties. Horn and Cleaves provided a description of 228 business games. Faria (1989) mentions that over 200 simulations were in use in the USA in over 1.700 business schools. Overall, taking advantage of computer games in education increased enormously through the 1960’s to the 1980’s, see for example Ju and Wagner.

At the end of the 1980’s Faria (1990) estimated that there were approximately 228 games available in the USA, and that there were around 8.500 instructors using business games. At that point Faria also believes that there is a large and growing number of business schools instructors and business firm users of simulation games. Still, Faria estimated that only 12.5 % of all US business firms with training and development managers used computerized business games.

The penetration of business gaming in academia is fuelled by the following factors: the increase in student numbers, the increase in new courses, increased adoption of methods supporting diverse learning styles, and the increasing availability of technology. Dickinson and Faria state that in US over 200 business games are being used by nearly 9.000 teachers at over 1.700 colleges offering business programmes.

Larsen and Lomi describe the shift of the objectives of management gaming. They state that until the early 1980’s simulation was used to forecast the behavior of a variety of sub-system level variables, ranging from the cash flow and financial performance of a company, to the inflation and unemployment rates of an economy. They state further, that during the last 15 years a new way of thinking about simulation emerged. Instead of focusing on predicting, simulation progressively became a tool to help management teams understand their company and industry’s problems and opportunities. Simulations could prepare for the future and reduce the sensitivity of possible strategies to changes in alternative frames of reference – or mental models. Larsen and Lomi further note, that the emphasis of computer-based simulation models has shifted:

  1. from predicting the future, to understanding how multiple possible futures might be linked to decisions and actions that must be taken today, and
  2. from designing the best strategy, to analyzing how robust our preferred strategy would be under different assumptions about how the future might unfold, or about how the past actually produced the events that we perceive.

 

Scenario simulations

In a business game or business simulation game, a scenario is played out in a simulated environment and the learner or user is asked to make decisions on how to act in the simulations. Often multiple choice alternatives are used and the scenario is played out following a branching tree based on which decisions the learner makes. Throughout or at certain intervals feedback is provided. These are similar to role-play simulations.

Numeric simulations

A numeric simulation can mimic a whole company on a high level or it can be more detailed and mimic specific organizational units or processes. In a numeric simulation the learner or user makes decisions by pulling levers and dialers as well as through inputting numbers. The decisions are processed and the outcomes are calculated and shown in reports and graphs, eg. price and volume as well as number of employees can be decisions and the outcome can be viewed in e.g. an income statement, a balance sheet and a cash flow statement. Feedback is given throughout the simulation or at certain intervals, such as when a year has passed. Many numeric business simulations include elements of competition against other participants or against computer generated competitors.

The Simulation Gaming Process

Business simulation game developers regard their artefacts to be learning environments. When arguing for this, they most often refer to David A. Kolb's influential work in the field of experiential learning. During the last decades also ideas from constructivism have influences the learning discussion within the simulation gaming field. The activities carried out during a simulation game training session are:

  • Theoretical instruction: the teacher goes through certain relevant aspects of a theory and participants can intervene with questions and comments.
  • Introduction to the game: the participants are told how to operate the computer and how to play the game.
  • Playing the game: participants get the opportunity to practice their knowledge and skills by changing different parameters of the game and reflecting on the possible consequences of these changes. Permanent contact with the participants is advisable, as well as keeping the training going to maintain a positive atmosphere and to secure that the participants feel engaged.
  • Group discussions: Each of the participants is given a possibility to present and compare their results from the game with the results of others. The participants are encouraged to present their results to others. The teacher should continually look for new ways of enriching the discussions and to help the participants to find the connection between the game results and the problems in real world. The quality of this group discussion plays a relevant role in the training as it will affect the participants’ transfer of knowledge and skills into the real world.

The last phase in the list above is usually called debriefing. Debriefing is the most important part of the simulation/gaming experience. We all learn from experience, but without reflecting on this experience the learning potential may be lost. Simulation gaming needs to be seen as contrived experiences in the learning cycle, which require special attention at the stages of reflection and generalization.

Thiagarajan lists six phases of debriefing, presented as a flexible suggestion and not as rigid requirements:

  1. How do you feel? Gives the participants an opportunity to get some of their strong feelings about the simulation game off their chest.
  2. What happened? Makes it possible for the participants to compare and to contrast participant recollections and to draw some general conclusions during the next phase.
  3. What did you learn? Encourage the generation and testing of different hypotheses. Ask the participants to come up with general principles based on their experiences from the game and to offer evidence to support or to reject the principles.
  4. How does this relate to the real world? Encourage a discussion of the relevance of the game to the participants’ real world workplace.
  5. What if…? Encourage the participants to apply their insights to new contexts.
  6. What next? Participants use their insights to come up with strategies for the simulation game and for the workplace.

Van Ments notes that the aim of debriefing is to: deal with factual errors and to tie up loose ends (including scoring); draw out general conclusions about the session; and deduce general lessons which can be extrapolated to the real world. Furthermore, the participants should not be allowed to conclude what was learned without receiving feedback (Gentry, 1990). The participants need to articulate their perception of what was learned, and the instructor needs to put things into a broader perspective. Gentry also expresses that process feedback is much more valuable than outcome feedback. As games are less-than-perfect representations of the real world, it should be the decision process used that needs to be applauded or critiqued, not the gaming outcome.

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