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This paper has two goals: The first is to present a computerized version of "Beer Game" originally developed as a board game to teach managers the principles of supply chain management. The multiplayer interactive simulation game we develop is 100 percent faithful to the original game, so that experimental results from the physical and computerized environments can be safely compared. The simulation model used to represent the game also illustrates some subtleties that a model builder must be careful about while simulating a discrete and physical game. Secondly, the game was used as an experimental platform and experiments were done in order to analyze game medium (computer vs. board), demand pattern and learning effects on performances of players. One striking result is the fact that subjects who played the board game scored significantly better than those who played the computerized version in the same conditions. 1
2000
We describe the development and implementation of a Java based, multi player, multi group, distributed simulation and game. The Supply Chain game described here is based on the famous "Beer Distribution Game" (Sterman, 1989). Group, synchronous, distributed Java based applications are both feasible and useful for gaming and management simulation processes in both learning and research capacities. Early results from actual running of the "Supply Chain game" are in line with data reported by Sterman (1989, 1992a,b).
A wide spectre of different t ypes of quantitative models is availa ble to address strategic operations management de cision problems. This paper arg ues that bu siness games are a n alternative to "traditional" discrete -event and continuous simulation method s for analysing complex supply c hain problems. Business games capture the organizational and human aspects in supply chain problems that are difficult to model with traditional simulation methods. The comput erized version of the Beer Game is an example of the use of business games in sup ply chain decision making. The r ecomm endation of business games is based on a simulation application su rvey carried out by the authors and the theoretical approach of Flood and Jackson (1991).
Asian Economic and Social Society (AESS), 2013
The primary challenge in SCM pedagogy is the learners’ interaction with the dynamic nature of supply chain transactions. Once achieved, it is also required to evaluate learners’ learning experience based on their performance. In this paper, a combination of outcome-based education (OBE) and simulation-based education is proposed focusing on beer game theory. The analysis is based on 336 runs of beer game simulation within a target group of 56 participants divided into 14 subgroups (SG1-SG14).The purpose of the study is mainly to investigate the effect of mutual interactions on students’ learning process using supply chain total cost and ordering fluctuations as critical measurement criteria.
Complexity, 2015
A supply-chain is a series of connected stock management structures. Therefore, the structure of a supply-chain consists of many cascading inventory management problems. It is known that the optimal inventory control parameter values suggested by the literature are also valid for a supply-chain. The motivation for this study is to investigate the effect of the literature suggested optimal values of the parameters of a dynamic decision making heuristic in the presence of semi-rationally managed supply-chain echelons. We employ a soft coded version of The Beer Game as an experimental platform to carry out the study. We use a much longer time horizon than the one used in the board version of The Beer Game to prevent a potential short-term horizon effect. The results of the simulation runs carried out in this study do not support the use of the well-established decision parameter values for the echelon of concern if the other echelons' inventories are managed suboptimally.
2008
A game called the Quebec Wood Supply Game (QWSG) is a role-playing simulation based on the Beer Game for teaching Supply Chain (SC) dynamics, and, in particular, the bullwhip effect. In this context, this paper describes and compares two simulators based on the QWSG which may be used to study decision making and its impact on SC dynamics. We first focus on the direct implementation of the QWSG in a spreadsheet program.
High levels of complexity and uncertainty, and various sources of risks, create challenges for supply chain networks in achieving satisfactory performance, but advances in Information Technology can help supply chain decision makers predict the magnitude and impact of the risks related to their decisions. The framework proposed in this paper offers a solution that integrates intelligent-agents, simulation modelling, and optimisation. Its friendly, animated, interactive web-based interface is especially designed to engage the user in a 'serious game' environment. Each user plays a specific role in the supply chain network, and encounters the consequences of their decisions. The optimisation engine embedded in the framework advises users about the optimum decisions and their anticipated performance outcomes. Genetics Algorithm (GA) and Case-Based Reasoning (CBR) are used to enhance the decision quality. A high-level communication protocol has been designed, developed and implemented to facilitate client/server communications, and allow intelligent-agents to inter-communicate easily and efficiently. The tool we develop offers equal value in supporting management decision-making, or in educating trainees in the realities of supply chain management.
International Journal of Information Systems and Supply Chain Management, 2016
This paper presents a new practical game which helps undergraduate students to understand how the concept of supply chain management (SCM) works. The game uses a simple supply chain structure incorporating three entities of the supply chain: supplier, plant, and customer. The game employs a set of toy building blocks such as LEGO® blocks and has the rules of the game, responsibility of each player, product descriptions and bill of materials. This competitive game is used supply chain cost as the measuring to determine the winner team of the game and the Bloom's taxonomy as guidelines to develop the assessment testing based on the learning objectives of courses. This proposed board game has been tested by many undergraduate students who are taking SCM and Logistics Management courses. The results show that the students who played the game reached the higher scores of assessment testing than students who didn't play the game. Furthermore, most students have also positive view about this game.
Developments in Business Simulation and Experiential Learning, 2014
The supply chain, impacted by production strategies and stock-up or addendum policies, often causes information confusion and forms the bullwhip effect. Instructors were often only able to talk about the various types of strategies and influences imposed by various business performance indexes when lecturing on the supply chain management courses. Although, by developing a ‘beer game’ information system (MIT Forum has its Web-based version), the Northwestern University in U.S. has addressed that the problems of supply chain are solved and whoever interested in supply chain can participate in the beer game and learn about the supply chain through playing. However, the fixed and un-modifiable imitative setup and system parameters that could not be flexibly adjusted by the instructors were indeed the biggest weakness of the game. As the result, this paper has proposed an agent based beer game which enables not only for instructors to set supply chain scale freely or imitate various...
The Beer Game has a typical supply chain structure that permits exploring a variety of supply management concepts. Many modelling methods have been used for supply chain analysis and so they can be applied to the Beer Game specific case study. Among them, discreteevent systems simulation has deserved special attention due to its suitability for modelling dynamic systems with a high degree of detailed elaboration and stochastic factors. For this reason, several discrete-event simulation oriented models have been elaborated to tackle the Beer Game and, by extension, multi-echelon supply chains. In the present paper, four of these models are described. Some of their applicability characteristics are also outlined, so a further discussion of their suitability according to simulation purposes can be done. Conclusions extracted from this analysis are presented in this work, aiming to help on choosing the most suitable model according to end user's preferences and purposes.
2011
Today's third level students are of a virtual generation, where online interactive multi-player games, virtual reality and simulations are a part of everyday life, making gaming and simulation a very important catalyst in the learning process. Teaching methods have to be more innovative to help students understand the complexity of decisions within dynamic supply chain environment. Interactive simulation games have the potential to be an efficient and enjoyable means of learning. A serious interactive business game, Automobile Supply Chain Management Game (AUSUM), has been introduced in this paper. Using theories learnt in class as a knowledge base, participants have to develop effective supply chain partnership strategy to enhance their supply chain networks. Deploying the game over the web encourages student interaction and group work. Most importantly the game will enable students to fundamentally grasp the impact of strategic decisions on other parts and players of the supply chain network.
2014
At the University of Nova Gorica we introduced game playing as a didactical approach for learning the role of information support in supply chain management. We implemented a well-known beer distribution game developed at MIT Sloan School of Management more than fifty years ago. The game is regularly used in the Business information systems course in the Engineering and Management study programme at University of Nova Gorica. The supporting computer program that enables the game to be played using mobile devices was developed by the course teacher. The game playing in this course has proved to be very efficient for learning the importance of relevant information flows for better decision making.
Decision Sciences Journal of Innovative Education, 2007
Simulation Conference, 2008. …, 2008
An Internet based supply chain simulation game (ISCS) is introduced and demonstrated in this paper. Different from other games and extended from the Beer Game, a comprehensive set of supply chain (SC) management strategies can be tested in the game, and these strategies can be evaluated and appraised based on the built-in Management Information System (MIS). The key functionalities of ISCS are designed to increase players' SC awareness, facilitate understanding on various SC strategies and challenges, foster collaboration between partners, and improve problem solving skills. It is concluded that an ISCS can be used as an efficient and effective teaching tool as well as a research tool in operations research and management science. Problems and obstacles have been observed while engaging in the SC business scenario game. The actions proposed and implemented to solve these problems have resulted in improved SC performance.
2012 Sixth Asia Modelling Symposium, 2012
This paper presents a simulation-based business game for training and education in the area of supply chain management. It starts with a short review of existing simulation games used for training and education in supply chain management, which is followed by a brief description of the ECLIPS game that has been developed for providing an insight into various aspects of supply chain management, with opportunity to analyze different supply chain structures and control mechanisms. In particular, the application of the ECLIPS game to comparison of different supply chain inventory management policies, including non-cyclic and cyclic ones, is provided. Also, the paper presents a special computeraided tool that allows testing and evaluating various scenarios of the ECLIPS game. The method of scenario evaluation is described as well.
Journal of Artificial Societies and Social Simulation, 2014
The beer production-distribution game, in short "The Beer Game", is a multiplayer board game, where each individual player acts as an independent agent. The game is widely used in management education aiming to give an experience to the participants about the potential dynamic problems that can be encountered in supply chain management, such as oscillations and amplification of oscillations as one moves from downstream towards upstream echelons. The game is also used in numerous scientific studies. In this paper, we construct a mathematical model that is an exact one-to-one replica of the original board version of The Beer Game. We apply model replication principles and discuss the difficulties we faced in the process of constructing the mathematical model. Accordingly, the model is presented in full precision including necessary assumptions, explanations, and units for all parameters and variables. In addition, the adjustable parameters are stated, the equations governing the artificial agents' decision making processes are mentioned, and an R code of the model is provided. We also shortly discuss how the R code can be used in experimentation and how it can also be used to create a single-player or multi-player beer game on a computer. Our code can produce the exact same benchmark cost values reported by Sterman (1989) verifying that it is correctly implemented. The mathematical model and the R code presented in this paper aims to facilitate potential future studies based on The Beer Game.
Simulation Conference (WSC), …, 2011
Today's third level students are of a virtual generation, where online interactive multi-player games, virtual reality and simulations are a part of everyday life, making gaming and simulation a very important catalyst in the learning process. Teaching methods have to be more innovative to help students understand the complexity of decisions within dynamic supply chain environment. Interactive simulation games have the potential to be an efficient and enjoyable means of learning. A serious interactive business game, Automobile Supply Chain Management Game (AUSUM), has been introduced in this paper. Using theories learnt in class as a knowledge base, participants have to develop effective supply chain partnership strategy to enhance their supply chain networks. Deploying the game over the web encourages student interaction and group work. Most importantly the game will enable students to fundamentally grasp the impact of strategic decisions on other parts and players of the supply chain network.
This paper examines the development of a business simulation game for training and education in the area of supply chain management. The paper be- gins by identifying the need for an apparatus that could be used in many disci- plines, minimising the learning time with regard to the simulator with reasonable parameterisation, followed by a brief conclusion about the available games. Fidel- ity and embodied experiences are needs that are effectively detected in the design process, demonstrating the relevance of these aspects. One topic of interest is that the effects of the main functions of management (marketing, finance, and produc- tion) were minimised in this game to make decisions on logistics with higher rele- vance. This paper describes the process that was used to design the simulator and draws the first conclusions about interface, usability, technical functionality and potential adoption in an educational context.
International Journal of Simulation and Process Modelling, 2009
The objective of this paper is to present a new educational tool developed in the form of a business game for helping to understand concepts developed in the ECLIPS project, supported by the European Commission. The game provides an insight into different aspects of supply chain management, i.e. general supply chain mechanisms, as well as non-cyclic and cyclic inventory replenishment policies. This allows for people that have no deep notion in this area to better understand the project concepts and evaluate their efficiency in practice. Demonstrating concepts in a playful way is considered as more powerful and effective than purely explaining the underlying theory. The paper describes the rules of the game, playing process and provides results of the game test sessions.
Game-based learning has been introduced as an interactive tool to facilitate learning and training processes in various fields, including supply chain management (SCM). Most of these games are specifically designed to focus on certain scenarios and concepts. For example, the original beer distribution game focuses on a single product supply chain without considering capacity and process reliability into account. This creates challenges for extending the games to cover other concepts in SCM. To tackle this problem, we propose a board game, titled ThinkLog, as a face-to-face extendable framework to facilitate learning in SCM. It can be extended to generate different scenarios for various concepts in SCM without changing the basic game structure. Using this principle, we have extended the basic version of ThinkLog to two other scenarios, namely: humanitarian logistics and urban logistics, by simply modifying the rule of the game. Each scenario would have different learning objectives embedded in the gameplay. The game is also complemented with a computer-based application (digital application) to enhance the overall learning experience and collect relevant data (data gathering) during a game session. These three scenarios have been evaluated on four-interactive sessions with government officials and policy-makers in Indonesia. Each session has been consistent in its acceptance of the game as a tool to facilitate learning in SCM, regardless of the scenarios that we played. Our learning objective evaluation also shows that the game is effective in deepening the players' understanding of SCM concepts.
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