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Learning More, Better and Faster? Computer Based Simulation and Gaming of Production and Operations

Timo Lainema, Olli-Pekka Hilmola, Learning More, Better and Faster? Computer Based Simulation and Gaming of Production and Operations. In: Proceedings of the International Conference on Industrial Logistics (ICIIL), 18-37, 2003.

Abstract:

Traditionally the educational curriculum in business schools has been functionally arranged. However, production and operations management by a definition is a cross-functional discipline. As the business school curriculum is commonly criticized for the lack of business process perspective, the process perspective is even more central in production and operations management. However, actors involved in these processes are numerous and include almost all functional disciplines: purchasing, product development, marketing, administration, accounting and distribution.
In this paper we highlight the need to provide education that represents a business process view of organizational functioning. Following three computer supported methodologies are firstly evaluated: (1) traditional simulation, (2) systems dynamics simulation and (3) business gaming. We conclude that the potential in transparent business process simulation games is probably higher for production and operations management rather than for traditional functional business disciplines. This mainly arises from the complexity of the used simulation models; most often management decisions involve simultaneously multiple products and their needed production capacity considerations, among the issues related to successful sales and efficient purchasing. Also decision levels are quite blurred, because operative decisions are so tightly connected to tactic and strategy. Sometimes operative issues, such as delivery accuracy might develop to be strategic, because credibility among customer base might decline quite rapidly (with low delivery performance), and future sales potential is therefore falling. For these numerous reasons in this paper we introduce a new business game, named Realgame. This game works within a local area network, where number of different actors can compete with each other in imaginary market environments with their own manufacturing companies. It is also analyzed, what kind of results real time gaming have produced in several Production and Operations Management courses, given for the M.Sc. students.

BibTeX entry:

@INPROCEEDINGS{inpLaHi03a,
  title = {Learning More, Better and Faster? Computer Based Simulation and Gaming of Production and Operations},
  booktitle = {Proceedings of the International Conference on Industrial Logistics (ICIIL)},
  author = {Lainema, Timo and Hilmola, Olli-Pekka},
  pages = {18-37},
  year = {2003},
  keywords = {Production and operations management education, simulation methods, simulation gaming, business process training},
}

Belongs to TUCS Research Unit(s): Other

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