The innovation game: lessons in strategy and managing operations
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Citations
Digital Game-Based Learning in Accounting and Business Education.
Organizational learning and innovation as sources of strategic fit
Play It Again: How Game-Based Learning Improves Flow in Accounting and Marketing Education.
Gamification in Management Education: A Systematic Literature Review
References
Diffusion of Innovations
Diffusion of innovations
Competitive advantage: creating and sustaining superior performance
Competitive Advantage: Creating and Sustaining Superior Performance
Related Papers (5)
Game-Based Learning in Universities and Lifelong Learning: "UniGame: Social Skills and Knowledge Training" Game Concept.
The Practicalities of Educational Games: Challenges of Taking Games into Formal Educational Settings
Frequently Asked Questions (14)
Q2. What are the future works mentioned in the paper "The innovation game: lessons in strategy and managing operations" ?
Quantitative data that can be collected more efficiently with the help of the online version can be used to ( 1 ) judge whether decision making has improved over time during the game, and to ( 2 ) gain insights into decision making which might then be used to potentially create an experimental set-up to be used for further research. The authors believe they have devised a teaching tool that helps to inject into class some of the real-life competitive dynamics of new product development and strategic decision making normally encountered only in the boardroom.
Q3. What did the participants find to be the important part of the research?
In terms of capacity management, participants found that increasing capacity, as one might expect, gave the firms more opportunities to diversify their product portfolio without taking on too much risk.
Q4. What can be done to improve the quality of the data collected during the game?
Quantitative data that can be collected more efficiently with the help of the online version can be used to (1) judge whether decision making has improved over time during the game, and to (2) gain insights into decision making which might then be used to potentially create an experimental set-up to be used for further research.
Q5. What were the key learning outcomes for the participants?
The participants also made observations relating to strategy more generally, such as the notion that the quality of a certain strategy should be measured against what other firms are doing and that flexibility and responsiveness are important characteristics of firm strategy.
Q6. What was the common use of capacity in the game?
capacity was utilised as a bargaining tool – firms with greater capacities were able to market this capability to firms with smaller capacities and run production for them.
Q7. What is the main theme of the innovation game?
Innovation is a compelling theme in management with strong associations with growth, prosperity and the survival of the firm (Porter, 1985; Scherer, 1986; Kanter, 1990; Hamel, 2006).
Q8. What are the main learning objectives of the game?
By using the game in a classroom setting, the authors achieve the learning objectives stated above by: Incorporating components that operationalise strategic and operationaldecisions Incorporating repeated play, which enables the revision of firm strategybetween periods of play depending on product performance and the actions of competitors Allowing for reflections and reporting back to the group of participants atthe end of the game.
Q9. What is the role of the negotiation phase?
During this phase, firms are also able to negotiate with other firms to create strategic alliances to gain access to markets and capabilities.
Q10. How many students were involved in the pilot run?
The pilot run was performed with a Master of Science class of 11 students, who suggested further improvements to the game while the authors made observations and took notes that allowed the game content and proceedings to be finalised.
Q11. How many units of Product 1 are brought to the market?
Scenario 3: Firm A brings 900 units and Firm B brings 300 units of Product 1 to the market Since the total quantity in the market is now 1200 units (which is more than the 1000 allowed), the firms split the market according to the quantities they brought in: A earns (£10 million)(900/1200) = £7.5 million and B earns (£10 million)(300/1200) = £2.5 million.
Q12. What were the major changes made after the test runs?
The major changes made after each the test and pilot runs as well as some of the improvements suggested after the real runs are summarised in Table 2.Certain aspects of real-life competition, such as pricing decisions independent from quantity decisions, were left outside the game’s domain.
Q13. How does the innovation game simulate these dynamics?
The Innovation Game simulates these dynamics by allowing participants to invest in greater technical capabilities (in the form of improved R&D lead times and costs).
Q14. What are the primary learning objectives of the ‘Innovation Game’?
The primary learning objectives of the ‘Innovation Game’, are for participants to:1. understand the challenges associated with making operational andstrategic decisions regarding innovation strategy in a competitive environment,2. understand that there needs to be some alignment between operational andstrategic decisions, and that these decisions may be affected by external environmental (competitor and market-based) factors,3. apply the understanding from learning objectives 1 and 2 to analysecompetitor strategies and opportunities/threats in the market, making appropriate decisions to respond accordingly