The Multinational Management Game: A Simuworld

The Multinational Management Game: A Simuworld Simuworlds include a management game and business case competition. The Multinational Management Game Simuworld (MMG) is based on the Compaq Computer Corporation. The MMG Simuworld is designed so that participants view and feel the operations from a general management level and make decisions. The emphasis of game play is on combinations of strategies similar to those utilized by the microcomputer companies. Participants work in teams and make seven or eight rounds of simulated yearly budgeting decisions. A five‐year strategic plan is completed early in the programme and a five‐year plan for the future is completed and presented at the end of game play. The last five‐year plan also includes the analysis of an up‐to‐date case study about the microcomputer industry and Compaq Computer Corporation. Managerial and organizational learning are prompted through learning diaries, and a de‐briefing period. Participants learn from team activities and from computerized feedback results. Inter‐cultural learning can be enhanced by organizing teams with diverse cultural backgrounds. A major learning experience provided is that of preparing and entering a foreign country as an exporter or with a manufacturing plant. The Simuworld has been used in many countries of the world and has proven especially useful as a laboratory for teaching privatization in countries moving towards a free enterprise system. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Journal of Management Development Emerald Publishing

The Multinational Management Game: A Simuworld

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Publisher
Emerald Publishing
Copyright
Copyright © 1994 MCB UP Ltd. All rights reserved.
ISSN
0262-1711
DOI
10.1108/02621719410071973
Publisher site
See Article on Publisher Site

Abstract

Simuworlds include a management game and business case competition. The Multinational Management Game Simuworld (MMG) is based on the Compaq Computer Corporation. The MMG Simuworld is designed so that participants view and feel the operations from a general management level and make decisions. The emphasis of game play is on combinations of strategies similar to those utilized by the microcomputer companies. Participants work in teams and make seven or eight rounds of simulated yearly budgeting decisions. A five‐year strategic plan is completed early in the programme and a five‐year plan for the future is completed and presented at the end of game play. The last five‐year plan also includes the analysis of an up‐to‐date case study about the microcomputer industry and Compaq Computer Corporation. Managerial and organizational learning are prompted through learning diaries, and a de‐briefing period. Participants learn from team activities and from computerized feedback results. Inter‐cultural learning can be enhanced by organizing teams with diverse cultural backgrounds. A major learning experience provided is that of preparing and entering a foreign country as an exporter or with a manufacturing plant. The Simuworld has been used in many countries of the world and has proven especially useful as a laboratory for teaching privatization in countries moving towards a free enterprise system.

Journal

Journal of Management DevelopmentEmerald Publishing

Published: Nov 1, 1994

Keywords: Management Games; National cultures; Strategic planning; Teamwork

References

  • The Multinational Management Game
    Keys, J.B.; Edge, A.; Wells, R.A.

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