José A. D. Machuca* (jmachuca@cica.es) Rafael del Pozo** (pozo@cica.es)
*GIDEAO Research Group. **GITICE Research Group.
Within the objectives of the Computer Assisted Management
Research Group (Grupo de Investigación en Dirección
de Empresas Asistida por Ordenador-GIDEAO) is the creation of
business simulators which facilitate a greater understanding of
the complexity of the different management systems, thus favoring
managerial decision-making. One of the lines of work of the Information
and Communication Technology for Business Research Group (Grupo
de Investigación enTecnologías de la Información
y Comunicación en la Empresa- GITICE) is the difusion of
communication technologies including Electronic Data Interface
(EDI) in the workplace. One of the fruits of the colaboration
of these two groups has been the creation of a computer application
which allows the simulation of the Beer Game with or without the
use of EDI.
Objectives of the Application:
This computer game seeks to attain various objectives:
the first of which is the offering of a virtual alternative
to the traditional board version of the Beer Game: the program
automates all of the bureaucratic tasks necessary for its development
and permits each player to be in different locations (including
countries), therefore facilitating distance learning. The
second objective is the comparison of the results obtained
in both modes of the game, board and virtual, to observe the possible
influence to get greater concentration by the player (not having
to carry out bureaucratic tasks) can have on the results obtained
(this work is in process). The third objective would be
the comparison of the costs in a market that uses EDI for the
transmission of business documents (orders), between different
economic agents, with one that does not use it, in identical conditions;
the comparison will permit the observation of the effect of this
advanced system of telecommunications in the market, in addition
to the logical atenuation of the oscilations in the system due
to the elimination of delays in the transmision of information.
The final objective, which arises out of the former,
consists of the utilization of the model to demonstrate the advantages
of EDI to different firms, encouraging in this way the difusion
of this technology.
Structure of the Application:
The application is composed of two main programs:
The Server and the Client. The Server is charged with managing
communications and recording the players data; it is only accesible
to the Facilitator of the Game. The client allows a player to
participate in the game by communicating with the Server, and
through it, with the rest of the players. Each player has at his
disposal a client, with four possible players using the same program
so, that the only way to differentiate one player from the rest
is by the position occupied by the player in the game (retailer,
wholesaler, distributor, factory). Since each player can now be
separated from the others, on any computer connected to the Internet,
one of the original premises of the game is favored: the prevention
of the the exchange of opinions and information among the different
players.
The client program, that which each player
uses, is responsible for presenting the necessary information
for the development of the game. The information for the corresponding
period is shown in the main window: inventory arrivals
and incoming orders, in addition to stock and backlog.
In this same window, the player inputs the order which
he is going to make to his supplier and finally send the information
to the Server. Besides this primary window, the player has at
his disposal, other accesories which allow him to observe the
evolution of the game in its different phases, either graphically
or in tabular form. In both windows the player or the Facilitator
of the game can choose what series of information will be shown,
being able to present various series simultaneously. However,
each player can only see his own information, not having access
to that of the rest of the players, unless the Facilitator allows
this.
The server program is in charge of receiving the
orders placed and the inventory delivered
by each player, redirecting them to their respective supplier
and clients in the appropiate period, and maintaining the general
information of the game. It will also know the identity of each
of the players and his situation (by the identification number
of the computer). In the case of a player who slows down the game
excessively, it is possible to exclude him from the game by "sleeping"
him, he will be "punished" by being prevented from making
decisions, which will be substituted directly by the client program.
This characteristic also allows, if so desired, that the game
proceed without the need for four human players. It is also possible
to develop more than one game simultaneously, since the Server
can execute copies of itself, to simulate various games at the
same time; this allows the use of the same Server for different
games. The number of simultaneous games will depend on the characteristics
of the computer used by the Server.
The use of the Internet to transmit the information
permits each player to use his own computer without having to
change location as is usually the case in the majority of games
of this type. This makes possible distance learning since
the Director of the Game can do by Internet the briefing as well
as the debriefing of the game. One advantage of this version is
the universality of the network; each player can be in a different
country. The tests carried out have shown that within Europe,
the delays are due more to the time spent in decision-making by
players than to the transmission of information; intercontinental
use depends on the time of day. In addition it has been anticipated
that in the future, players will be able to share one computer
even without a connection to the Internet.