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Evolution of the management games: Towards the massive multiplayer online role playing game? Nicola Baldissin, Alberto F. De Toni & Fabio Nonino University of Udine Management Engineering Laboratory

Evolution of the management games: Towards the massive multiplayer

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Page 1: Evolution of the management games: Towards the massive multiplayer

Evolution of the management games: Towards the massive multiplayer

online role playing game?

Nicola Baldissin, Alberto F. De Toni & Fabio Nonino

University of Udine

Management Engineering Laboratory

Page 2: Evolution of the management games: Towards the massive multiplayer

2Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Agenda

Introduction and background

Research aim

A taxonomy of management games

Towards Massive Multiplayer Online Games

Conclusion

Page 3: Evolution of the management games: Towards the massive multiplayer

3Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Agenda

Introduction and background

Research aim

A taxonomy of management games

Towards Massive Multiplayer Online Games

Conclusion

Page 4: Evolution of the management games: Towards the massive multiplayer

4Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Introduction and background

Since „50s the use of management games in the managerialeducation has gained increasingly more importance:

the 97,5% of the AACSB (Association to Advance

Collegiate Schools of Business)

the majority of MBA

many post-graduate courses

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5Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Definition of Management Games (MGs)

No univocal definition of the term “Management Game”(MG), which is called in many ways…

“Management games are all the simulations used tosupport managerial learning through an experience thatfeatures competition and rules in the socio-economicenvironment”

Page 6: Evolution of the management games: Towards the massive multiplayer

6Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Agenda

Introduction and background

Research aim

A taxonomy of management games

Towards Massive Multiplayer Online Games

Conclusion

Page 7: Evolution of the management games: Towards the massive multiplayer

7Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Research Aim

To propose an adaptation of the previous taxonomies inorder to enhance the comprehension of the strengthsand the weaknesses of the different MGs

To propose a framework useful for analyzing andunderstanding the “state of the art” of MGs, theirpresent limits and suggest where the MGs should evolve

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8Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Agenda

Introduction and background

Research aim

A taxonomy of management games

Towards Massive Multiplayer Online Games

Conclusion

Page 9: Evolution of the management games: Towards the massive multiplayer

9Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

A taxonomy of Management Games

Maier and Größler (2000):

Transparency of simulation model

Generality of model in regard todomain

Management domain

Proceeding of time in simulationengine

Behaviour of the model

Type of model‟s internalrelationships

Number of players

Role of the simulation model

Frequency of the decisions

Our addings:

Type of computation

Use of web technology

Interaction between players

Functional unit considered

Sequential nature of decisions

Number of products

Number of markets

Configurability of the model

Customization of the model

110 Management Games analyzed

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10Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

MGs’ characteristics (1/4)

CHARACTERISTIC TYPOLOGY N° %

Transparency of simulation model

Black-Box 107 97,2 %

White (o Transparent)Box

3 2,8 %

Type of computationManual 0 0,0 %

Computer 110 100,0%

Web technologyYes 25 22,7 %

No 85 77,3 %

Interaction between playersPresent 92 83,6 %

Absent 18 16,4 %

Generality of model in regard todomain

Specific 47 42,7 %

General 63 57,3 %

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11Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

MGs’ characteristics (2/4)

CHARACTERISTIC TYPOLOGY N° %

Management domainTotal / Inter-functional 87 79,1 %

Functional 23 20,9 %

Functional unit considered

Marketing and Sales area 87 79,1 %

Production Area 62 56,3 %

Procurement Area 24 21,8 %

Logistic Area 28 25,5 %

H&R Area 34 30,9 %

R&D Area 22 20,0 %

Financial and ControlArea

53 48,2 %

Sequential nature of decisionsPresent 103 93,6 %

Absent 7 6,3 %

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12Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

MGs’ characteristics (3/4)

CHARACTERISTIC TYPOLOGY N° %

Proceeding of time in simulationengine

Batch Processing 100 90,9 %

Real-time processing 10 9,1 %

Behaviour of the modelDeterministic 59 53,6 %

Deterministic / Stochastic 51 46,4 %

Type of model‟s internalrelationships

Quantitative 96 87,3 %

Quantitative andQualitative

14 12,7 %

Number of playersOne 24 21,8 %

More 86 78,2 %

Number of productsOne 18 16,4 %

More 92 83,6 %

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13Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

MGs’ characteristics (4/4)

CHARACTERISTIC TYPOLOGY N° %

Number of marketsOne 72 65,5 %

More 38 34,5 %

Configurability of the model

Absent 102 92,7 %

Average 6 5,5 %

High 2 1,8 %

Customization of the modelPresent 2 1,8 %

Absent 108 98,2 %

Role of the simulation modelActive 23 20,9 %

Passive 87 79,1 %

Frequency of the decisions

Batch processing 102 92,7 %

Real processing 7 6,3 %

Only one time 1 0,9 %

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14Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Dimensions of analysis

Market complexity, considered as the number of productsand the number of markets (one or more than one)

Flexibility of the model, considered as the level ofconfigurability of the model (absent, average or high) andthe possibility to customize the model (absent or present)

Complexity of the business environment, considered as theproceeding of the time in the simulation engine (real-time orbatch processing) and the number of players (one or morethan one)

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15Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Market Complexity - Flexibility of the model

Many

N° of Markets

One

7

11 27

65

One ManyN° of Products

Present

Customization of the model

Absent

Absent Average High

Configurability of the model

102

2

6

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16Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Complexity of the business environment

Real Time

Proceeding of time in simulation engine

Batch Processing

One Many

Number of users

15

9

85

Complexity of the business environment

High level of realism

1

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17Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Complexity and realism

“The realism so is one of the principal objective of the development ofthe simulations”

(Rausch, 1994)

“The realism is fundamental for an effectively learning validation ofthe simulation‟s games. Without it the users could have low interestand limit participation. If the students consider not realistic thesimulation, they think their conclusion or their results not relevant forthe comprehension of the real world”

(Sutcliffe, 2002)

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18Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Right level of complexity

How to develop a new Management Game:

1. Make a management game focused on a specific target of users.

2. Make a general management game, where anybody can play andwhere the competencies of the players can be on a middle level.This is the way of strategic or competitive games.

3. Make a game that start simple (to help the player to understandhow the simulation works) and increase the difficulty along thetime.

Page 19: Evolution of the management games: Towards the massive multiplayer

19Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Agenda

Introduction and background

Research aim

A taxonomy of management games

Towards Massive Multiplayer Online Games

Conclusion

Page 20: Evolution of the management games: Towards the massive multiplayer

20Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Massive Multiplayer Online Role Playing Game

“A MMORPG, more simply a virtual world, is an internet-based gamethat can be accessed by large number of players at the same time.Players choose a physical self, an avatar, and then spend their timerunning about in the game world, chatting with others, undertakingvarious tasks, purchasing, producing, and consuming goods, andgenerally leading a more or less full, rich, and detailed life there”

(Castronova, 2002)

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21Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Market Analysis

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22Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Trend on MMORPG active subscriptions

(Woodcock, 2006)

1997 1999 2001 2003 2005

14 Mil

12 Mil

10 Mil

8 Mil

6 Mil

4 Mil

2 Mil

0

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23Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Synthesis of MMORPMG advantages

Right level of complexity

Entrepreneurial and managerial features

Combination of simulation, game and workshops

Interactivity, physicality, persistence and safety

Debriefing

If implemented, a Massive Multiplayer Online Role PlayingManagement Game (MMORPMG) could have theseadvantages:

Page 24: Evolution of the management games: Towards the massive multiplayer

24Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Agenda

Introduction and background

Research aim

A taxonomy of management games

Towards Massive Multiplayer Online Games

Conclusion

Page 25: Evolution of the management games: Towards the massive multiplayer

25Baldissin, De Toni & NoninoSophia Antipolis, 24/09/2007

Conclusions

Realism of the game

High

Medium

Low

1950 1980 2000 2007

MMORPMG

Year

Page 26: Evolution of the management games: Towards the massive multiplayer

THANK YOU FOR THE ATTENTION

QUESTIONS?

Nicola Baldissin, Alberto F. De Toni & Fabio Nonino