Gameplay
- What Does The User Actually Do?
1. Decide which of the 5 products to choose, based upon market research data provided on-screen
2. Decide which distribution channel to use. As this could be difficult first-time through, hints are provided as to the best bet, given the product selected.
3. Make decisions about where to position the product in the marketplace. Should the strategy be high-feature/high product quality but high price, or cheap and cheerful? All competitor information is provided, plus the unit costs of production.
4. Once the game is started, production decisions are needed based on an initial sales forecast provided by the computer. The user can make capacity decisions (new factory) or increase output gradually using overtime.
5. Throughout 36 months of game play the user will need to consider pricing issues, product positioning, sales and marketing budgets and keep an eye on stock levels to try and balance production with the levels of demand in the marketplace. (Importantly, there is a button for controlling the speed of play; first-timers will want a gentle pace, but it is great to speed it up once familiarity starts to set in.)
What will Students Learn?
Probably the most important outcome will be fun and enjoyment
in a focused, competitive classroom situation. Yet there
will also be key academic benefits. The game will help to
get students to think 'out of the boxes' in which they place
the different aspects of the subject. The game is about
running a whole business, and therefore getting marketing
decisions in alignment with production and cash flow. There
will also be enrichment of student understanding of these
key areas:
Finance |
Marketing |
Operations |
External Influences |
Cash Flow |
Mix |
Capacity |
Market Size & Growth |
Profit |
Mapping |
Stock |
Competition |
Will I Struggle To Master It?
The simple answer is no. It is highly intuitive. But, before
purchase, you can try the game by requesting an access code (see above).
When the game is purchased it is backed-up by a
full user guide, and half-day training sessions which are
run regionally during November, February and July (starting
in November 2006). These will be free to those who have
purchased the game. There will be a fee of £75 for
those who have not purchased, refundable in full if the
game is subsequently purchased.