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In the eighth volume of the Studies in Business Administration series from the Graduate School of Business at the University of Chicago, professors of business administration and applied mathematics present recent discoveries and research on advanced simulations within the international business planning world. Through research presented on the effectiveness of international business operations and management simulation by gaming, University of Chicago professors Hans B. Thorelli and Robert L. Graves present details on the development of The International Operations Simulation. Featuring…mehr
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In the eighth volume of the Studies in Business Administration series from the Graduate School of Business at the University of Chicago, professors of business administration and applied mathematics present recent discoveries and research on advanced simulations within the international business planning world. Through research presented on the effectiveness of international business operations and management simulation by gaming, University of Chicago professors Hans B. Thorelli and Robert L. Graves present details on the development of The International Operations Simulation. Featuring modular design and an extraordinary degree of flexibility, the uniquely developed simulation is one of the first applications of sophisticated game design in an effort to mange problems in overseas operations and cope with international competitors in domestic markets. Serving as guideposts for the use of The International Operations Simulation, as well as acting as a source of inspiration for other management simulation designers, this presentation of in-depth research will prove to be a useful resource to everyone from game designers to educators.
Produktdetails
- Produktdetails
- Verlag: Free Press
- Seitenzahl: 432
- Erscheinungstermin: 19. September 2007
- Englisch
- Abmessung: 254mm x 178mm x 24mm
- Gewicht: 808g
- ISBN-13: 9781416577553
- ISBN-10: 1416577556
- Artikelnr.: 23310219
- Verlag: Free Press
- Seitenzahl: 432
- Erscheinungstermin: 19. September 2007
- Englisch
- Abmessung: 254mm x 178mm x 24mm
- Gewicht: 808g
- ISBN-13: 9781416577553
- ISBN-10: 1416577556
- Artikelnr.: 23310219
Hans B. Thorelli
Contents
FOREWORD by Dean George P. Shultz
PREFACE
1 Of Games and Game Design
1. Simulation by Gaming: Purposes of Games
A. Education
B. Research
C. Business Planning
2. Types of Games
A. Specific Purpose
B. Level of Management
C. Individual vs. Group Decision-making
D. Interactive vs. Non-interactive Simulations
E. Manual vs. Computerized Simulations
3. Pointers on Design and Selection of Simulations
A. Bias of Designers
B. Realism
C. Simplicity Not Necessarily a Virtue
D. Complexity vs. Playability
E. Degree of Determinism
F. Qualitative vs. Quantitative Factors
G. Dynamics
H. Forestalling Dysfunctional Behavior
4. Pointers on Play
A. Number of Teams and Members Per Team
B. Emphasis on the Long Range
C. Time Available for Decision-making. Continuous vs. Intermittent Play
D. Evaluation Sessions and Continuous Feedback
E. Enriching the Game Experience
5. Effectiveness of Games in Education
A. Problems of Measurement
B. Games Compared to Cases, Etc.
C. Functional Insights
D. A Holistic View
E. Insight into Decision-making Processes
6. Role of Games in Education
2 INTOP: An Overall Presentation
1. Purpose
2. Fitting INTOP into Educational Programs
3. General Model and Designer Biases
A. General Models
B. International Variables
C. Common Economies and Specialization
D. Dynamics of the Exercise
E. Designer Biases
F. Summary: Highlights of INTOP
4. The Game Structure Detailed. Decisions to Be Made by Participants
A. Company Organization and Home Office
B. Products and Improvements, R & D
C. The Management of Innovation
D. Area Operations
E. Production Management
Scheduling of plants and production; Plant characteristics; Manufacturing
cost characteristics
F. Limit on Number of Grades
G. Marketing Management
Competitive variables: price, advertising, grade and standard-deluxe
models; Channels; Marketing research
H. Shipping and Other Transfer Costs
I. Inventory
J. Financial Management
Area finances; Home office finances
K. Marketing Research, Trade Association Gazette and Consultation
L. Inter-company and Intra-company Transactions
Patent licenses; Inter-company (industrial) sales; Intra-company transfer
of goods
M. Background Data on Brazil, the EEC and the U.S.
Size of market, nature of demand; Product market differences by area;
Sensitivity to advertising; Commercial and administrative expense; Cost of
production and capital; Government and business relations. International
trade policies; Business cycles and economic index
5. Additional Standard Information for Participants
A. Marketing Research Detailed
B. Schedule of Costs, Charges, Time Lags and Marketing Research Services
3 Economic Models and Programming
Approaches
Introduction
1. An Overview of the Economic Aspects of INTOP
2. The Economic and Mathematical Aspects of the INTOP Simulation
A. The Functional Areas
B. Time and Change
C. The Consumer Market
D. The Marketing Cost Functions
Shipping costs; Sales expediting costs; Commercial and administrative
costs; The inventory cost function
E. The Manufacturing Functions
F. The Financial Functions
C. The Research and Development Function
H. The Equilibrium Position of the Firm
3. The Simulation from the Computer Viewpoint
4 Game Administration
Introduction
1. Preparatory Considerations
A. Purpose
B. Resources
C. Team Number, Size and Structure. Mergers, Subsidiaries, Joint Ventures
D. Equal Start or Handicap Play? Predetermined or Discretionary Objectives?
2. Administering a Standard Run of INTOP
A. Orienting Participants
B. Organization and Objectives of Teams
C. Telescoping Initial Decision Periods
D. A Standard Decision Session
E. Administrative Aide-mémoire
F. Programmed Routines vs. Deliberate Decisions
G. Changing Game Parameters. Role of Monitor Company
H. Processing Cycle and Administrative Routines
I. Short Runs -- Some Observations
J. Accumulating Game History for Control and Evaluation
3. Regulating the Flow of Decision-making Data
A. Information Systems and Their Manipulation
B. Varying the Rate and Types of Information
C. Extending the Time Span of Plans and Decisions
D. Media of Regulation
E. Evaluating Comprehension and Processing of Data. Feedback from One
Student Cohort to the Next
4. Enriching the INTOP Experience
A. Integration of the Simulation in a Broader Educational Context
B. Means of Integration
C. Introducing Qualitative Factors
D. Making Use of Outside Experts, Role-playing, In-baskets, etc.
E. Adjusting Quantitative Performance of Individual Companies to the
Quality of Their Decisions
5. Performance Evaluation
A. Performance Criteria
B. Objectives and Degree of Goal Achievement
C. Quality of Plans and Play
D. Quality of Related Assignments
E. Indications Inherent in the INTOP Model
F. Mutual Evaluation of Executives Within Teams
G. Management Audit and Review of the Simulation
5 Computer Operations and Wonder Cards. Parameter Choice and Change
Introduction
1. General Overview of Computer Operations
A. The Flow of Information
B. Inputs
C. Outputs
D. Equipment Requirements, Processing Time
E. Changing Number of Companies. Consecutive Processing of Several Periods.
Changing Period Numbers and Identification
2. Dictionary and Wonder Cards: Instruments of Change
A. Dictionary
B. Wonder Cards
3. Parameter Choice and Change
A. Introduction
B. The Framework of Parameter Selection Area and product variations;
Constraints imposed by the model and the decision forms; Financial
statements and related parameters
C. Additional Considerations in Parameter Selection Elasticities and
remaining parameters in the functional management areas; Elimination of
parameters; Safety valves
6 A Modular Multi-Purpose Simulation
1. Modular in Design, Multiple by Purpose
2. General Management INTOP Simulations
A. Emphasis on Organization
B. Emphasis on Diversification
C. Emphasis on Product Interdependence
D. Emphasis on Bargaining
E. Emphasis on Experimentation. Non-Interactive Settings
3. Functional Management INTOP Simulations
A. Production
B. Marketing
C. Finance and Accounting
4. Simplification
A. A Domestic Regional Management Simulation
B. A Single-product Simulation
C. A Multi-product Simulation
D. A Single-area Simulation
E. A Game for 72 Teams
5. A Distribution Systems Simulation
6. INTOP-INDUSTRIAL -- An Exercise in Flexibility
Appendices
I Dictionary of Program Parameters and State Variables
II Standard FORTRAN Output of Company Financial and Marketing Research
Data, sample
III Selected Special Outputs for the Administrator
IV Standard Decision Forms and Standing Contract Forms
V Standard Operating Instructions
VI Ancillary Documentation for Discretionary Use
VII A Note on Organization Simulation by Gaming
Select Bibliography
Index
FOREWORD by Dean George P. Shultz
PREFACE
1 Of Games and Game Design
1. Simulation by Gaming: Purposes of Games
A. Education
B. Research
C. Business Planning
2. Types of Games
A. Specific Purpose
B. Level of Management
C. Individual vs. Group Decision-making
D. Interactive vs. Non-interactive Simulations
E. Manual vs. Computerized Simulations
3. Pointers on Design and Selection of Simulations
A. Bias of Designers
B. Realism
C. Simplicity Not Necessarily a Virtue
D. Complexity vs. Playability
E. Degree of Determinism
F. Qualitative vs. Quantitative Factors
G. Dynamics
H. Forestalling Dysfunctional Behavior
4. Pointers on Play
A. Number of Teams and Members Per Team
B. Emphasis on the Long Range
C. Time Available for Decision-making. Continuous vs. Intermittent Play
D. Evaluation Sessions and Continuous Feedback
E. Enriching the Game Experience
5. Effectiveness of Games in Education
A. Problems of Measurement
B. Games Compared to Cases, Etc.
C. Functional Insights
D. A Holistic View
E. Insight into Decision-making Processes
6. Role of Games in Education
2 INTOP: An Overall Presentation
1. Purpose
2. Fitting INTOP into Educational Programs
3. General Model and Designer Biases
A. General Models
B. International Variables
C. Common Economies and Specialization
D. Dynamics of the Exercise
E. Designer Biases
F. Summary: Highlights of INTOP
4. The Game Structure Detailed. Decisions to Be Made by Participants
A. Company Organization and Home Office
B. Products and Improvements, R & D
C. The Management of Innovation
D. Area Operations
E. Production Management
Scheduling of plants and production; Plant characteristics; Manufacturing
cost characteristics
F. Limit on Number of Grades
G. Marketing Management
Competitive variables: price, advertising, grade and standard-deluxe
models; Channels; Marketing research
H. Shipping and Other Transfer Costs
I. Inventory
J. Financial Management
Area finances; Home office finances
K. Marketing Research, Trade Association Gazette and Consultation
L. Inter-company and Intra-company Transactions
Patent licenses; Inter-company (industrial) sales; Intra-company transfer
of goods
M. Background Data on Brazil, the EEC and the U.S.
Size of market, nature of demand; Product market differences by area;
Sensitivity to advertising; Commercial and administrative expense; Cost of
production and capital; Government and business relations. International
trade policies; Business cycles and economic index
5. Additional Standard Information for Participants
A. Marketing Research Detailed
B. Schedule of Costs, Charges, Time Lags and Marketing Research Services
3 Economic Models and Programming
Approaches
Introduction
1. An Overview of the Economic Aspects of INTOP
2. The Economic and Mathematical Aspects of the INTOP Simulation
A. The Functional Areas
B. Time and Change
C. The Consumer Market
D. The Marketing Cost Functions
Shipping costs; Sales expediting costs; Commercial and administrative
costs; The inventory cost function
E. The Manufacturing Functions
F. The Financial Functions
C. The Research and Development Function
H. The Equilibrium Position of the Firm
3. The Simulation from the Computer Viewpoint
4 Game Administration
Introduction
1. Preparatory Considerations
A. Purpose
B. Resources
C. Team Number, Size and Structure. Mergers, Subsidiaries, Joint Ventures
D. Equal Start or Handicap Play? Predetermined or Discretionary Objectives?
2. Administering a Standard Run of INTOP
A. Orienting Participants
B. Organization and Objectives of Teams
C. Telescoping Initial Decision Periods
D. A Standard Decision Session
E. Administrative Aide-mémoire
F. Programmed Routines vs. Deliberate Decisions
G. Changing Game Parameters. Role of Monitor Company
H. Processing Cycle and Administrative Routines
I. Short Runs -- Some Observations
J. Accumulating Game History for Control and Evaluation
3. Regulating the Flow of Decision-making Data
A. Information Systems and Their Manipulation
B. Varying the Rate and Types of Information
C. Extending the Time Span of Plans and Decisions
D. Media of Regulation
E. Evaluating Comprehension and Processing of Data. Feedback from One
Student Cohort to the Next
4. Enriching the INTOP Experience
A. Integration of the Simulation in a Broader Educational Context
B. Means of Integration
C. Introducing Qualitative Factors
D. Making Use of Outside Experts, Role-playing, In-baskets, etc.
E. Adjusting Quantitative Performance of Individual Companies to the
Quality of Their Decisions
5. Performance Evaluation
A. Performance Criteria
B. Objectives and Degree of Goal Achievement
C. Quality of Plans and Play
D. Quality of Related Assignments
E. Indications Inherent in the INTOP Model
F. Mutual Evaluation of Executives Within Teams
G. Management Audit and Review of the Simulation
5 Computer Operations and Wonder Cards. Parameter Choice and Change
Introduction
1. General Overview of Computer Operations
A. The Flow of Information
B. Inputs
C. Outputs
D. Equipment Requirements, Processing Time
E. Changing Number of Companies. Consecutive Processing of Several Periods.
Changing Period Numbers and Identification
2. Dictionary and Wonder Cards: Instruments of Change
A. Dictionary
B. Wonder Cards
3. Parameter Choice and Change
A. Introduction
B. The Framework of Parameter Selection Area and product variations;
Constraints imposed by the model and the decision forms; Financial
statements and related parameters
C. Additional Considerations in Parameter Selection Elasticities and
remaining parameters in the functional management areas; Elimination of
parameters; Safety valves
6 A Modular Multi-Purpose Simulation
1. Modular in Design, Multiple by Purpose
2. General Management INTOP Simulations
A. Emphasis on Organization
B. Emphasis on Diversification
C. Emphasis on Product Interdependence
D. Emphasis on Bargaining
E. Emphasis on Experimentation. Non-Interactive Settings
3. Functional Management INTOP Simulations
A. Production
B. Marketing
C. Finance and Accounting
4. Simplification
A. A Domestic Regional Management Simulation
B. A Single-product Simulation
C. A Multi-product Simulation
D. A Single-area Simulation
E. A Game for 72 Teams
5. A Distribution Systems Simulation
6. INTOP-INDUSTRIAL -- An Exercise in Flexibility
Appendices
I Dictionary of Program Parameters and State Variables
II Standard FORTRAN Output of Company Financial and Marketing Research
Data, sample
III Selected Special Outputs for the Administrator
IV Standard Decision Forms and Standing Contract Forms
V Standard Operating Instructions
VI Ancillary Documentation for Discretionary Use
VII A Note on Organization Simulation by Gaming
Select Bibliography
Index
Contents
FOREWORD by Dean George P. Shultz
PREFACE
1 Of Games and Game Design
1. Simulation by Gaming: Purposes of Games
A. Education
B. Research
C. Business Planning
2. Types of Games
A. Specific Purpose
B. Level of Management
C. Individual vs. Group Decision-making
D. Interactive vs. Non-interactive Simulations
E. Manual vs. Computerized Simulations
3. Pointers on Design and Selection of Simulations
A. Bias of Designers
B. Realism
C. Simplicity Not Necessarily a Virtue
D. Complexity vs. Playability
E. Degree of Determinism
F. Qualitative vs. Quantitative Factors
G. Dynamics
H. Forestalling Dysfunctional Behavior
4. Pointers on Play
A. Number of Teams and Members Per Team
B. Emphasis on the Long Range
C. Time Available for Decision-making. Continuous vs. Intermittent Play
D. Evaluation Sessions and Continuous Feedback
E. Enriching the Game Experience
5. Effectiveness of Games in Education
A. Problems of Measurement
B. Games Compared to Cases, Etc.
C. Functional Insights
D. A Holistic View
E. Insight into Decision-making Processes
6. Role of Games in Education
2 INTOP: An Overall Presentation
1. Purpose
2. Fitting INTOP into Educational Programs
3. General Model and Designer Biases
A. General Models
B. International Variables
C. Common Economies and Specialization
D. Dynamics of the Exercise
E. Designer Biases
F. Summary: Highlights of INTOP
4. The Game Structure Detailed. Decisions to Be Made by Participants
A. Company Organization and Home Office
B. Products and Improvements, R & D
C. The Management of Innovation
D. Area Operations
E. Production Management
Scheduling of plants and production; Plant characteristics; Manufacturing
cost characteristics
F. Limit on Number of Grades
G. Marketing Management
Competitive variables: price, advertising, grade and standard-deluxe
models; Channels; Marketing research
H. Shipping and Other Transfer Costs
I. Inventory
J. Financial Management
Area finances; Home office finances
K. Marketing Research, Trade Association Gazette and Consultation
L. Inter-company and Intra-company Transactions
Patent licenses; Inter-company (industrial) sales; Intra-company transfer
of goods
M. Background Data on Brazil, the EEC and the U.S.
Size of market, nature of demand; Product market differences by area;
Sensitivity to advertising; Commercial and administrative expense; Cost of
production and capital; Government and business relations. International
trade policies; Business cycles and economic index
5. Additional Standard Information for Participants
A. Marketing Research Detailed
B. Schedule of Costs, Charges, Time Lags and Marketing Research Services
3 Economic Models and Programming
Approaches
Introduction
1. An Overview of the Economic Aspects of INTOP
2. The Economic and Mathematical Aspects of the INTOP Simulation
A. The Functional Areas
B. Time and Change
C. The Consumer Market
D. The Marketing Cost Functions
Shipping costs; Sales expediting costs; Commercial and administrative
costs; The inventory cost function
E. The Manufacturing Functions
F. The Financial Functions
C. The Research and Development Function
H. The Equilibrium Position of the Firm
3. The Simulation from the Computer Viewpoint
4 Game Administration
Introduction
1. Preparatory Considerations
A. Purpose
B. Resources
C. Team Number, Size and Structure. Mergers, Subsidiaries, Joint Ventures
D. Equal Start or Handicap Play? Predetermined or Discretionary Objectives?
2. Administering a Standard Run of INTOP
A. Orienting Participants
B. Organization and Objectives of Teams
C. Telescoping Initial Decision Periods
D. A Standard Decision Session
E. Administrative Aide-mémoire
F. Programmed Routines vs. Deliberate Decisions
G. Changing Game Parameters. Role of Monitor Company
H. Processing Cycle and Administrative Routines
I. Short Runs -- Some Observations
J. Accumulating Game History for Control and Evaluation
3. Regulating the Flow of Decision-making Data
A. Information Systems and Their Manipulation
B. Varying the Rate and Types of Information
C. Extending the Time Span of Plans and Decisions
D. Media of Regulation
E. Evaluating Comprehension and Processing of Data. Feedback from One
Student Cohort to the Next
4. Enriching the INTOP Experience
A. Integration of the Simulation in a Broader Educational Context
B. Means of Integration
C. Introducing Qualitative Factors
D. Making Use of Outside Experts, Role-playing, In-baskets, etc.
E. Adjusting Quantitative Performance of Individual Companies to the
Quality of Their Decisions
5. Performance Evaluation
A. Performance Criteria
B. Objectives and Degree of Goal Achievement
C. Quality of Plans and Play
D. Quality of Related Assignments
E. Indications Inherent in the INTOP Model
F. Mutual Evaluation of Executives Within Teams
G. Management Audit and Review of the Simulation
5 Computer Operations and Wonder Cards. Parameter Choice and Change
Introduction
1. General Overview of Computer Operations
A. The Flow of Information
B. Inputs
C. Outputs
D. Equipment Requirements, Processing Time
E. Changing Number of Companies. Consecutive Processing of Several Periods.
Changing Period Numbers and Identification
2. Dictionary and Wonder Cards: Instruments of Change
A. Dictionary
B. Wonder Cards
3. Parameter Choice and Change
A. Introduction
B. The Framework of Parameter Selection Area and product variations;
Constraints imposed by the model and the decision forms; Financial
statements and related parameters
C. Additional Considerations in Parameter Selection Elasticities and
remaining parameters in the functional management areas; Elimination of
parameters; Safety valves
6 A Modular Multi-Purpose Simulation
1. Modular in Design, Multiple by Purpose
2. General Management INTOP Simulations
A. Emphasis on Organization
B. Emphasis on Diversification
C. Emphasis on Product Interdependence
D. Emphasis on Bargaining
E. Emphasis on Experimentation. Non-Interactive Settings
3. Functional Management INTOP Simulations
A. Production
B. Marketing
C. Finance and Accounting
4. Simplification
A. A Domestic Regional Management Simulation
B. A Single-product Simulation
C. A Multi-product Simulation
D. A Single-area Simulation
E. A Game for 72 Teams
5. A Distribution Systems Simulation
6. INTOP-INDUSTRIAL -- An Exercise in Flexibility
Appendices
I Dictionary of Program Parameters and State Variables
II Standard FORTRAN Output of Company Financial and Marketing Research
Data, sample
III Selected Special Outputs for the Administrator
IV Standard Decision Forms and Standing Contract Forms
V Standard Operating Instructions
VI Ancillary Documentation for Discretionary Use
VII A Note on Organization Simulation by Gaming
Select Bibliography
Index
FOREWORD by Dean George P. Shultz
PREFACE
1 Of Games and Game Design
1. Simulation by Gaming: Purposes of Games
A. Education
B. Research
C. Business Planning
2. Types of Games
A. Specific Purpose
B. Level of Management
C. Individual vs. Group Decision-making
D. Interactive vs. Non-interactive Simulations
E. Manual vs. Computerized Simulations
3. Pointers on Design and Selection of Simulations
A. Bias of Designers
B. Realism
C. Simplicity Not Necessarily a Virtue
D. Complexity vs. Playability
E. Degree of Determinism
F. Qualitative vs. Quantitative Factors
G. Dynamics
H. Forestalling Dysfunctional Behavior
4. Pointers on Play
A. Number of Teams and Members Per Team
B. Emphasis on the Long Range
C. Time Available for Decision-making. Continuous vs. Intermittent Play
D. Evaluation Sessions and Continuous Feedback
E. Enriching the Game Experience
5. Effectiveness of Games in Education
A. Problems of Measurement
B. Games Compared to Cases, Etc.
C. Functional Insights
D. A Holistic View
E. Insight into Decision-making Processes
6. Role of Games in Education
2 INTOP: An Overall Presentation
1. Purpose
2. Fitting INTOP into Educational Programs
3. General Model and Designer Biases
A. General Models
B. International Variables
C. Common Economies and Specialization
D. Dynamics of the Exercise
E. Designer Biases
F. Summary: Highlights of INTOP
4. The Game Structure Detailed. Decisions to Be Made by Participants
A. Company Organization and Home Office
B. Products and Improvements, R & D
C. The Management of Innovation
D. Area Operations
E. Production Management
Scheduling of plants and production; Plant characteristics; Manufacturing
cost characteristics
F. Limit on Number of Grades
G. Marketing Management
Competitive variables: price, advertising, grade and standard-deluxe
models; Channels; Marketing research
H. Shipping and Other Transfer Costs
I. Inventory
J. Financial Management
Area finances; Home office finances
K. Marketing Research, Trade Association Gazette and Consultation
L. Inter-company and Intra-company Transactions
Patent licenses; Inter-company (industrial) sales; Intra-company transfer
of goods
M. Background Data on Brazil, the EEC and the U.S.
Size of market, nature of demand; Product market differences by area;
Sensitivity to advertising; Commercial and administrative expense; Cost of
production and capital; Government and business relations. International
trade policies; Business cycles and economic index
5. Additional Standard Information for Participants
A. Marketing Research Detailed
B. Schedule of Costs, Charges, Time Lags and Marketing Research Services
3 Economic Models and Programming
Approaches
Introduction
1. An Overview of the Economic Aspects of INTOP
2. The Economic and Mathematical Aspects of the INTOP Simulation
A. The Functional Areas
B. Time and Change
C. The Consumer Market
D. The Marketing Cost Functions
Shipping costs; Sales expediting costs; Commercial and administrative
costs; The inventory cost function
E. The Manufacturing Functions
F. The Financial Functions
C. The Research and Development Function
H. The Equilibrium Position of the Firm
3. The Simulation from the Computer Viewpoint
4 Game Administration
Introduction
1. Preparatory Considerations
A. Purpose
B. Resources
C. Team Number, Size and Structure. Mergers, Subsidiaries, Joint Ventures
D. Equal Start or Handicap Play? Predetermined or Discretionary Objectives?
2. Administering a Standard Run of INTOP
A. Orienting Participants
B. Organization and Objectives of Teams
C. Telescoping Initial Decision Periods
D. A Standard Decision Session
E. Administrative Aide-mémoire
F. Programmed Routines vs. Deliberate Decisions
G. Changing Game Parameters. Role of Monitor Company
H. Processing Cycle and Administrative Routines
I. Short Runs -- Some Observations
J. Accumulating Game History for Control and Evaluation
3. Regulating the Flow of Decision-making Data
A. Information Systems and Their Manipulation
B. Varying the Rate and Types of Information
C. Extending the Time Span of Plans and Decisions
D. Media of Regulation
E. Evaluating Comprehension and Processing of Data. Feedback from One
Student Cohort to the Next
4. Enriching the INTOP Experience
A. Integration of the Simulation in a Broader Educational Context
B. Means of Integration
C. Introducing Qualitative Factors
D. Making Use of Outside Experts, Role-playing, In-baskets, etc.
E. Adjusting Quantitative Performance of Individual Companies to the
Quality of Their Decisions
5. Performance Evaluation
A. Performance Criteria
B. Objectives and Degree of Goal Achievement
C. Quality of Plans and Play
D. Quality of Related Assignments
E. Indications Inherent in the INTOP Model
F. Mutual Evaluation of Executives Within Teams
G. Management Audit and Review of the Simulation
5 Computer Operations and Wonder Cards. Parameter Choice and Change
Introduction
1. General Overview of Computer Operations
A. The Flow of Information
B. Inputs
C. Outputs
D. Equipment Requirements, Processing Time
E. Changing Number of Companies. Consecutive Processing of Several Periods.
Changing Period Numbers and Identification
2. Dictionary and Wonder Cards: Instruments of Change
A. Dictionary
B. Wonder Cards
3. Parameter Choice and Change
A. Introduction
B. The Framework of Parameter Selection Area and product variations;
Constraints imposed by the model and the decision forms; Financial
statements and related parameters
C. Additional Considerations in Parameter Selection Elasticities and
remaining parameters in the functional management areas; Elimination of
parameters; Safety valves
6 A Modular Multi-Purpose Simulation
1. Modular in Design, Multiple by Purpose
2. General Management INTOP Simulations
A. Emphasis on Organization
B. Emphasis on Diversification
C. Emphasis on Product Interdependence
D. Emphasis on Bargaining
E. Emphasis on Experimentation. Non-Interactive Settings
3. Functional Management INTOP Simulations
A. Production
B. Marketing
C. Finance and Accounting
4. Simplification
A. A Domestic Regional Management Simulation
B. A Single-product Simulation
C. A Multi-product Simulation
D. A Single-area Simulation
E. A Game for 72 Teams
5. A Distribution Systems Simulation
6. INTOP-INDUSTRIAL -- An Exercise in Flexibility
Appendices
I Dictionary of Program Parameters and State Variables
II Standard FORTRAN Output of Company Financial and Marketing Research
Data, sample
III Selected Special Outputs for the Administrator
IV Standard Decision Forms and Standing Contract Forms
V Standard Operating Instructions
VI Ancillary Documentation for Discretionary Use
VII A Note on Organization Simulation by Gaming
Select Bibliography
Index