120 likes | 252 Views
Comparison of the 3 business games played (MOB, Cesim, Simobitz): Model vs. Real World. S-38.042 Seminar on Mobile operator strategies and games Autumn 2003 Mathias Tallberg mtallber@netlab.hut.fi Lin Huibin huibin@cc.hut.fi Valtteri Hietaluoma ahietalu@cc.hut.fi. Overview. Introduction
E N D
Comparison of the 3 business games played (MOB, Cesim, Simobitz): Model vs. Real World S-38.042 Seminar on Mobile operator strategies and games Autumn 2003 Mathias Tallberg mtallber@netlab.hut.fi Lin Huibin huibin@cc.hut.fi Valtteri Hietaluoma ahietalu@cc.hut.fi
Overview • Introduction • Model vs. Real World: MOB • Model vs. Real World: Cesim • Model vs. Real World: Simobiz • Conclusions • Q & A
Introduction (1/2) • A business game can not exactly tell how the future will turn out • But, it can be used to: • analyze business constraints • dependencies • and possible futures • help to gain better understanding of businesses • improve teamwork • And, playing the games can: • give valuable feedback • be fun
Introduction (2/2) • ”The purpose of a teaching simulation is to convey experimental lessons transferable to the real world” (Lane 1995) • ”The game [simulation] is valid to the degree that the learning objectives are achieved by the participants” (Peters et al. 1998) • The game should be as realistic as possibleImportant to keep in mind: • not too complex • not too simple either • where to draw the line (complexity vs. simplicity)
Model vs. Real World: MOB (1/2) • Elementary prototype • Domain specific • Models the business and markets of mobile operators • Special focus on new data services (much to be implemeted yet) • Usability a big issue!
Model vs. Real World: Cesim (1/2) • More generic than domain specific • Mobile, fixed-line, and broadband Internet connections • Cesim been working with telecom industry since mid-90’s • Been developed with the leading Finnish telecom operators • Usability and material are quite good…(maximizing the experience of the game)
Model vs. Real World: Simobiz (1/2) • Domain specific • On mobile networks and markets • Includes handset subsidies and different handsets • Number of participants fixed: 3 operators • 2 market segments • 2 geographic zones etc. • Usability a big issue! • Good background material, maybe a little too much? • We did not play using all the aspects of the game…
Conclusions • Mobile market is a complex non-linear adaptive system • A business game can not exactly tell how the future will turn out • The game should be as realistic as possible (keeping in mind simplicity vs. complexity) • MOB: an elementary prototype, usability an issue • Cesim: mature, more generic than domain specific • Simobiz: domain specific, usability an issue • Easy to find differences between model and real world • But, can be very hard to model the real world into a business game