COMPUTER-CONTROLLED BUSINESS
SIMULATIONS
Training Officer Magazine March 1998 Vol.
34 No 2
My two previous articles dealt with Icebreakers
and with games about 'management' in the sense of planning and organising. There
was no reference to computers. In this article they have a central position because
it deals with simulations in which teams are asked to make decisions about how
a business shall be run. These decisions are usually quantitative ones about specific
subjects like price and quality and promotion. The teams subsequently receive
financial statements - usually Profit/Loss Account and Balance Sheet - purporting
to show 'What happened as a result of your decisions'. The simulations are run
in several 'rounds' each representing a certain period of real time and the teams
are expected to learn as they go, improving the quality of their decisions and
getting better results.
DO I WANT TO TANGLE WITH SUCH THINGS ?
Many people in the training world have a background
in the social sciences and are interested primarily in the human relations aspects
of management. They are a bit reluctant to get involved with computer-based simulations.
Several reasons are given.
1. These simulations tend to be about business
economics and accounting. Some training people feel inadequate in these areas,
or just believe it is appropriate to stand down in favour of somebody with more
expertise. There is, perhaps, a feeling that one would not be in control of the
session.
2. The complexity of some such devices means that
even the lessons about business economics and accounting don't come through very
clearly. There seem to be an awful lot of variables and it seldom becomes obvious
that if one does THIS then THAT financial consequence follows. One can recognise
decisions and results, but what connects them is a bit of a mystery - a black
box. Even the guest speakers one brings in don't seem to make things better. Sometimes
they actually make things worse, with their specialised jargon.
3. These simulations are not all that helpful
as learning devices because the completeness of the output data, and the fact
that it is computer-generated, encourage participants to accept it without question.
The are given a printed Profit/Loss Account but they don't do any sums of their
own to check where the figures come from.
4. Despite all the hype that surrounds them, there
are a number of occasions when these things simply don't work! The equipment is
unavailable, or the wrong type, or incompatible with the standard company system.
One then looses confidence in the device. It may be filling the screen (or the
print-out) with beautifully laid-out numbers, but are they actually right?
This article is going to offer two pieces of advice,
and argue in support of them. The first is that one can still find material dedicated
to business economics and accounting that is reasonably simple. It is therefore
possible and desirable that the training specialist should acquire a degree of
competence in locating and using it. The second is that some other learning objectives
don't depend on detailed understanding: therefore one can forget the worries and
focus instead on the benefits offered.
COMPLEXITY IS NOT INEVITABLE
A degree of mystery has been built up over the
years which is not really necessary. One can start with the fact that Profit and
Loss Accounts and Balance Sheets are all a matter of numbers, and that the numbers
have to be manipulated according to rules. Numbers and rules are natural food
for computers. Put those two ideas together and you reach the concept of a computer-controlled
business simulation. Add the further fact that computers have been getting more
clever every year and add also the final fact that their servants just love showing
off their idols. It does not then take very long before you reach a situation
when some simulations are being presented in the form of computer programs
when the business model used does not demand it. Some of them (and one must agree
that their on-screen appearance is beautiful presented and exciting) don't use
business calculations much more complicated than can be done on the back of a
cigarette packet. Not too many readers of this article will be in the dinosaur
age group. Those few who belong to it may know that in 1965 there was available
a manually controlled device called The Small Business Management Exercise. In
this, playing teams made decisions about 'how to run the company', and the administrator
worked out 'what had happened' by using charts and simple arithmetic. It was entirely
satisfactory as a means of demonstrating what General Management is all about.
Running it was within the competence of anybody able to control his/her personal
domestic finances. It was just necessary to read the manual, to think about what
was required and why, and to practice the routine a few times.
(The collection of rules which the administrator
- or the computer - applies is called THE MODEL. An example of a rule might be
'For every £1 a team increases its selling price above a certain bench mark, the
attractiveness of its product decreases by 2%'. The rules can vary from few and
basic to multitudinous and desperately complex, but the former type are quite
adequate for first level management training. The latter type often reach the
point where their interaction is so complicated that in the time span of a training
session nobody has the slightest hope of working out the relationships.)
There are a few manually controlled devices around
today. Others have been discarded because the computer can work out the numbers
much quicker, and because of a climate in which people feel "If it is not
on a computer it is not credible". The idea being offered here is that the
training specialist can either find and use manually controlled simulations or
spend some time experimenting with the simpler computer-based ones and puzzle
out how they work by making different decisions and comparing the results. Get
the disk and play around with the program on your own PC or a borrowed one. Don't
get into the clutches of your systems department because you won't then do the
personal mind-bashing that is necessary. One needs to understand how the model
works because competing teams frequently get results far below what they have
hoped for and are apt to say "We can't have done that badly. There
must be a mistake. How can you possibly justify these terrible results you have
given us?" In The Small Business Management Exercise the administrator was
able to make comments like "There was a mismatch between the quality of product
you were making and the price you asked. In situations like that the benefit you
get from your advertising is reduced because you are not advertising a credible
package. So although you spent hugely on promotion, it did not do you very much
good." The administrator felt 'in control' because the workings had been
made transparent to him. By contrast, computer programs hide all the calculations
away inside a black box and the administrator feels vulnerable. Sometimes one
is reduced to replying "That is what the computer says and you will have
to live with it".
Why should you make this learning effort? Well,
if your organisation never has any requirement to promote learning about 'how
a business fits together', then forget it. If there is such a requirement
then it is worth doing for three reasons. Firstly, every manager in a financially
controlled business ought to have modest competence in this area. Secondly,
it enables one to enlarge to enlarge the field of knowledge in which one can contribute
personally to training activities. Thirdly, it is a process of learning-by-experiment
that contributes to personal growth.
DETAILED UNDERSTANDING IS NOT ALWAYS NECESSARY
The second piece of advice offered is this - "There
are several uses of the more complicated business simulation where detailed understanding
is not needed. So don't worry that you have not got it but focus instead upon
the non-technical learning outcomes".
Usage related to teambuilding
If participants are asked - five years after taking
part in such an event - what was the principal benefit gained, very few will talk
about technical knowledge: a far larger number will say something like "I
learn a great deal about my limited cooperative skills, and a great deal about
how improve my contribution to a team". So when the clever, numerate, computer-based
people suggest that the value of their device is that it will give participants
a detailed understanding of, say, discounted cash flow, accept the claims with
reservations. That may be what the device is designed to do. It may be what they
want it to do. It may even succeed in the short term. But the details will be
quickly forgotten by all participants who don't have to work regularly with discounted
cash flow. By contrast, the memories of how they behaved, and how their fellow
team members behaved, will last.
Quite often human relations specialists stand
aside from the complex business simulation in the belief that 'It will all be
about numbers' when the reality is that they have an excellent field for study
and helpful comment. The subject of the talk will be numbers and economic
relationships but the quality of the talk (and therefore team success)
will be determined by personal characteristics and behaviour. It will be conditioned
by considerations like:
How committed team members were in the sense of
paying attention, being physically present, and completing reliably such tasks
as were assigned to them.
Whether there was internal strife to obtain a
leadership position or whether team success was accepted as the greater good.
How well those who felt knowledgeable about an
issue explained the details to those who were less informed.
How determined people were to demand information
from others when they felt themselves to be ignorant.
Whether the functional roles in the group (Using
the Belbin terminology) were adequately carried out.
Whether there was a conscious attempt to ensure
that all team members found some satisfaction in the activity.
Such games have frequently been won by the team
that worked most effectively as a unit rather than by the team whose members apparently
possessed the most relevant expertise. This, surely, is the area that human relations
specialists want to study.
Usage related to introducing technology
Sometimes there is a need for students to learn
what present technology can do, and to gain experience of actually using it. This
is a door-opening thing: changing attitudes so that people no longer think "That
is all far too complicated for me" and begin to think instead "That
sort of technology could be used to do so-and-so" or "With that sort
of technology we would no longer be stuck with such-and-such a problem".
A topical example is use of the Internet. It is possible to run a business simulation
on the Internet and give people a valuable, novel experience. If it happens to
be a simulation in which the business relationships are quite hard to master,
it does not matter too much because they are not the prime objective.
Usage related to prestige
There are times when a complex business simulation
is used - or perhaps a company team is entered for one of the national competitions
- with reward or prestige-giving as the real motive. The intention might be verbalised
as "Let's give these people a chance to try something really difficult. Let's
show them that we view them as people who will respond to that sort of challenge!"
Complexity, and novelty and the breaking of new ground then become positive merits.
It does not matter that participants have to admit, afterwards "Even at the
end I did not understand fully how the model worked". The admission is also
a way of saying "What an advanced level we were competing at! Not everybody
can do it!"
However, those who go down this route must be
aware of the dangers attached. If something is new - a genuine first-ever - then
there will certainly be teething problems. It is, for instance, possible to have
a competition played on the Internet with all sort of exciting graphics and up-to-the-minute
management information - and then find that the server is down or the screen takes
such ages to fill that everybody loses interest.
Usage related to conditions of uncertainty
Managers today can easily find themselves in situations
where they don't know the 'right' answer, and don't have the time to research
it, but are nevertheless required to take some positive, immediate action. The
focus is then upon personal disciples that should be applied in order to separate
broadly 'good' decisions from the reverse. In a business simulation it will be
possible to identify teams that make better or worse use of the data they do
have available. Likewise there will be teams that spell out what assumptions they
are making and there will be teams that never realise they are making assumptions
at all. There will be teams that allocate their time in a disciplined manner and
there will be teams that don't plan it at all. There will be teams in which some
member supplies clear direction and purpose, and there will be other teams which
behave like headless chickens. In tackling any problem there processes that should
be carried out - like defining objectives, developing alternatives and assessing
probabilities. It is sometimes easier to study these processes when they are not
overshadowed by reaching or failing to reach some obviously 'right' conclusion.
The complex exercise offers a more meaningful test.
Usage associated with awareness of possible
futures
Some computer-based games are about planning and
project management. The computer program accepts data about a wide range of future
plans and conditions. It is able to project their effects forward in time and
say, as it were "Because you did THIS then THAT would happen in Week 9, except
that it will be delayed by one week on account of THE ACTION BY SO-AND-SO which
will, of course, mean that MACHINE X will not be available because it is down
for maintenance." This sort of juggling with numbers and time scales is exactly
what the computer does well. Human beings can theoretically do it, but it takes
them a terribly long time and they usually give up. It is a bit like chess: one
knows that all sorts of terrible things might happen ten moves hence, but the
vast majority of casual chess players look one or two moves ahead only. They lose
faith in their ability to generate meaningful long term scenarios so they move
a piece and hope. The beauty of the computer program is that it will follow
out quickly and exactly the implications of the rules and the data programmed
into it. In this respect it really does open new ground. It is as if the computer
was saying "Do you appreciate that if you make these decisions, and the conditions
are really as you have stated them, then there is a danger of such-and-such happening?"
The implication for the planners (who might be amongst the participants in such
a simulation) is that:
They have not stated accurately the conditions
and relationships that link different parts of the project; and/or
They have made poor decisions about managing the
project; and/or
They have been unable to look far enough into
the future to perceive the interaction of all the variables.
What the computer is doing here is making one
more sensitive to possible futures and at the same time showing a way to test
for them. If a simulation makes a planner aware that something might happen
then he will consider the possibility when dealing with real life projects. If
he has never conceived of it, then he can't evaluate it.
SUMMARY
The advice offered can be summarised like this:
1. Don't be put off by the fact that other specialists
(accountants and computer people) seem to be the 'owners' of computer-based business
simulations. The principles are not mind-boggling though a high level of detail
can be.
2. Get hold of one of the simpler ones and experiment
with it privately. You will have a few early headaches but the effort will be
worth while.
3. Define carefully the objectives of any session
you are planning. It may be that the characteristics of a simulation which seemed
negative when you were thinking of one objective will seem positive when you are
thinking of another.
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