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Article
Publication date: 9 November 2012

Marc Lambrecht, Stefan Creemers, Robert Boute and Roel Leus

The production dice game is a powerful learning exercise focusing on the impact of variability and dependency on throughput and work‐in‐process inventory of flow lines. This paper…

Abstract

Purpose

The production dice game is a powerful learning exercise focusing on the impact of variability and dependency on throughput and work‐in‐process inventory of flow lines. This paper seeks to extend the basic dice game along the following lines. First, it will allow operations to take place concurrently as opposed to sequentially, which works better in a classroom setting. Second, it will allow both starvation and blocking of the line. Third, it will consider balanced lines with workstations characterized by different degrees of variability. Finally, it aims to use different sets of dice in order to represent a wide range of variation coefficients of the production line. The obtained insights can be extended to a supply chain context as well. The developed game can be played on‐line and the software is freely downloadable.

Design/methodology/approach

The paper extends the dice game and offers an easy‐to‐use simulation tool.

Findings

The key aspect of students' learning experience is the understanding of the relationship between variability and throughput in an environment with dependent workstations and limited buffers.

Originality/value

A rather complicated research question is transformed into an easy‐to‐use simulation tool that in no time can be used by practitioners and students.

Details

International Journal of Operations & Production Management, vol. 32 no. 12
Type: Research Article
ISSN: 0144-3577

Keywords

Article
Publication date: 16 May 2016

Jérémy Celse, Kirk Chang, Sylvain Max and Sarah Quinton

The purpose of this paper is to analyse employees’ lying behaviour and its findings have important implication for the management and prevention strategies of lying in the…

Abstract

Purpose

The purpose of this paper is to analyse employees’ lying behaviour and its findings have important implication for the management and prevention strategies of lying in the workplace. Employee lying has caused both reputational and financial damage to employers, organisations and public authorities. This study adopts a psycho-cognitive perspective to examine the mechanism of lying reduction and the influence envy has on lying behaviour.

Design/methodology/approach

Incorporating social comparison phenomenon and cognate studies this study suggests that envy may restrain people from lying in the workplace. Specific hypotheses are developed and tested with 271 participants using dice game scenarios.

Findings

Research findings have found that people are likely to lie if lying brings them benefits. However, the findings also reveal that the envy aroused between two people may act as a psychological barrier to reduce the tendency to lie.

Originality/value

The research findings have provided an alternative perspective to the current prevailing view of envy as a negative emotion. Envy need not always be negative. Envy can provide an internal drive for people to work harder and enhance themselves but it can also act as a brake mechanism and self-regulator to reduce lying, and thereby has a potentially positive value.

Details

Journal of Strategy and Management, vol. 9 no. 2
Type: Research Article
ISSN: 1755-425X

Keywords

Article
Publication date: 28 January 2014

Iestyn Williams, Daisy Phillips, Charles Nicholson and Heather Shearer

The purpose of this paper is to describe and evaluate a novel approach to citizen engagement in health priority setting carried out in the context of Primary Care Trust (PCT…

Abstract

Purpose

The purpose of this paper is to describe and evaluate a novel approach to citizen engagement in health priority setting carried out in the context of Primary Care Trust (PCT) commissioning in the English National Health Service.

Design/methodology/approach

Four deliberative events were held with 139 citizens taking part in total. Events design incorporated elements of the Twenty-first Century Town Meeting and the World Café, and involved specially-designed dice games. Evaluation surveys reporting quantitative and qualitative participant responses were combined with follow-up interviews with both PCT staff and members of the public. An evaluation framework based on previous literature was employed.

Findings

The evaluation demonstrates high levels of enjoyment, learning and deliberative engagement. However, concerns were expressed over the leading nature of the voting questions and, in a small minority of responses, the simplified scenarios used in dice games. The engagement exercises also appeared to have minimal impact on subsequent Primary Care Trust resource allocation, confirming a wider concern about the influence of public participation on policy decision making. The public engagement activities had considerable educative and political benefits and overall the evaluation indicates that the specific deliberative tools developed for the exercise facilitated a high level of discussion.

Originality/value

This paper helps to fill the gap in empirical evaluations of deliberative approaches to citizen involvement in health care priority setting. It reports on a novel approach and considers a range of implications for future research and practice. The study raises important questions over the role of public engagement in driving priority setting decision making.

Details

Leadership in Health Services, vol. 27 no. 1
Type: Research Article
ISSN: 1751-1879

Keywords

Content available
Article
Publication date: 7 December 2021

John T. Hanley

The purpose of this paper is to illustrate how game theoretic solution concepts inform what classes of problems will be amenable to artificial intelligence and machine learning…

3195

Abstract

Purpose

The purpose of this paper is to illustrate how game theoretic solution concepts inform what classes of problems will be amenable to artificial intelligence and machine learning (AI/ML), and how to evolve the interaction between human and artificial intelligence.

Design/methodology/approach

The approach addresses the development of operational gaming to support planning and decision making. It then provides a succinct summary of game theory for those designing and using games, with an emphasis on information conditions and solution concepts. It addresses how experimentation demonstrates where human decisions differ from game theoretic solution concepts and how games have been used to develop AI/ML. It concludes by suggesting what classes of problems will be amenable to AI/ML, and which will not. It goes on to propose a method for evolving human/artificial intelligence.

Findings

Game theoretic solution concepts inform classes of problems where AI/ML 'solutions' will be suspect. The complexity of the subject requires a campaign of learning.

Originality/value

Though games have been essential to the development of AI/ML, practitioners have yet to employ game theory to understand its limitations.

Details

Journal of Defense Analytics and Logistics, vol. 5 no. 2
Type: Research Article
ISSN: 2399-6439

Keywords

Article
Publication date: 15 March 2011

Dwane H. Dean

The prevalence of problematic gambling among adolescents and college‐age youth is estimated to be two to four times that of older consumers. Prior studies suggest this may be due…

1102

Abstract

Purpose

The prevalence of problematic gambling among adolescents and college‐age youth is estimated to be two to four times that of older consumers. Prior studies suggest this may be due to an age‐related difference in risk perception. This paper aims to focus on the perception of financial risk in playing casino blackjack among college‐age youth.

Design/methodology/approach

A convenience sample of subjects age 24 or less and reporting at least some experience in playing and wagering on casino blackjack completed paper and pencil questionnaires. Data were fit to a path model using LISREL. The study focuses on the perception of financial risk within this at‐risk population, suggesting that perceived financial risk is influenced by four factors: estimated risk to an average “other” gambler, the subject's level of experience in playing casino blackjack, the subject's self‐reported level of skill at blackjack play, and the estimated “fun” in playing the game.

Findings

Three significant total effects on perceived financial risk were found: estimated risk to an average other player (raising risk), estimated fun in playing the game (lowering risk), and self‐reported skill in playing the game (lowering risk). The effect of experience on risk perception was complex, separated into direct and indirect effects with opposing influences. The model explained 41 percent of variance in perceived risk. Subjects reported their own level of risk to be significantly lower than that for an average other blackjack player – an example of the phenomenon of optimistic bias.

Research limitations/implications

Data were not collected within a field (casino) setting and the influence of the setting on perceived financial risk was not accounted for.

Practical implications

The strongest influence on perceived personal risk was estimated risk to an average other gambler (raising risk). Communications attempting to deter youthful gambling might wish to portray an average young player and possible negative outcomes.

Originality/value

There does not appear to be an existing path model of risk in casino blackjack that includes the factors proposed in this study.

Details

Young Consumers, vol. 12 no. 1
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 9 November 2012

Pierre‐Majorique Léger, Paul Cronan, Patrick Charland, Robert Pellerin, Gilbert Babin and Jacques Robert

It is argued that problem‐based learning (PBL) is a valuable approach to teaching operations management, as it allows learners to apply their knowledge and skills in an…

1638

Abstract

Purpose

It is argued that problem‐based learning (PBL) is a valuable approach to teaching operations management, as it allows learners to apply their knowledge and skills in an environment that is close to real‐life. In fact, many simulations currently exist in the teaching of operations management. However, these simulations lack a connection to real‐life, as they are typically turn‐based and do not use real‐life IT support. The current paper seeks to address this issue by presenting an innovative pedagogical approach designed to provide learners with an authentic problem‐solving experience in operations management within an enterprise resource planning (ERP) system.

Design/methodology/approach

The paper proposes a simulation game called ERPsim whereby students must operate an enterprise in a simulated economic environment using in real time a real‐life ERP system, namely SAP. Based on a survey with instructors, it assesses the extent to which this proposed simulation is aligned with the five characteristics of the PBL approach.

Findings

Survey respondents confirm that significant improvements in student evaluations, learner motivation, attendance, and engagement, as well as increased learner competence with the technology can be achieved by using the proposed approach.

Practical implications

For more than five years this pedagogical approach has been used by more than 250 professors, lecturers, and professional trainers in over 160 universities worldwide. Between September 2009 and June 2011, more than 3,000 simulations games were played by over 16,000 university student teams.

Originality/value

Results and observations on using the proposed pedagogical approach are presented and compared to the main characteristics of the PBL approach (authenticity, ill structured problems, student‐centered, small group settings and facilitator dimensions).

Details

International Journal of Operations & Production Management, vol. 32 no. 12
Type: Research Article
ISSN: 0144-3577

Keywords

Content available
Article
Publication date: 4 September 2007

Ewa Skrzydlo-Tefelska

254

Abstract

Details

Young Consumers, vol. 8 no. 3
Type: Research Article
ISSN: 1747-3616

Article
Publication date: 24 May 2011

Mahesh Gupta and Lynn Boyd

The purpose of this paper is to extend the role of the theory of constraints (TOC) to complement, reinforce, and help integrate conventional operations management (OM) concepts by…

2241

Abstract

Purpose

The purpose of this paper is to extend the role of the theory of constraints (TOC) to complement, reinforce, and help integrate conventional operations management (OM) concepts by using an Excel‐based version of the dice game discussed in The Goal by Goldratt.

Design/methodology/approach

The paper discusses the motivation for and the development and evaluation of an Excel‐based dice game model of a production system for novice managers to experiment with. A set of experiments related to OM concepts (e.g. inventory, capacity, and variability) is designed and counterintuitive results are discussed. The paper concludes by demonstrating how TOC provides an integrative OM framework.

Findings

The novel The Goal by Goldratt serves as a comprehensive case study in OM. The computerized dice game provides a mechanism for understanding relationships among various OM concepts. The proposed set of experiments strengthens the linkages between OM and TOC concepts. Managers can conduct additional experiments and predict/interpret the results without spending time in the logistics of setting up the manual dice game repeatedly.

Research limitations/implications

The proposed dice game simulates a fairly simple serial production system so the generalization of results obtained might not be intuitively convincing for more complex production systems. More advanced OM concepts such as push (MRP) and pull (JIT) systems can easily be investigated using the underling logic of the dice game proposed here.

Practical implications

The model provides an innovative way to integrate TOC concepts with mainstream OM concepts and thereby, renews interest in OM.

Originality/value

Several versions of dice games, both manual and spreadsheet based, have appeared in the literature, however, none attempt to address as wide a variety of operations issues as the game proposed here.

Details

International Journal of Operations & Production Management, vol. 31 no. 6
Type: Research Article
ISSN: 0144-3577

Keywords

Article
Publication date: 3 August 2012

Stuart Hannabuss

101

Abstract

Details

Reference Reviews, vol. 26 no. 6
Type: Research Article
ISSN: 0950-4125

Keywords

Case study
Publication date: 18 May 2022

Alla Dementieva, Olga Kandinskaia and Olga Khotyasheva

The novelty of this case is the multidisciplinary focus where the aspects of entrepreneurship, marketing strategy and finance are mixed together. Students are expected to apply…

Abstract

Theoretical basis

The novelty of this case is the multidisciplinary focus where the aspects of entrepreneurship, marketing strategy and finance are mixed together. Students are expected to apply their knowledge of Business Model Canvas and Marketing 4.0, as well as learn about the new type of entrepreneurial finance such as crowdfunding. The setting of this case is novel too – the new quest games industry in Russia. Finally, the novelty of this case is its format where the protagonists’ interview is available as a podcast, and thus, the students will need to review only the tables and the appendices.

Research methodology

This decision case was field researched by the authors who interviewed the founders of this start-up and the business incubator (BI) director. No information was disguised in any way. Also, the secondary research on the main trends in the development of the international and Russian quest markets was completed by the authors in the preparation of this case.

Case overview/synopsis

Paranoiabox.ru case presents an entrepreneurial and strategic marketing decision situation. In May 2019, in Moscow, Russia, two young residents of the MGIMO University BI, Anastasia and Max, founded the start-up business called Paranoiabox.ru. This project was a quest in a new format with home delivery: a mixture of escape, detective and board game. The player received by post a box containing various objects. Interacting with them, he/she unraveled the plot thread, found clues and gradually approached the final clue. The game with complex copyright puzzles had a built-in hint system and provided mechanisms for interaction online. By July 2019, 30 boxes for their first quest were sold. The subscribers were waiting for a new quest. Despite the first sales, Anastasia and Max had no budget for hiring freelancers or outsourcing. They were faced with an urgent and challenging dilemma: whether to concentrate on the current product sales and spend all the budget on promotion or, alternatively, to launch a series of new quests and focus on the target market with high brand awareness. There was an additional funding dilemma: should they apply for crowdfunding?

Complexity academic level

This case is a multidisciplinary case with the aspects of entrepreneurship, marketing strategy and finance. This case is intended primarily for a course in entrepreneurship at the undergraduate or graduate level. This case is also ideal to be used as a capstone project in a degree programme for entrepreneurs.

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