Learning objectives
The business gaming simulation MIDAS (short for Management Game for Innovation Diffusion Using an Agent-based Simulation) has been designed to be part of a course on innovation and technology management for master’s students at universities. Given the very promising experiences with the game in academic teaching, the business gaming simulation may very well also be used for professional training (e.g., in the course of a corporate trainee program).
As MIDAS is concerned with the market introduction of new products, participants need to decide when the product “is good enough” for market introduction; entering a market too late not only results in foregone sales but may also bring the threat of entry barriers established by faster competitors. Thus, students can experiment with strategies for deciding which market (out of several available markets representing, for example, regions or countries) to enter at which point in time. A common strategy is the so-called waterfall strategy (Kalish et al. 1995), in which markets are entered one by one. When following this strategy, students concentrate on one market at a time and make an effort to secure a strong position in this specific market (e.g., by investing sufficient resources in establishing sales channels). However, they may forego the opportunity of an early market entry in other markets. Alternatively, game participants may opt for a so-called sprinkler strategy (Kalish et al. 1995) and attempt to conquer several (or all) markets simultaneously, which obviously comes with high costs and risk. As resources are limited, this also implies that investments for supporting market introduction have to be spread across markets, which increases the risk of failure.
In addition to its emphasis on the market introduction of new products, which distinguishes MIDAS from prior business gaming simulations such as MERLIN and MoTI, MIDAS also still requires participants to strategically develop a company’s technological capabilities (i.e., by funding R&D activities), which is a prerequisite to remain competitive in the long run. Accordingly, students who focus on developing the most advanced products but neglect market development, and vice versa, will experience difficulties. In this spirit, MIDAS actually encompasses a wide spectrum of innovation management issues.
Course of the game
In a business gaming simulation, participants interact with a modeled system; in MIDAS, these interactions are structured as follows: each team of participants (e.g., five teams, each consisting of four participants) is put in control of a company. The teams alternate between making decisions and analyzing results. Decisions are submitted by means of a web interface; once decisions by all teams have been submitted, the simulation commences for a given period. Once the halting point for the current period is reached, the simulation generates reports for each company, that is, (i) an income statement, (ii) a balance sheet, and (iii) notes. The latter break down sales and cost of goods sold and summarize sales and marketing expenses, technological progress, and inventory levels. Optionally, participants can also purchase a market report that provides market intelligence such as estimated market shares, size of market segments, and consumer preferences. The reports are available to the respective participants as spreadsheets and PDF documents and provide the basis for further decisions in the next round, thus starting the next decision cycle. A game continues until either (i) a pre-determined number of decision cycles (e.g., ten) or (ii) a time limit for the total duration has been reached. Teams are then ranked based on their companies’ total equity, possibly with bonus points for their technological achievements. As the business gaming simulation is entirely web-based it can be used in various settings in both online and classroom formats. The embedding of the business gaming simulation into a broader didactic concept and course design is outlined in Sect. 5.1.
Model entities
From a modeler’s viewpoint, the most critical aspect of the business gaming simulation is the agent-based market model (Fig. 1 provides an overview of elements considered in the model). The model accounts for several companies, each being managed by either a single game participant (i.e., a student) or by a team of participants. When the game begins, companies have a budget of freely available resources, have already made some (small) progress on technological s-curves (as described by Foster 1986), which help to determine product functionality, quality, etc., but (usually) have not introduced any product in any market yet. In a basic classroom scenario, all companies begin with the same initial amounts of budget and technological capabilities. Furthermore, certain operational aspects can be automated for the sake of simplicity. For example, the quantity of each product produced by each company may automatically be set to the demanded quantity. In advanced scenarios, participants also need to set production volumes for each product in advance. This implies that companies may overproduce, which results in storage costs, or companies may run out of stock, which results in foregone sales. Furthermore, initial settings for the companies may differ, which places a few companies in different financial, market, or technology positions.
In the course of the business gaming simulation, managing the products’ life cycles is a key activity. Companies may introduce new products in one or several markets or may withdraw them from any or all markets. A particular product’s technological capability level is determined by the company’s position on the respective technological s-curves at the time of the launch of the product. This resembles, for example, a company’s decision to introduce a new smartphone; while smartphones of this type are produced and sold, the manufacturer continues to work on the next generation and subsequently decides to introduce the next version, which ultimately makes several types of smartphones available in the market. At any time, the manufacturer may decide to no longer sell older versions.
MIDAS accounts for several parallel but distinct markets. These markets are non-overlapping, that is, each consumer is part of a particular market and only connected to other consumers within this market. If a product is withdrawn from a market, it cannot be imported by consumers from other markets. This restriction makes it easier to trace consequences of individual decisions. Depending on the parameterization, a game scenario may use markets to represent large regions (e.g., Western Europe, South Korea and Japan, Australia), several federal states of a single country, or even a local district (county). Each market is characterized by (i) its size (i.e., number of consumer agents), (ii) the structure of the social network that consumers are part of, (iii) intensity of communication, (iv) costs for market entry and market exit, (v) costs for launching a new product, and (vi) effectiveness of advertising in this market.
To model each market, we divide it up into several market segments: consumers who are assigned to the same market segment have similar preferences and are typically connected to each other with a higher probability than they are with consumers from another segment. Market segments may be based on geographic, demographic, psychographic, or behavioral similarities among consumers; or they may refer to adopter categories (such as innovators, early adopters, early majority, late majority, and laggards, as classified by Rogers 2003). They are characterized by their size (number of consumer agents), consumer preferences, price sensitivity, extent of brand loyalty, strength of normative social influence, eagerness to possess the newest version of a product (which determines the time between two subsequent purchases), and minimum product value (utility) required before a particular product is considered (which differs for adopter types, from innovators to laggards).
Consumers are represented by consumer agents who have individual preferences for product attributes (e.g., features), including price. They are embedded in a social network produced by a configurable graph generator (random, scale-free (Dangalchev 2004), or small world (Watts 2004)). The most common setting we used in typical game configuration creates a small-world network using the Beta-model (Watts 2004) with rewiring probability \(\beta = 0.1\) and \(k=4\) neighbors. This generative model starts with a one-dimensional ring lattice in which each vertex has k neighbors; it then randomly rewires the edges with probability \(\beta \). For various values of \(\beta \) and k, the resulting networks exhibit the low path lengths and high clustering coefficients being characteristic of small-world networks (Newman and Watts 1999).
Timeline and event types
With regard to the treatment of time in the model, we opted for a continuous timeline on which events can be scheduled at any point. In order to provide participants with regular reports (e.g., on financial and business indicators regarding sales or achieved technological capabilities), we place halting points for the simulation in fixed intervals on the timeline. Halting points at the end of a business year also invoke the procedures that close the business year and generate annual reports (i.e., a closing balance as well as a profit and loss statement). Apart from these halting points, three main types of events occur in the simulation (Fig. 2 provides an overview).
A need event represents the situation in which a consumer’s potential need arises for a given product (e.g., a new smartphone). Consequently, the consumer agent may consider initial adoption or repeat purchase, which may trigger a purchase process (for a description, see Sect. 3.5). Need events are generated by a configurable stochastic Poisson process (i.e., a process in which the interarrival intervals have an exponential distribution function). Its parameterization is based on aspects such as typical product life and consumer characteristics in the segment, as consumers from certain market segments will seek the newest version of a product much before others.
Consumer agents are not necessarily fully aware of all new products that are available in the market and, therefore, must be made aware of their existence. This can be achieved through communication or advertising.
Word-of-mouth (WoM) events represent information exchange between two consumers. These propagation events may be initiated if an agent has either recently purchased a new product or learned about it. Hence, the scheduling of WoM events is triggered by a product purchase or by another WoM event, both of which take effect with configurable probabilities. The check for whether a WoM event is scheduled is performed for each of the originating agent’s edges in the social network. For each of the edges that are activated, a WoM event is scheduled accordingly with a given delay drawn from a configurable exponential distribution. Once a WoM event is executed, it has two effects: First, the corresponding agent becomes aware of the product, if the agent is not yet already aware of it. Second, if the agent is not yet aware of the brand of the product (i.e., the company that produces the product), the agent also becomes aware of the company.
We also experimented with significantly more complex models of WoM propagation during the development of the business gaming simulation and tested several variants in a classroom. For example, we incorporated a mechanism for bilateral information exchange during which the consumer agents influenced each other’s perception of the available products in different ways, depending on the stage of adoption. However, this variant led to rather volatile market behavior, which made it difficult for participants to appropriately link market outcomes to the decisions they had made. The simple awareness propagation model we finally implemented produces organic patterns of market development and realistic first-mover advantages, as earlier market entry will foster brand and product awareness; in turn, this may lead to faster initial adoption and continued brand loyalty.
Advertising exposure events are generated by the simulation at the beginning of each period, based on the resources that a company decides to invest in advertising each of its products in each market. A configurable market-specific function then assigns a (randomly selected) proportion of consumers to be reached for a given advertisement investment. More often than not, we model this function as an s-curve to incorporate both a minimum effective level and diminishing marginal returns for extensive advertising activities. Once a scheduled advertising exposure event is executed for a particular agent, the agent becomes aware of both the brand and the particular product being advertised. Apart from creating awareness, advertisement does not influence consumers’ perception of a product, since this is neither the main focus of the simulation nor do we explicitly consider the content of the advertisement or the complex ways in which advertisement may affect consumers’ perception of the product.
Purchasing process
Consumer agents construct an evoked set of available alternatives before making a buying decision. In this evoked set, a particular product is included if (i) it is generally offered in this consumer’s market, (ii) it is available at this point in time (i.e., the company has not run out of stock), (iii) the consumer is aware of the existence of this product (otherwise, the product will still be added to the evoked set with some probability if the agent is aware of the company and with another probability if the agent is generally aware of the product category), and (iv) the product’s price (set by the company separately for each market) is below the consumer’s individual threshold determining their willingness to pay.
Next, product values \(u_{ij}\) for consumer agent i and each product j from the evoked set is calculated on the basis of (i) product j’s attributes \(a_{jk}\) in each of the k criteria under consideration (e.g., quality, performance, etc.; \(k=1,\ldots ,K\)), (ii) product j’s price \(p_j\), and (iii) agent i’s weights (preferences) for the attributes \(w_{ik}\) and the weight for the price \(w_{i0}\). Weights are individual (fixed) parameters for each consumer agent (which, of course, differ between consumer agents), whereas the product attribute values are variables that are determined by the company’s technological progress on the respective technological s-curves at the time when the product is launched (i.e., they will change in the course of a simulation run). Price \(p_j\) is set by the company (i.e., the respective participant of the business gaming simulation).
In most of our game configurations, we use the following multiplicative utility function with exponential weights and a stochastic random variable \(\epsilon \) representing further (minor) influence factors that are not explicitly accounted for by the other terms:
$$\begin{aligned} u_{ij}=\frac{\prod _k a_{jk}^{w_{ik}}}{p_j^{w_{i0}}} + \epsilon \end{aligned}$$
(1)
The calculated product values are used as weights in a random choice between the items in the evoked set in order to determine the specific product to be purchased by the consumer agent.
Technology development
In the technology development model, we assume that a product’s attributes (except price) are determined by the company’s technological development level at the time when the product is launched. By further investing in a particular technology, the performance of this technology can be improved. The progress on the respective (configurable) s-curve for each attribute is typically slow in the beginning, until a breakthrough is reached and marginal returns become higher. Finally, progress slows down when the technology development in an attribute reaches its potential (for a discussion, see Foster 1986).
Procedurally, we use logistic functions that can be easily parameterized to produce any desired variant of an s-curve to be used for translating investments in technology development into progress on the respective attribute development curve. In doing so, we also account for economies and diseconomies of scale—that is, very small or very large investments are associated with a small marginal development return. Accordingly, an exceptionally high investment in one period yields less progress than if the same amount of resources are split into smaller investments in consecutive periods. The underlying reasoning is that technology development also usually requires time (and not just money). Nevertheless, larger investments will always result in (somewhat) greater technological progress than smaller investments.
Economic issues
Production cost is composed of fixed costs and variable costs. Whereas the former costs increase due to inflation over time, the latter costs also depend on the lot size produced—that is, economies of scale are considered. The MIDAS model enables participants to invest in improving the production process to lower variable production costs. The same effects regarding an efficient investment level apply as for product attribute development investments.
The initial market entry of a company requires one-time (market-specific) investments for establishing distribution channels as well as annual operating costs for maintaining them. Additional costs arise when launching a new product in a given market (one time), as well as in each year in which the product is offered in this market. Discontinuing a product is associated with one-time costs, as is an exit from a market. As a decision aid in such instances, the business gaming simulation enables participants to commission a detailed market report that also provides information regarding competitors and their behavior in a market.
Further financial issues include the consideration of inflation and interest rates for deposits, both of which may fluctuate over time. It is also possible to lend capital; the maximum amount depends on a company’s credit rating (which is determined with respect to several financial indicators) and the interest rate to be paid equals the interest rate for deposits plus a fixed spread.
Implementation
For the implementation of the simulation model, we identified a number of general requirements, that is, support for classroom and online settings, moderate resource consumption to allow for the simulation of multiple game instances in parallel on standard hardware, platform independence, and deployment flexibility. Major functional requirements included an intuitive web-based user interface for both participants and instructors, the generation of reports in a standard spreadsheet format that allows participants to develop their own analytic workflows, and extensive configurability and parameterization options to allow instructors to model various scenarios and tailor the simulation to the needs of both novice and experienced participants. Finally, the system shall give ample and easily understandable feedback to provide a solid base for decisions and facilitate an effective learning process.
Considering all functional and non-functional requirements, we chose Java/Jakarta EEFootnote 8 as a platform and implemented the front-ends for the participants and the instructors using Jakarta Server Faces.Footnote 9 The core component that manages user accounts and game instances, as well as executes the simulation model, is hosted on an application server that connects to a MariaDBFootnote 10 database for persistence.