HCIB 2014: HCI in Business pp 429-439 | Cite as
Applications of a Roleplaying Game for Qualitative Simulation and Cooperative Situations Related to Supply Chain Management
Abstract
This article presents the current stage in the development of a serious game. The main goal of this game is to provide an environment where students and professionals can train Supply Chain Management (SCM) accordingly to a qualitative point-of-view. The Serious Game consists of a Roleplaying Game system for SCM training and simulation, where players simulate, as characters, organizations placed into a Supply Chain with mutual interdependence relationships. During the play session, players respond to situations faced in a simulated organizational setting (a market, a producer or consumer of goods and services) and experience the challenges of an organizational environment. The research method consisted of four consecutive phases: research, development, application and evaluation of this game. The article concludes pointing future possibilities to use the game system in purposes related to SCM area, such as Quality and Environmental Management, Health and Safety, development of new products and services, among other.
Keywords
Gamification in business Supply chain management Serious GamesPreview
Unable to display preview. Download preview PDF.
References
- 1.Adams, E.: Fundamentals of Game Design, 2nd edn. (2008)Google Scholar
- 2.Bowersox, D.J., Closs, D.J., Cooper, M.B.: Gestão Logística de Cadeias de Suprimentos. Bookman, Brazil (2007)Google Scholar
- 3.Brown, T.: Design thinking. Harvard Business Review (June 2008)Google Scholar
- 4.Goodwin, J.S., Franklin, S.G.: The Beer Distribution Game: Using Simulation to Teach Systems Thinking. Journal of Management Development 13(8), 7–15 (1994)CrossRefGoogle Scholar
- 5.Iuppa, N., Borst, T.: End-to-end game development: creating independent serious games and simulations from start to finish. Kindle Version. Elsevier (2010)Google Scholar
- 6.Järvinen, A.: Games without Frontiers. Theories and Methods for Game Studies and Design. Doctoral dissertation study for Media Culture. University of Tampere, Finland (2008)Google Scholar
- 7.Mehjerdi, Y.Z.: The collaborative supply chain. Assembly Automation 29, 127–136 (2009)CrossRefGoogle Scholar
- 8.Patricio, L., Fisk, R.P., Cunha, J.F., Constantine, L.: Multilevel Service Design: From Customer Value Constellation to Service Experience Blueprinting. Journal of Service Research 14, 180 (2011)CrossRefGoogle Scholar
- 9.Slack, N., Chambers, S., Johnston, R.: Administração da produção, Atlas, Brazil (2009)Google Scholar
- 10.Uhlmann, T., Battaiola, A.L.: Aplicações possíveis dos RPGs na tomada de decisões em Administração Estratégica. In: Anais do 4º Congresso Internacional de Design de Interação. São Paulo - SP, Brazil. Blücher (2012)Google Scholar
- 11.Uhlmann, T., Heemann, A., Battaiola, A.L.: Serviços logísticos e design de serviços: relações colaborativas. In: II International Conference on Design, Engineering, Management for Innovation (2012)Google Scholar
- 12.Uhlmann, T., Battaiola, A.L.: Desenvolvimento de um Serious Game para a simulação de atividades de Gestão da Cadeia de Suprimentos. In: Brazilian Symposium on Computer Games and Digital Entertainment, pp. 152–161 (2013)Google Scholar
- 13.Uhlmann, T., Battaiola, A.L.: Desenvolvimento de Narrativa para Serious Game com o uso da notação BPMN – Business process Model Notation. In: Interaction South America 2013, Recife, Brazil (2013)Google Scholar
- 14.Wallace, M.: Brass. Board game. Warfrog games (2007)Google Scholar