977 resultados para business game


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Tesi di Claudio D'Anna sulla simulazione aziendale web-based: Business Game. Analisi delle giocate del gruppo UFFICIO SINISTRI collegate all'area di Marketing Operativo.

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L'elaborato tratterà, in linea teorica e successivamente con un esempio pratico, il tema della strategia di costo basata sulla leadership di costo. La prima parte vedrà partirà da una linea ampia, al fine di chiarire al meglio cosa sia una strategia aziendale e come essa vada implementata,si restringerà poi andandosi a focalizzare con particolare attenzione su come applicare tale strategia nei mercati di beni durevoli, beni il cui consumo viene ripetuto nel tempo. L'analisi vedrà in particolare, li strumenti, i metodi aziendali e la filosofia per far si che tale strategia diventi più che competitiva nei mercati individuati. Si analizzerà inoltre brevemente il caso di Ikea, leader mondiale della produzione e distribuzione di mobili, la quale ha posto il suo modello di business proprio sulla Leadership di costo. La seconda parte vedrà un caso pratico: come tale strategia è stata implementata e utilizzata nel contesto del business game, una simulazione di un mercato proprio di beni durevoli, lavatrici e asciugabiancherie. L'analisi verterà sulla squadra Freedinelli che ha conseguito buoni risultati attraverso tale strategia. Infine verranno tratte delle conclusioni sulla convenienza ad utilizzare tale strategia, in quali casi sia più conveniente farlo e come farlo al meglio.

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La maggior parte dei mercati sono ormai caratterizzati da una elevata incertezza e da una bassa stabilità per quanto riguarda sia il progresso tecnologico che i bisogni e le richieste dei clienti; l’unica arma che le aziende possiedono per fare fronte alla mutabilità intrinseca dei contesti in cui operano è il continuo rinnovo dei prodotti e dei processi. Possiamo vedere l’innovazione, all’interno di un contesto aziendale, come il risultato di diversi fattori: l’evoluzione delle opportunità tecnologiche di prodotto e di processo, i nuovi modelli di impresa, i nuovi valori che si affermano nella società, i nuovi bisogni dei mercati. La prima parte di questa tesi è incentrata sulla descrizione della natura dell’innovazione, delle sue diverse applicazioni all’interno di un contesto aziendale e delle logiche di funzionamento delle aree aziendali preposte alla gestione dei progetti innovativi. Nella seconda parte si entra più nel dettaglio trattando alcuni aspetti distintivi dell’attività innovativa all’interno del mercato degli elettrodomestici ed analizzando uno specifico caso reale. La scelta della focalizzazione sul mercato degli elettrodomestici non è casuale, infatti la terza e ultima parte di questa trattazione è costituita dalla descrizione dell’attività svolta all’interno del Laboratorio di Gestione Aziendale (Business Game) seguito durante il primo semestre di quest’anno e che ha riguardato la simulazione della gestione di un’azienda produttrice di lavatrici e asciugabiancheria.

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La tesi approfondisce il contributo del design e della tecnologia al processo di innovazione, tale tema verrà approfondito nel corso del secondo capitolo in relazione al settore degli elettrodomestici bianchi. Nel terzo capitolo viene descritta la partecipazione al business game, un software che permette di simulare delle operazioni di gestione aziendale, all'interno di un particolare contesto, ogni giocatore (o squadra) rappresenta il management di un’impresa e deve dunque prendere decisioni in ambito strategico ed operativo. In tale capitolo viene discussa l'importanza che il design e la tecnologia hanno avuto in questo gioco.

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Developmental stability is the degree to which we can withstand environmental or genetic stressors during development. Fluctuating asymmetry (FA), concerns the extent to which the right and left side of the body is asymmetrical and is one way to measure developmental stability. Two studies were carried out that examined both the predictive value of leader FA with leadership behaviors and its role in facilitating group performance. The first study examined the hypothesis that a leader's FA is correlated with scores on the Multifactor Leadership Questionnaire (MLQ). The results revealed individuals with a more asymmetrical morphology scored higher on the transformational, but not transactional, dimensions of leadership behavior. A second study examined the hypothesis that asymmetrical morphology and leadership effectiveness would share a positive relationship. In this study participants who led a business game exercise, revealed a positive relationship between FA and self-reported well-being and task satisfaction. Importantly, there was also a positive correlation between the leader's FA score and group performance. The role that developmental stability may play in leadership effectiveness is discussed in the wider context of evolutionary psychology.

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The research described in this thesis investigates three issues related to the use of expert systems for decision making in organizations. These are the effectiveness of ESs when used in different roles, to replace a human decision maker or to advise a human decision maker, the users' behaviourand opinions towards using an expertadvisory system and, the possibility of organization-wide deployment of expert systems and the role of an ES in different organizational levels. The research was based on the development of expert systems within a business game environment, a simulation of a manufacturing company. This was chosen to give more control over the `experiments' than would be possible in a real organization. An expert system (EXGAME) was developed based on a structure derived from Anthony's three levels of decision making to manage the simulated company in the business game itself with little user intervention. On the basis of EXGAME, an expert advisory system (ADGAME) was built to help game players to make better decisions in managing the game company. EXGAME and ADGAME are thus two expert systems in the same domain performing different roles; it was found that ADGAME had, in places, to be different from EXGAME, not simply an extension of it. EXGAME was tested several times against human rivals and was evaluated by measuring its performance. ADGAME was also tested by different users and was assessed by measuring the users' performance and analysing their opinions towards it as a helpful decision making aid. The results showed that an expert system was able to replace a human at the operational level, but had difficulty at the strategic level. It also showed the success of the organization-wide deployment of expert systems in this simulated company.

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The increased data complexity and task interdependency associated with servitization represent significant barriers to its adoption. The outline of a business game is presented which demonstrates the increasing complexity of the management problem when moving through Base, Intermediate and Advanced levels of servitization. Linked data is proposed as an agile set of technologies, based on well established standards, for data exchange both in the game and more generally in supply chains.

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The increased data complexity and task interdependency associated with servitization represent significant barriers to its adoption. The outline of a business game is presented which demonstrates the increasing complexity of the management problem when moving through Base, Intermediate and Advanced levels of servitization. Linked data is proposed as an agile set of technologies, based on well established standards, for data exchange both in the game and more generally in supply chains.

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Ignorance of user factors can be seen as one of the nontechnical issues contributing to expert system failure. An expert advisory system is built for nonexpert users; the users' acceptance is a very important factor for its successful implementation. If an expert advisory system satisfactorily represents the expertise in the domain, there still remains the question: "Will the end-users use the system?" This paper aims to address users' issues by analysing their reactions towards an expert advisory system called ADGAME, developed to help its users make better decisions in playing a competitive business game. Two experiments with ADGAME have been carried out. The research results show that, when the use of the expert advisory system is optional, there is considerable reluctance to use it, particularly amongst the "worst" potential users. Users also doubt the potential benefits in terms of improved learning and confidence in decisions made. Strangely, the one positive expectation that users had, that the system would save them time, proved not to be the case in practice; ADGAME appears to improve the users' effectiveness rather than their efficiency. © 1995.

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Il mio elaborato è suddiviso in due parti. Nella prima parte mostrerò le tecniche e le norme al fine di implementare la gestione dei materiali in un'azienda, in particolare mi soffermerò sulla gestione dei materiali a fabbisogno. Mentre nella seconda parte analizzerò come la gestione dei materiali ha influito all'interno del Business Game e come essa ci ha portato ad una situazione di vantaggio competitivo rispetto le aziende concorrenti.

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L'elaborato tratta delle dinamiche del pricing, analizzando nello specifico al contrapposizione fra Prezzo e Valore per il Cliente, entrando nello specifico delle metodologie per la determinazione degli stessi per poi introdurre alcune delle più comuni politiche di prezzo attuate dalle aziende. Si descrive dunque il mercato degli elettrodomestici bianchi, evidenziando come il Prezzo sia una variabile determinante in questo mercato ormai in fase di saturazione. Infine si fa un analisi di "The Business Game" analizzando la condotta del team irajoya e come il Prezzo sia stato essenziale per il successo della squadra nel mercato simulato.

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Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School of the University of Pennsylvania. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more. In this informative guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!

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It is often said that Australia is a world leader in rates of copyright infringement for entertainment goods. In 2012, the hit television show, Game of Thrones, was the most downloaded television show over bitorrent, and estimates suggest that Australians accounted for a plurality of nearly 10% of the 3-4 million downloads each week. The season finale of 2013 was downloaded over a million times within 24 hours of its release, and again Australians were the largest block of illicit downloaders over BitTorrent, despite our relatively small population. This trend has led the former US Ambassador to Australia to implore Australians to stop 'stealing' digital content, and rightsholders to push for increasing sanctions on copyright infringers. The Australian Government is looking to respond by requiring Internet Service Providers to issue warnings and potentially punish consumers who are alleged by industry groups to have infringed copyright. This is the logical next step in deterring infringement, given that the operators of infringing networks (like The Pirate Bay, for example) are out of regulatory reach. This steady ratcheting up of the strength of copyright, however, comes at a significant cost to user privacy and autonomy, and while the decentralisation of enforcement reduces costs, it also reduces the due process safeguards provided by the judicial process. This article presents qualitative evidence that substantiates a common intuition: one of the major reasons that Australians seek out illicit downloads of content like Game of Thrones in such numbers is that it is more difficult to access legitimately in Australia. The geographically segmented way in which copyright is exploited at an international level has given rise to a ‘tyranny of digital distance’, where Australians have less access to copyright goods than consumers in other countries. Compared to consumers in the US and the EU, Australians pay more for digital goods, have less choice in distribution channels, are exposed to substantial delays in access, and are sometimes denied access completely. In this article we focus our analysis on premium film and television offerings, like Game of Thrones, and through semi-structured interviews, explore how choices in distribution impact on the willingness of Australian consumers to seek out infringing copies of copyright material. Game of Thrones provides an excellent case study through which to frame this analysis: it is both one of the least legally accessible television offerings and one of the most downloaded through filesharing networks of recent times. Our analysis shows that at the same time as rightsholder groups, particularly in the film and television industries, are lobbying for stronger laws to counter illicit distribution, the business practices of their member organisations are counter-productively increasing incentives for consumers to infringe. The lack of accessibility and high prices of copyright goods in Australia leads to substantial economic waste. The unmet consumer demand means that Australian consumers are harmed by lower access to information and entertainment goods than consumers in other jurisdictions. The higher rates of infringement that fulfils some of this unmet demand increases enforcement costs for copyright owners and imposes burdens either on our judicial system or on private entities – like ISPs – who may be tasked with enforcing the rights of third parties. Most worryingly, the lack of convenient and cheap legitimate digital distribution channels risks undermining public support for copyright law. Our research shows that consumers blame rightsholders for failing to meet market demand, and this encourages a social norm that infringing copyright, while illegal, is not morally wrongful. The implications are as simple as they are profound: Australia should not take steps to increase the strength of copyright law at this time. The interests of the public and those of rightsholders align better when there is effective competition in distribution channels and consumers can legitimately get access to content. While foreign rightsholders are seeking enhanced protection for their interests, increasing enforcement is likely to increase their ability to engage in lucrative geographical price-discrimination, particularly for premium content. This is only likely to increase the degree to which Australian consumers feel that their interests are not being met and, consequently, to further undermine the legitimacy of copyright law. If consumers are to respect copyright law, increasing sanctions for infringement without enhancing access and competition in legitimate distribution channels could be dangerously counter-productive. We suggest that rightsholders’ best strategy for addressing infringement in Australia at this time is to ensure that Australians can access copyright goods in a timely, affordable, convenient, and fair lawful manner.

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An Internet based supply chain simulation game (ISCS) is introduced and demonstrated in this paper. Different from other games and extended from the Beer Game, a comprehensive set of supply chain (SC) management strategies can be tested in the game, and these strategies can be evaluated and appraised based on the built-in Management Information System (MIS). The key functionalities of ISCS are designed to increase players SC awareness, facilitate understanding on various SC strategies and challenges, foster collaboration between partners, and improve problem solving skills. It is concluded that an ISCS can be used as an efficient and effective teaching tool as well as a research tool in operations research and management science. Problems and obstacles have been observed while engaging in the SC business scenario game. The actions proposed and implemented to solve these problems have resulted in improved SC performance.

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This paper highlights the radical and rapid changes occurring at all levels of education that are having a profound impact on educational leadership, governance, business and administration. These far-reaching transformations include: competition from a rapidly expanding unregulated private sector; the international impact of de-regulation; the demise of union power, secure education jobs, time-honored hours and working conditions; constant, rapid education policy change and the proliferation of open access technologies which are rendering physical education campuses less relevant or obsolete. The paper suggests that at this stage in history we are witnessing game-changing forces that are fundamentally altering educational provision, the nature of education work, the education workforce, educational outcomes, educational leadership, governance and business. Most importantly, it argues that educational leaders and education business managers need to be ready for them and more instrumental in policy debates arising in their wake. The paper concludes with ideas for responsive action from education business leaders.