21st century is meant for innovations and resourcefulness. In this competitive arena, every management student learning should be based on contemporary pedagogy. In fact management education focuses more on making the students industry ready. Here, the argumentative statement is ‘would the management education alone brings a huge change in the thinking perspectives among students’! Undoubtedly the answer from the teaching experts is quiet simple, ‘learning through experience’ and having ‘glocal’ (think global and act local) mindset is prerequisite for the successful management education. Multinational companies captured almost the entirety of world industry, under their ascendancy the workplace climate and culture is absolutely changed.
The book 'Compendium of 30 Management Games' is a sound assortment of diverse management games, which provides the management students with the latest techniques in understanding, analyzing and solving the critical business tribulations, which are considered vital for making valid and wise managerial decisions. This book is primarily intended as a text for Post Graduate students of Management, which transforms the student’s classroom into real time business setup. Wherein the students are made to experience the real time business situations and make valid and wise decisions.
In this book, the authors listed 30 management games that have noticeable impressions in the mind of management students. It is sincerely advised to go through the management games and to incorporate these in the regular curriculum, in order to derive the basic objective of management education. The book is not confined to MBA students alone; it is ready reckon-er which should be possessed by Academicians, Corporate Executives and UG students etc.
Index
Prelude
Acknowledgments
Game 1: Know Thy-Self
Game 2: The Negotiator
Game 3: Break the Barrier
Game 4: The Visualizer
Game 5: The Orphaned
Game 6: Personnel Contriver
Game 7: Extrapolator
Game 8: Managing Difficult Conversations
Game 9: Resilient
Game 10: Sharp Business Proposal
Game 11: Sick to Sound
Game 12: My USP
Game 13: Crafting Human Pyramid
Game 14: Connecting Customer
Game 15: Stock-Star
Game 16: Diplomat
Game 17: Corporate Coliseum
Game 18: De-marketing Dare Devil (DDD)
Game 19: Fault Finder
Game 20: The Strategist
Game 21: Ad-War
Game 22: Handle the Whistle-Blower
Game 23: Marketing Quest
Game 24: Finnovation
Game 25: Branding Brigade
Game 26: Entrespire
Game 27: My Business Chronicle
Game 28: Selfie-Emissary
Game 29: Bright Brain
Game 30: Pretence
Concluding Words
About the Authors
Abbildung in dieser Leseprobe nicht enthalten
Dr. G.V.Chandra Mouli, currently working as Program Lead & Dean in the Department of Commerce & Management Studies, SHDPG College, Andhra Pradesh, India. He is a person with extolling academic track record; published articles in various National and International Journals apart from ISBN books; presented more than 30 papers in various National and International Conferences.
Abbildung in dieser Leseprobe nicht enthalten
Prelude
“Education is fruitful only when it is implemented to the practicalities of life. Likewise in management education the opportunity for the students to implement the theoretical concepts learnt in the classrooms by the means of curriculum in only through management games”.
21st century is meant for innovations and resourcefulness. In this competitive arena, every management student learning should be based on contemporary pedagogy. In fact management education focuses more on making the students industry ready. Here, the argumentative statement is ‘would the management education alone brings a huge change in the thinking perspectives among students’! Undoubtedly the answer from the teaching experts is quiet simple, ‘learning through experience’ and having ‘glocal’ (think global and act local) mindset is prerequisite for the successful management education. Multinational companies captured almost the entirety of world industry, under their ascendancy the workplace climate and culture is absolutely changed.
The notion of classroom mores is to promote student understanding from the theoretical perspective. Fundamental knowledge is base for any student, that acumen role is decisive in future professional accomplishments. Irrespective of the students’ mindset, the educational institutions must concentrate on encouraging the teaching fraternity and students to transform themselves on par with academic excellence.
Specifically the third world countries are giving importance for industrialization. Since 1970, the world has been witnessing a paradigm shift in industrial development and relations. Globalization, liberalization and privatization concepts raised many questions about ‘adopting global standards on the lines of local business norms’. Under this scenario, the management student should get education on lines of practical orientation. Master of Business Administration Degree is not only meant for creating industry ready people but also entrepreneurs.
Senior people from academics and corporate houses are deliberately talking about need for creating ‘ambidextrous, dynamic, empathetic, highly motivated and innovative’ young managers. In this regard the management games occupy a prominent place in materializing all the above said concerns. The right assortment of theory, industrial exposure and management games ensures the phenomenal success of a management graduate.
Compendium of 30 Management Games is a sound assortment of diverse management games, which provides the management students with the latest techniques in understanding, analyzing and solving the critical business tribulations, which are considered vital for making valid and wise managerial decisions. This book is primarily intended as a text for Post Graduate students of Management, which transforms the student’s classroom into real time business setup. Wherein the students are made to experience the real time business situations and make valid and wise decisions.
In this book, the authors listed 30 management games that have noticeable impressions in the mind of management students. It is sincerely advised to go through the management games and to incorporate these in the regular curriculum, in order to derive the basic objective of management education. The book is not confined to MBA students alone; it is ready reckoner which should be possessed by Academicians, Corporate Executives and UG students etc.
If any shortcomings are noticed, we welcome your suggestions to refine ‘Compendium of 30 Management Games’ in an enhanced manner in future editions.
Date: March, 2018 Dr. G.V. Chandra Mouli
&
Dr. Juturu Viswanath
Acknowledgments
Productive thoughts are the product of pleasant minds; Pleasant minds are the product of congenial and supporting family; thus, we express our inner most and humble gratitude to our family members and friends for their motivational encouragement and boosting support.
Any productive work expels out only by the means of contribution & cooperation extended by generous & kind hearted people. ‘Compendium of 30 Management Games’ has got its existence with the munificent and magnanimous contributions rendered by eminent academicians & researchers because of whose cooperation this book is a reality. We thank from bottom of our hearts those generous people for their valuable intellectual & motivational support.
Game 1: Know Thy-Self
Concept:
Self-analysis is the primary element for the success of every individual. Every management student should understand him/her self in all the aspects.
Activity:
This game can be conducted in two ways:
a. Asking the participant to present Strengths and weaknesses. But the condition is the student has to interact with parents, siblings, friends and teachers before presenting this. After collecting the data, the student has to compare with his own level of understanding; must prepare a schema of most effecting, importantly effecting, ineffective variables of individual strengths and weaknesses.
b. The second way is posing questions such as ‘are you a trouble shooter’? Could you explain this with an example (from your life experiences or through simulation).
Type of Game: Individual level participation.
Time Limit: Each candidate should be given 5 minutes.
Expected Outcome:
Practicing this game, improvises the student introspecting capacities and self-understanding. Noticing where he/she is best and worst, assists in emerging themselves into confident and self-made individuals.
Task:
On the other hand, organize the same game with fewer changes. Instead of asking the individual to present the self-analysis, calling his/her friend to talk about participant and mentioning key suggestions for improving the personality.
Game 2: The Negotiator
Concept:
A management professional should have the quality of negotiating people. Various management practitioners also suggesting this attribute needed to be developed at the study phase itself.
Activity:
This game can be organized in this fashion:
The group should be divided into various groups, depending on the issue. On group shall act as management and others may include managers, employees etc. Each team will be given one management problem like employee disputes, problems relating to change management, salary bargaining, retrenchment concerns and exit interviews and so on…..
Type of Game: Group Activity. Each group may consist of 5 to 9. No limit on maximum number and it all depend on issue given to the team.
Time Limit: 15 Minutes
Expected Outcome:
The expected result of this game is increased negotiating and convincing skills. Moreover, it also maximizes the quotient of finding amicable solutions to the problems through mutual understanding.
Task:
Alternatively this game can be conducted like giving same issue to the different teams and asking all the students to have a comparative analysis. Changing the roles instantly, like total team is divided into two groups one is management and other is employees; the students who acted as management might be shifted to the role of employees.
Game 3: Break the Barrier
Concept:
Organizations need the problem solvers. Problem solving is one of the most complicated tasks of a manger. Time is vital element in problem solving.
Task:
In this game, the participant is given tricky organizational problems such as decreased product demand and sales, financial losses, HR attrition etc. After receiving the topic the participant expected to give a convincing answer. This is purely based on practical approach.
Type of Game: Individual Participation.
Time Limit: 15 Minutes
Expected Outcome:
This game ensures the participant competencies in resolving the issues in right time. In management, quick and implementable solutions are always urged.
Activity:
A multi-dimensional assessment could be done, basing on the solution given by the participant. Asking in-detail questions by the faculty and students may refine the thinking levels of the participant.
Game 4: The Visualizer
Concept:
Observational skill is the most demanded quotient that should be present among the management students. Perception makes and changes many things. Before framing a perception on any individual or thing, the management intense is needed to be counted.
Task:
The base for this game is TAT (Thematic Apperception Test). Pictures are used as a basic element and the participants are asked to observe and evaluate the picture. Finally, the participant should attachment a meaningful explanation while addressing the crew. In TAT only one picture will be given, in visualizer different picture on a single page / slide will be shown and the participant expresses his/her opinion on the set of pictures after having a decisive assessment.
Type of Game: Individual Participation.
Time Limit: 10 Minutes.
Expected Outcome:
The participant mindset can be identified. With this game, the attitudinal tendencies of the gamer might be assessed. How they perceive the things and interpret can be easily judged and elimination of deficiencies may also be possible.
Activity:
This game can also be organized like, giving a plain paper to one participant and asking them to put their notions symbolically and the other participant should be asked to attach meaning conclusions on it.
Game 5: The Orphaned
Concept:
There are many products in the market belonging to one company and in which only some are promoted and others not. Magically, still they exist in the market. In this game the focus is made on those orphaned products of the companies.
Task:
The participants should give a presentation on identified orphaned product/products. They must explain the following points like: the expected strategy adopted by the companies for launching those products, reasons for the kind of treatment on those products etc.
Type of Game: Individual or Group (consists of 4 to 6 members).
Time Limit: 15 Minutes
Expected Outcome:
This game intensively expands the marketing acumen. The critical company strategies relating to orphaned products could be assessed. Really, it’s a great achievement for any company; without having an extensive promotional measures and existing in the market is a great art. This understanding helps the participants to derive some interesting evaluations in strategic marketing.
Activity:
Simultaneously, the participant may be given multiple products belongs to various companies for critical assessment. The products are might be divided into local and global products and so on…..
Game 6: Personnel Contriver
Concept:
This game intended to develop specialized knowledge in one particular aspect of management specializations. Especially in Human Resource Management, there numerous aspects like recruitment, placement, training and development, performance appraisal and social security benefits etc. are the key practices. Getting in-detail knowledge in the preferred area is essence of this game.
Task:
Each participant is expected to give an impressive presentation on any one area of HR management. But, here the critical task is the candidate has to highlight gaps in that area in relevance to the contemporary scenario.
Type of Game: Individual participation.
Time Limit: 15 Minutes
Expected Outcome:
The expected result of this game is the candidate realizes the scope and inclusions of the identified area. Becoming proficient is the ultimate aim of the game i.e. in dream area.
Activity:
To achieve maximum results the interrelated functions of human resource management can be given to different individuals. At the end all the participants called on to the dais to speak out the importance of their identified areas in maximizing the organizational affluence & progression.
Game 7: Extrapolator
Concept:
This management game gives an immense opportunity to the candidate to explore their weaknesses. Knowing own weaknesses and correcting those results in emerging one as the most competent and flawless person.
Task:
Each participant has to come with a presentation about him/her self. Personality analysis is a part of this game. No one is perfect, infact eliminating deficiencies and concentrating on finding out most affecting weakness or weaknesses paves a path to emerge oneself as the confident person. After disclosing the weakness, the candidate should express their plan of action in correcting it; which one should have a design sense.
Type of Game: Individual Participation.
Time Limit: 10 Minutes
Expected Outcome:
The expected results of this game are: keen assessment of disabilities, estimating their influence on personality and designing a perfect scheme to eliminate those as early as possible.
Activity:
On the other hand, the same game can be improvised through involving the other participants in refining the plan of action revealed by the gamer.
Game 8: Managing Difficult Conversations
Concept:
In organizations the management professionals have to face many critical conversations. At this momentum, the managerial cadre people should move cautiously. Difficult conversations in the sense like conflicts, differences of opinions, disagreements in decision-makings, unwillingness of the employee to continue his/her services etc.
Task:
The participants are asked to give answers to typical questions like settling disputes, compromising employees those who are disinterested to work, work life balance, exit interviews and so on…..
Type of Game: Individual Participation.
Time Limit: 10 Minutes
Expected Outcome:
The expected outcome of this game is improved decision making skills and spontaneous acting.
Activity:
Similarly, the game can be conducted through increasing the number of jury members. The jury members will go on posing questions to the candidate, the questions may be relevant or irrelevant. The candidate should listen and understand all those questions carefully and to answer those in the most acceptable way.
Game 9: Resilient
Concept:
The decision-making game, participants must do brain-storming after listening to the management concern disclosed by jury or management teacher. The concern may like ‘business expansion’, ‘product line extension’, ‘acquisitions’, ‘customer relations’, ‘service quality’ etc.
Task:
All the participants should actively involve in group decision making. The team lead has to take responsibility of directing the team in a right direction while discussions are going on.
Type of Game: Group level Participation (4 to 6 members per team).
Time Limit: 15 Minutes.
Expected Outcome:
The end result of this game is improved group communication and coordination. It increases the stretch of commitment.
Activity:
Alternatively, the game can be held with adding number of teams and giving same issue to discuss. The jury may compare and evaluate the noticeable aspects of each team with other teams’ i.e. positive and negative concerns.
Game 10: Sharp Business Proposal
Concept:
Sharp business proposal aimed at developing entrepreneurial abilities among the students. Under this game the participants are asked to present their business proposals and develop new business ideas with the specializations listed by the jury.
Task:
The participants are not prior informed about business proposal concept. After the program commencement, the jury will give a specific business idea. Depends upon the students areas of interest, they must focus on materializing the business idea in an implementable form. Things to be considered in this game are: Basic idea, SWOT analysis, Marketing aspects (product, price, place & promotion), Capital estimation & sources of finance, BEP, Business environment assessment etc.
Type of Game: Team participation (each team should comprise of 5 to 7 members).
Time Limit: 30 Minutes (15 minutes for preparation and 15 minutes for presentation).
Expected Outcome:
The outcome of this game is relies on the following objectives; prime objective is awakening of entrepreneurial zeal among the students and secondly, to sustain the same in order to promote them as proactive entrepreneurs.
Activity:
As an extension this game can be organized in this fashion: asking the participants to examine the business proposals of other teams. Critical assessment rectifies the errors appeared in the business proposals.
Game 11: Sick to Sound
Concept:
Reviving sick units is the key component in fostering the industrial progression rate. The units may be temporarily or permanently closed. The participant should decide ‘what to do? When to do? Where to do? How to do’? in dealing with these units.
Task:
The participant has to select any one sick unit and devise plans to revive it or jury will specify the unit;
Type of Game: Individual level participation.
Time Limit: 15 Minutes
Expected Outcome:
The participant must discuss the most affecting reasons about sickness and expected to present reconstruction strategies for its re-presence in the market.
Activity:
To extend this game the candidates may be asked to present world’s best mergers, acquisitions and corporate restructures.
Game 12: My USP
Concept:
In this competitive panorama everyone should get prepared to give their best. USP stands for unique selling preposition. Every product is brought into the market with an unbeatable USP. Similarly, the management students should cultivate and promote their own USP in a methodical way.
Task:
The Game is designed with an aim to find out their unique attributes that helps the management students to exhibit their industry demanded KSA (Knowledge, Skills, Abilities). The participant has to present about his/her unique quality/qualities which carries two-corn effect i.e. individual and organization affluence.
Type of Game: Individual level participation.
Time Limit: 10 Minutes.
Expected Outcome:
The expected outcome of this game is to give a chance for the individual to find out where he/she is best and in shaping that quality as per the industry requirements.
Activity:
Simultaneously, this game can be continued with having a comparative analysis of one’s USP with others. Similarities and gaps could be examined.
Game 13: Crafting Human Pyramid
Concept:
The organization success relies on picking and placing the right candidates unerringly. In this context, all the important functions of Human resource management are considered and the right assortment results in ensured business accomplishments.
Task:
The candidates are given a specific task like: preparing a schema of doing job analysis, recruitment, selection, placement, future training needs assessment, performance appraisal and career planning & development for one specific candidate. So that, the participant can gets a complete awareness on ‘how to craft the human pyramid in an extraordinary way’! through minimizing managerial defects.
Type of Game: Two participants (one must act like HR manager & other would be the employee).
Time Limit: 15 Minutes
Expected Outcome:
This game gives a real-time exposure to the student to understand the things like: performing basic HR functions and evaluation.
Activity:
The game can be continued like this: Without changing the candidate (who is playing as an employee and changing the HR role player (who is playing HR manager role). Hence, differences in the practicing the things will be known.
Game 14: Connecting Customer
Concept:
Marketing urges figuring out the right strategies to promote the products and services; and to reach the degree of optimal customer delightedness. In this ever changing marketing environment addressing customer relations and convincing them with reasonable statements are indispensible.
Task:
Pre or Post purchases in relation to the buyer behavior demands many aspects such as focusing on target markets and customer relationship management. Here, the marketer should able to convenience and convey the marketing message in a proper way. The marketer should attend the calls from the customers and facing the queries and providing needful information about their company product or service.
Type of Game: Team Activity (3 to 5 members per team; one should act like the marketer and others are customers).
Time Limit: 15 Minutes.
Expected Outcome:
Connecting customer aimed at understanding the real-time problems faced by the customers before or after the purchase of products/services. The tone and tenor of the marketing occupies a significant part in making the right impressions among the minds of the customers.
Activity:
This game can be organized in another way: instead of receiving calls, arranging a face-to-face meeting or video conferencing etc.
Game 15: Stock-Star
Concept:
It is a Stock market trading game. This game creates an opportunity for the participants to have a real-time experience about investment management.
Task:
In this game, the participants are given virtual currency. A list of shares belonging to various companies is displayed. The teams have to participate in two activities namely buying and selling. At first phase, all the teams should buy the shares from other teams. At later phase, the teams must sell their shares for other teams. The winners are identified based on the money holds. Mean while, the participants are advised to follow market dynamics (NEWS) before taking decisions.
Type of Game: Team Activity (3 members per team)
Time Limit: 45 Minutes (based on number of teams)
Expected Outcome:
This game enhances the investment acumen of the participant. It tends to improve the speculation skills among the teams and creates a right platform to demonstrate the art of investing.
Activity:
Stock-Star can be conducted in many forms: Simultaneously allowing the buying and selling activities; one team may act as Bull another might be Stag speculator etc.
Game 16: Diplomat
Concept:
The People’s Officer Role in the company is considered as one of the most difficult job fulfilments. The HR manager has to act innovatively and wisely to tackle job routines and unruliness. Dealing complications and sustaining friendly environment is the ultimate activities of a HR professional.
Task:
In this game, the participants are exposed to many critical situations such as performance appraisal discussions, deadwood employees, HR separation programs etc. One will act as a HR manager and other/others would be the concerned employees.
Type of Game: Team Activity (2 to 5 members)
Time Limit: 15 Minutes
Expected Outcome:
Being a Diplomat the HR manager dealing in various stressing organizational problems results in maximized professional excellence. This virtual scenario provides a right exercise to exhibit HR skills.
Activity:
This game can be extended by adding two or more HR issues with the same person or team. The participant should try to present substantiating arguments in order to trigger the managerial dilemmas and failures.
Game 17: Corporate Coliseum
Concept:
Board meetings are the routine of corporate affairs. The important decisions relating to the company would be taken in the meetings. As per the company growth and development concerned Board meetings matters a lot.
Task:
The participants should assume one company or they may take the existing one, the team lead must divide the members into three groups namely Directors, Managerial Cadre and Investors. All these people are allowed to talk on a company specific or any general issue.
Type of Game: Team Event (5 to 15 teams).
Time Limit: 25 Minutes.
Expected Outcome:
The game aimed at creating a corporate sense and culture among the participants. Through this game the students can absorb and exhibit the corporate world strategies.
Activity:
Corporate meetings would be held, by creating different groups such as government, local bodies’ etc. The groups may talk aggressively on any one issue and the Board has to address all with a convincing and justifiable remarks.
Game 18: De-marketing Dare Devil (DDD)
Concept:
De-marketing is a kind of advertising intended to lessen demand for a product or service that is in diminutive supply. It needs a strategic move to retain the existing customer, and to convince them to limit the usage.
Task:
Under this game, the participants should design advertisements to public display in such way to decrease the demand for the product or service. The type of advertisement must be unique in nature and ultimately coin the managing present and ensuring customer sustenance in future.
Type of Game: Team Activity (5 to 10 members).
Time Limit: 20 Minutes.
Expected Outcome:
Routing advertising is different from de-marketing. De-marketing raises the need for new kind of thinking in stabilizing present and future demand for the product.
Activity:
The students may be asked to quote some examples relating to de-marketing. Critical examination of the typical companies’ advertisements assists in presenting effective de-marketing based advertisements.
Game 19: Fault Finder
Concept:
Finding faults is an art. In corporate world, many were facing tuff problems regarding product failures. Even world’s popular companies witnessed miserable collapses of the product in the market.
Task:
Participants should choose any one failure product (existing or may not exist in market) and demonstrate the reasons for that. To do this, the teams should search for the data from various sources and need to substantiate the causes, those are mentioned.
Type of Game: Team Activity (3 to 6 Members)
Time Limit: 15 Minutes
Expected Outcome:
This game is expected to generate the following results: analyzing market environment, trends, customers’ perceptions, promotional defects etc.
Activity:
The teams can also stretch this game through discussing similar products or one brand products or fault recovered products and later proved their market success.
Game 20: The Strategist
Concept:
Devising and having in-detail plan of action (POA) and proactive decision makings are the key for the success of any organization. Strategy is also known as a master plan, game plan etc. Creating that intuitive among the students is the basic target of this game.
Task:
The game begins with noticing the issue relating to the business expansion, product line extension, product diversification etc. The individual has to find out a right plan of action and to have a pro-defensive mechanics to tackle perfectly the unknown business conditions.
Type of Game: Individual participation
Time Limit: 10 Minutes
Expected Outcome:
This game ensures the participant strategic methodical moves and touches the hidden out of the box thinking.
Activity:
Alternatively the game can be played in the following way: The participant can discuss the launching strategies adopted by the various reputed companies and noticeable moves concerning strategic planning and control.
Game 21: Ad-War
Concept:
Comparative advertising has become a major threat to many branded products. It is type of advertisement under which a specific product/service showcases a competitor by name for the purpose of defaming or stating it as inferior one. These kinds of act alert the marketers to concentrate more on advertising campaigns of competitors.
Task:
In this game the two teams are selected for each session. One team starts comparative advertising of other team’s product. The immediate response and situational acting of victim product marketers will be considered for evaluating the performance. The suffer product marketers has to address perfectly the issue through marketing tactics.
Type of Game: Team based participation (4 to 6 per team).
Time Limit: 30 Minutes for each session.
Expected Outcome:
Ad-War alerts the marketers about comparative marketing and insists them always be conscious and ready for the battle in order to have the right staying in the market.
Activity:
The game organizers can ask the students to present some practical examples about comparative marketing.
Game 22: Handle the Whistle-Blower
Concept:
A whistleblower is an individual who brings out any kind of information that is deemed against to legal, violates ethicality or incorrect happening or happened within an organization. These whistleblowers should be handled with utmost care, because it is all about firm reputation and value.
Task:
In the game one will act as a whistleblower and other include immediate superior, general manager and BOD’s. The whistleblower should expose something went wrong or going on wrong in the firm to all the above mentioned parties. The discussions or actions after against whistle blowing have to be sensitively addressed.
Type of Game: Team Level Participation (7 to 12 per team).
Time Limit: 20 Minutes per team.
Expected Outcome:
The game gives an insight into the corporate affairs which are affecting severely on the firm’s goodwill, unless they are given immediate treatment.
Activity:
Alternatively, this game can be conducted by taking real time examples along with the imaginary situations. The teams could be asked to expose the implications of all these on organizational survival and sustenance.
Game 23: Marketing Quest
Concept:
Marketing research is a multidimensional aspect and it gives a platform to devise new plans and moves. Conducting in-depth study on a particular product/service gives an idea to explore oneself into new marketing view or correcting the marketing errors might be possible.
Task:
As a participating team in the game, they tend to choose any one product or brand and to conduct survey in a specific area. During the process of survey the team has to meet customers, retailers and so on. All the responses of all these people should be analyzed in later stage.
Type of Game: Team based event (4 to 8 per team).
Time Limit: 15 Minutes.
Expected Outcome:
This game ensures the clear cut understanding about: perceiving critical marketing accomplishments, aids in innovative marketing and being up-to-date will become a reality.
Activity:
Along with the survey, the teams should go with estimating market share of the product and highly, moderate and less influencing elements for the failure of other similar competitor products.
Game 24: Finnovation
Concept:
In every business the term ‘finance’ plays a decisive role. Apart from the age old sources of finance (long term, mid-term and short term), the changing business dynamics stressing the need for finding new kind of source of finance like crowd funding etc. Fortunately this game helps the participants in inventing a new form of finance source beside the traditional approaches of dealing funds.
Task:
In this game the teams are given the capital estimation of a proposed business. The team members should work-out on finding new and quick source/sources of finance.
Type of Game: Group Event (4 to 7 per team)
Time Limit: 20 Minutes.
Expected Outcome:
This game is one of the tuff assignments for the student; innovating new source of finance is not easy as said! The game transforms the participant mindset of conventional thinking about business finance to proactive decision maker.
Activity:
Finnovation can be extended through giving more than one business proposal. Based on the presentation given by the team, best finance proposal will be picked out and plan of action could be drafted in the later stage.
Game 25: Branding Brigade
Concept:
Brand is an identity, design, name, symbol or other element that differentiates a product or service from its competitors. Branding has a lot of significance in this competitive scenario. The process of branding is a knotty task. In this game the participants are expected to create a brand from the zilch.
Task:
The participants should observe the existing brands and start creating own brand with an impressive note. Brand planning and execution have to be presented in the session by the teams.
Type of Game: Team level participation (4 to 7 per team).
Time Limit: 15 Minutes.
Expected Outcome:
Branding Brigade is aimed to sensitize the participants about process of brand creation and re-branding etc. This activity ensures the participants to equip with pros and cons of branding.
Activity:
This game can be improvised through promoting the new brand name and logo in the social media. So, that the teams will be known perceptions of social media users and to gain knowledge about further modifications or may think about re-branding.
Game 26: Entrespire
Concept:
Becoming entrepreneur rests with the taking initiation and responding in right time to the environment and people. The zeal or aspiration is a key drive in materializing the dream of entrepreneurial transformation. In this game the students are asked to visit a given place and they should develop a best idea.
Task:
This game begins with choosing a local and known place and the students are given a task of keen visiting of that place; they are required to notice various business opportunities and explore the best they can do. It is purely an untested business idea. This game required a great time and involvement.
Type of Game: Individual participation.
Time Limit: 15 Minutes for presentation.
Expected Outcome:
The expected outcome of this game is about to inculcate and develop the entrepreneurial aspiration. Untested business ideas are the basis for this game. After the presentation is over, the jury and audience can pose various questions for the refinement of the business idea.
Activity:
The game can be extended through replacing the individual with teams. The students may be asked to present multiple business ideas instead of sticking to one business option.
Game 27: My Business Chronicle
Concept:
There are no limitations for imagination. Visualization has a greater impact on individuals’ goals design and attainment. In this game the individuals are asked to narrate a story by assuming their future as an entrepreneur or administrator.
Task:
The individuals are expected to present a story of them by anticipating future basing on their present efforts. Some may express their dream of becoming entrepreneur, and some may speak about their preferred employment and for achieving it the kind of hardships they are ready to face.
Type of Game: Individual based participation.
Time Limit: 15 Minutes.
Expected Outcome:
This game gives a platform to express views and concerns about goals realization in future. The game strengthens the visualizing skill among the students.
Activity:
My business chronicle game might be organized through dividing long term mid-term and short term objectives of the participants. While narrating the self story by the participants the queries may be posed in order to get concrete conclusions.
Game 28: Selfie-Emissary
Concept:
Taking selfie photos is trending now. Here, this concept is mixed with marketing. All of us known about Ambassador’s role in promoting the products/services. In this game the participant should choose any one product and take selfie along with the product (just like how popular personalities give stills while promoting the product).
Task:
The participants are asked to present a selfie, which shows the endorsing of a product/service. Selfie should be impressive and informative.
Type of Game: Individual participation.
Time Limit: 10 Minutes
Expected Outcome:
This game ignites the creativity quotient which is hindered among the participants. The kind of difficulties involved in promoting a product will be known.
Activity:
Selfie-Emissary can be refined by adding teams instead of individuals. Asking the participants to have a corporate walk, giving product description (like how celebrities do) and analyzing steps which are intended to rightly positioning the product in the minds of the consumers.
Game 29: Bright Brain
Concept:
First impression is always best impression. A right start obviously ends with right result. The struggles faced by new entrant in the corporate world are unexplainable. In order to over ride all those difficulties it can be considered as a kind of defence mechanism; whenever the candidates are able to show their capacities and demonstrating higher degree of ability to deal critical situations ultimately aids in withstanding from the callous reality of business globe.
Task:
It is like a question and answer round. The candidates should answer or tackle the questions with perceptively. Some questions may be insensitive, disturbing, irritating and so on….. The participant should handle all the questions with an open mind and address them all with an impressive notions.
Type of Game: Individual level participation.
Time Limit: 10 Minutes.
Expected Outcome:
Bright Brain aimed at developing the skill of handling stressful conditions and harsh realism of corporate world.
Activity:
Answers must balance both the logic and sense of humour in some cases. The answers should not miss the link. The questions may be repetitive in nature and while answering the candidates should be cautious to avoid giving multiple answers.
Game 30: Pretence
Concept:
Management students should have a greater empathetic sense. Understanding others is more important than prioritizing self for a leader. This game is creates a simulated environment to the participant and simply he/she should wear a thinking cap on.
Task:
In the game the participants will be given two or more roles like manager and employee. Here, the candidate has to divide the session under two heads; in the first session management version is disclosed by playing a manager role and second session demonstrates the employee version.
Type of Game: Individual level participation.
Time Limit: 10 Minutes.
Expected Outcome:
This game emphasizes more on understanding others, keeping in mind the various obstacles while making decisions for others.
Activity:
The game can be revised by adding query session. Questions are posed for the candidate on the basis of roles played by him/her.
Concluding Words.
Frequently asked questions
What is "Compendium of 30 Management Games" about?
"Compendium of 30 Management Games" is a collection of management games designed to help management students learn and apply theoretical concepts to real-world business situations. It aims to prepare students for the industry by enhancing their problem-solving, decision-making, and strategic thinking skills.
Who are the authors of the book?
The authors are Dr. G.V. Chandra Mouli and Dr. Juturu Viswanath.
What is the purpose of these management games?
The management games are intended to provide students with practical experience, helping them to understand, analyze, and solve critical business problems. They simulate real-time business scenarios and promote innovative, empathetic, and dynamic thinking.
Who is the intended audience for this book?
The book is primarily intended for postgraduate students of management (MBA), but it can also be a useful resource for academicians, corporate executives, and undergraduate students.
What is the significance of the "Know Thy-Self" game?
The "Know Thy-Self" game focuses on self-analysis, encouraging students to understand their strengths and weaknesses. This self-awareness is crucial for personal and professional success.
What skills does the "The Negotiator" game aim to develop?
"The Negotiator" game is designed to improve negotiating and convincing skills, enabling students to find amicable solutions to problems through mutual understanding.
What is the objective of the "Break the Barrier" game?
"Break the Barrier" game aims to develop problem-solving skills, emphasizing the importance of quick and implementable solutions to organizational challenges.
What is the purpose of the "The Visualizer" game?
"The Visualizer" game helps assess observational skills and attitudinal tendencies. Participants interpret images and provide meaningful explanations, revealing their perception and mindset.
What is the "The Orphaned" game about?
"The Orphaned" game focuses on products that are not heavily promoted by companies but still exist in the market. Participants analyze the strategies behind these products and their existence.
What is the goal of the "Personnel Contriver" game?
"Personnel Contriver" aims to develop specialized knowledge in Human Resource Management, encouraging participants to identify gaps in specific HR areas and propose solutions.
What does the "Extrapolator" game aim to achieve?
"Extrapolator" encourages students to identify and address their weaknesses, creating a plan of action for self-improvement and becoming more confident.
What is the focus of the "Managing Difficult Conversations" game?
This game prepares students for handling challenging conversations in organizations, such as resolving conflicts and dealing with employee issues.
What is the "Resilient" game about?
The "Resilient" game involves group decision-making and brainstorming to solve management concerns, improving communication, and coordination skills.
What does the "Sharp Business Proposal" game aim to develop?
"Sharp Business Proposal" aims to develop entrepreneurial abilities by having students create and present business proposals, considering various factors like SWOT analysis, marketing, and finance.
What is the purpose of the "Sick to Sound" game?
"Sick to Sound" focuses on reviving sick units or businesses, challenging students to devise plans for their reconstruction and re-entry into the market.
What does the "My USP" game aim to uncover?
"My USP" helps students identify and promote their unique qualities (Unique Selling Proposition) that can benefit both themselves and organizations.
What is the goal of the "Crafting Human Pyramid" game?
"Crafting Human Pyramid" teaches how to effectively manage human resources by considering all HRM aspects and the right candidate placement.
What is "Connecting Customer" all about?
"Connecting Customer" game improves communication between customers and marketers in a real time simulation environment.
What does "Stock-Star" aims for?
"Stock-Star" enhances the investment acumen, speculation skills of the players in a virtual stock market trading scenario.
What does "Diplomat" focuses on?
"Diplomat" provides a practice environment for people's officer in an organisation, to hone diplomatic skills and handle different stressing situations.
What is all about in "Corporate Coliseum"?
"Corporate Coliseum" game promotes discussion on specific corporate matters. A board meeting is simulated and participants play the parts of different stake holders such as investor, directors.
What's the strategic goal of "De-marketing Dare Devil (DDD)"?
"De-marketing Dare Devil (DDD)" game needs special marketing acumen, when a company needs to retain its existing customers in order to manage current demand, by creating de-marketing Ads.
What is the primary focus in "Fault Finder"?
In "Fault Finder", one needs the art of discovering faults in an existing or a faulty product, by collecting, studying, and analysing data.
What "the strategist" does?
"The strategist" develops a strategic approach by devising an action plan in an organisation for various tasks such as expansion, product diversification etc, and face unexpected conditions.
What's the motive behind "Ad-War"?
"Ad-War" is the name of an environment of comparative marketing, where two different teams promote products by defaming others. Victim team needs to defend and convince others to protect from being collapsed.
What's the purpose of "Handle the Whistle-Blower"?
"Handle the Whistle-Blower" gives an insight for organisations which can face the effects of a Whistle-Blower and what will be the repercussions.
What "Marketing Quest" intends for?
"Marketing Quest" analyses markets trends through a survey from customers, retailors etc, and studies the various aspect of a brand/product.
What's special about "Finnovation"?
"Finnovation" finds a solution to innovate a quick, and unique sources for financing a business venture, deviating from conventional financial sources.
What does "Branding Brigade" focuses on?
"Branding Brigade" creates brand from zilch, and analyses the process involved in branding a product and its re-branding.
What "Entrespire" promotes?
"Entrespire" encourages students to visit local places to create unique and fresh business opportunity, and transforms them into an entrepreneur.
What "My Business Chronicle" offers?
"My Business Chronicle" provides a plat form, where the candidate narrates their own business story by imagining to be in a leading position, or a entrepreneur.
What's the concept behind "Selfie-Emissary"?
In "Selfie-Emissary", candidate chooses a product/service and takes a selfie with that, like celebrities, and promotes it.
What skill does "Bright Brain" game develops?
"Bright Brain" focuses on developing the skill of tolerating Stress and answering to harsh realism of corporate world.
What "Pretence" tries to achieve?
"Pretence" tries to teach the participant to understand others and consider other individual obstacles before making a dicision.
- Quote paper
- G. V. Chandra Mouli (Author), Juturu Viswanath (Author), 2018, Compendium of 30 Management Games, Munich, GRIN Verlag, https://www.grin.com/document/417842