last modified: 23/02/2006
Coursecode:
mt729 |
||
Coursename:
Maritime
Business Game |
||
ECTS creditpoints:
3 |
||
Subfaculty
of Mechanical
Engineering and Marine Technology |
||
Lecturer(s): Prof. Dr. Ir. U. Nienhuis MBA |
Tel.:
015-27
85306 |
|
Catalog
data:
Strategy, investment decisions,
marketing, make or buy decisions, product mix decisions, financial reporting.
Characteristics of one-of
production, internal and external process parameters, market parameters,
business processes, international factor differences (labour, capital,
material, productivity, etc), fiscal systems, subsidies, protection, exchange
rates, interest rates.
Maritime value chain, shipping,
shipbuilding, maritime suppliers, banks |
Course year: |
MSc 1st year |
Period: |
At the end of 2B |
|
Class hours per week: |
Variable |
|
Other hours: |
Business game work in
groups of 1 to 3 students |
|
Assessment: |
Annual report +
presentation |
|
Assessm.period:
|
|
|
(see academic
calendar) |
|
|
Prerequisites: |
||
Possible follow up: |
||
Detailed description of topics:
PLANNING OF THE COURSE
The course will be
given in a block-period, immediately following the seventh week of period 2B.
The final afternoon will be devoted to the presentation session and feed
back. No work is scheduled to take place after the presentation session.
CONTENTS
Contents and order of
lectures are indicative and subject to change without notice. Typical
contents are:
¨
Introduction to course, expected
deliverables, evaluation criteria, learning goals, work division into
functional areas, introduction to maritime business game, explanation of game
procedures, introduction to the gaming system, group division and company
assignment, designation of cross-reading students
¨
Familiarization with game procedures,
trial rounds
¨
Fundamentals of financial reporting,
explanation of financial reports generated during game
¨
Preparation for game, development of own
strategy, formulation of long-term goals including 1 A4 with summary
statements
¨
Fundamentals of strategy in the maritime
context
¨
Game
¨
Preparation of annual report and outlook
¨
Grand Annual Meeting and completion of
course
|
||
Detailed description of topics (continued): GAME WORK
The game comprises an
interactive effort of all participating students: they will all work in the
same situation. The participants will be divided in teams of one to three
students, representing shipyards and ship owners, possibly also equipment
suppliers and financial service companies. Each team will be supplied with a
relevant initial situation stating such matters as financial structure,
products, organisational structure, market information, etc. Within the teams
the tasks may be split along functional lines, e.g. finance; production;
commercial or similar.
Objective of the game for each team is to optimise the company’s performance. Typically the teams can do any of the following to that end:
·
Set
the price for offered ships, supplies or financing;
·
Hire
& fire personnel;
·
Set
the offered delivery time for any ship or its components;
·
Insource & outsource activities & man-hours;
·
Invest
in facilities (docks, slipways, quays, cranes, robots, etc);
·
Negotiate
with clients and suppliers;
·
Invest
in marketing;
·
Request
market surveys to be performed;
·
Assess
his/her business results.
The MBG is played in a
number of rounds. The game administrator may change the environment, e.g. by:
·
Changing
exchange rates;
·
Altering
labour costs;
·
Introducing
subsidies & barriers;
·
Affect
the macro-economical developments;
·
Introducing
political changes;
·
Changing
the base interest rates;
·
Etc,
etc.
During each round,
each team is expected to analyse the market, analyse their own financial
position, determine the course of action, negotiate, perform litigation,
formalise binding agreements and deposit the decisions taken at the GameAdministrator’s office, who will feed the simulation
accordingly.
Each round of the game
thereby results in a new financial position with corresponding information on
e.g. market, product and clients. Everything is to be reported by means of an
“Annual Report” at the end of the game.
The game period (the
"round") is a 1-month period which is set equal to 45 minutes of
gaming. The game is set to run continuously from 830 in the morning to 1800
in the evening. Decisions may be made continuously but will be registered by
the system once per 45 minutes. |
||
Course material:
To be supplied during
the course. |
||
References from literature:
To be supplied during
the course. |
||
Remarks assessment, entry requirements, etc.:
Assessment will be on
the basis of:
Annual
report. The report must
include a survey of the financial results, a discussion of the most relevant
decisions taken during the game and their outcomes, a projection for the near
future of the company and the resulting strategy and strategic changes, if
any. The report to be submitted in threefold, in the English language:
·
One
for the lecturers present during the Grand Annual Meeting
·
Two
for designated fellow students from other teams Presentation at the Grand Annual Meeting
Each team gets 10
minutes (depending on the number of teams) to present its companies’ views
relative to strategy, competition, market, results and future outlook. After
this the audience gets 5 to 10 minutes for Q&A. The cross-reading
students are expected to each pose one critical question. Remaining
Q&A-time is available to the floor and the lecturers.
Grading
Grading is done in the
following way.
·
25%
of the grade is based on the average Return on Invested Capital over the last
five periods of the game, calculated in a standard way. The maximum ROIC
receives maximum credit, the minimum ROIC gets minimum credit. Cooking the
books or other types of criminal behaviour, when discovered, results in
negative credit, the severity of which is to be decided by the Game Administrator.
·
25%
of the grade is based on the judgement of the fellow students relative to the
future plans of the company. They are expected to grade according to the
upward potential of the company shares in their judgement as potential
investors. A formal scheme for this will must still
be designed.
·
The
remaining 50% of the grade is based on the judgement of the lecturers. |
||
Learning goals: The student must be able to:
|
||
Computer use:
Game simulation tool,
based on business process simulation tool |
||
Laboratory project(s):
None |
||
Design content:
None |
||
Percentage of design:
0% |