Helsinki University of Technology Networking Laboratory Mobile operator business game Juha Kokko Slide 1 Helsinki University of Technology Networking Laboratory Mobile operator business game • Game that simulates the business environment of mobile operators • Purpose of the game is to introduce players simultaneously to many different business areas • Learning oriented – Does not simulate real world • Goal of the thesis was to make playable prototype of the game Slide 2 Helsinki University of Technology Networking Laboratory • • • • • • • • Modeled games Demand – supply balancing game Cellular radio game (WCDMA vs. EDGE) Multi radio game (cellular vs. WLAN) Pricing game (usage based vs. flat rate vs. block) Charging game (Prepaid vs. Postpaid) Messaging game (SMS vs. MMS vs. e-mail) Roaming game (bilateral vs. centralized) Content game (operator charging vs. bit-pipe) Slide 3 Helsinki University of Technology Networking Laboratory Description of the game • 3-6 teams of players compete against each other • One facilitator runs the game • Facilitators acts as: – – – – – Regulator Customer Vendor Financer Consultant • Game logic helps facilitator manage all of his roles Slide 4 Helsinki University of Technology Networking Laboratory Description of the game • Game is played in seasons. One season equals one year. • Each season players make new decisions based on market situation that facilitator has generated • New market situations are based on players decisions, demand, regulators’ actions and equipment vendors’ actions Slide 5 Game modules Helsinki University of Technology Networking Laboratory Save Read Facilitator module Decision module Decisions Feedback History information Slide 6 Helsinki University of Technology Networking Laboratory Demand • Demand is defined in two levels: – Subscriptions – Services • There are also two types of demand curves: predefined and dynamic Slide 7 Helsinki University of Technology Networking Laboratory Allocating sales (voice) Image index for voice Motivation of marketing personnel Operational competence index for voice Image multiplier Basic value of service Expected benefit Quality index for voice Motivation index of R&D personnel Customer relationship multiplier Expected value Motivation index of customer service personnle Opening charge Monthly charge Averaged calling charge Expected cost MoU Slide 8 Helsinki University of Technology Networking Laboratory Allocating sales (data) Image index for data Image multiplier Motivation of marketing personnel Operational competence index for cellular data Basic value of service Expected benefit Quality index for data Motivation index of R&D personnel Motivation index of customer service personnel Customer relationship multiplier Expected value Monthly charge Price of 1 MB Average monthly usage Expected cost Block size Slide 9 Helsinki University of Technology Networking Laboratory Marketing • Players have to make decisions on three levels – Budget – Division of funds between services – Targeting service specific funds to appropriate customer segments • Facilitator decides the time when a certain customer group is interested about a particular service before the game • Facilitator also decides the limits of successful investment • The interest of customer groups is linked to demand Slide 10 Marketing Helsinki University of Technology Networking Laboratory Get investment for a target group and penetration level. no Is tg relevant? End yes Is inv. below lower boundary? no End yes Is inv. above higher boundary? no Add inv. to marketing index yes Add higher boundary to marketing index Slide 11 Helsinki University of Technology Networking Laboratory R&D • R&D actions are done on both services and equipment • Players are not developing equipment but if they want to launch new services they need to increase their awareness about the related technologies • Awareness measured in knowledge levels • Knowledge levels are derived from cumulative investments Slide 12 Helsinki University of Technology Networking Laboratory Network maintenance • Condition and usage level of network equipment is used in determining the quality experienced by the customer • Investments in maintenance improve the condition of network elements • Accurately timed purchasing decisions will keep usage levels under control • Players need to find a good balance with these parameters Slide 13 Helsinki University of Technology Networking Laboratory Human relations management • Four different types of personnel included – – – – Marketing R&D Customer service Maintenance • Players have to make decisions about number of employees, salaries and spending on education • Motivation levels are derived from long term decisions • In order to get reliable testing results large part of HRM decision are not in use Slide 14 Helsinki University of Technology Networking Laboratory Human relations management Personnel Company’s success Player Motivation Investment in development Capacity Wage Strikes Downsizing Slide 15 Helsinki University of Technology Networking Laboratory • • • • • • Future research Financing Roaming Content Full implementation and testing of HRM model User friendly user interface Tuning of existing algorithms Slide 16 Helsinki University of Technology Networking Laboratory Thank you for your attention! Slide 17 Dynamic demand curve Helsinki University of Technology Networking Laboratory Get gprsD, edgeD, wcdmaD, dp true gprsD = true & dp < t1 gr = g1 gprsD = true and dp < t4 and (edgeD = true or wcdmaD = true) false true gr = g2 gprsD = true and dp < t2 and (edgeD = true or wcdmaD = true) true gprsD = true and dp < t3 and (edgeD = true or wcdmaD = true) gr = g4 false gprsD = true and dp < t5 and (edgeD = true or wcdmaD = true) false gr = g3 true true gr = g5 false gprsD = true and dp < t6 and (edgeD = true or wcdmaD = true) false true gr = g6 false gr = 1 Slide 18