Comparison of the 3 business games played (MOB, Cesim, Simobitz): Model vs. Real World S-38.042 Seminar on Mobile operator strategies and games Autumn 2003 Mathias Tallberg Lin Huibin Valtteri Hietaluoma mtallber@netlab.hut.fi huibin@cc.hut.fi ahietalu@cc.hut.fi Overview • • • • • • Introduction Model vs. Real World: MOB Model vs. Real World: Cesim Model vs. Real World: Simobiz Conclusions Q&A Introduction (1/2) • A business game can not exactly tell how the future will turn out • But, it can be used to: – – – – – analyze business constraints dependencies and possible futures help to gain better understanding of businesses improve teamwork • And, playing the games can: – give valuable feedback – be fun Introduction (2/2) • ”The purpose of a teaching simulation is to convey experimental lessons transferable to the real world” (Lane 1995) • ”The game [simulation] is valid to the degree that the learning objectives are achieved by the participants” (Peters et al. 1998) • The game should be as realistic as possibleImportant to keep in mind: – not too complex – not too simple either – where to draw the line (complexity vs. simplicity) Model vs. Real World: MOB (1/2) • Elementary prototype • Domain specific • Models the business and markets of mobile operators • Special focus on new data services (much to be implemeted yet) • Usability a big issue! Model vs. Real World: MOB (2/2) Model Real World The competitors pricing (for consumers) not known You know exactly how competitors price (for consumers) and can react accordingly For data block, flat-rate and usage (in MB) based pricing, no usage based on time available (e.g. for HSCSD) HSCSD and GPRS used, Sonera using pricing schemes based on time based usage (WLAN) etc. The same pricing scheme for WLAN and cellular data Different price schemes for WLAN and cellular data In the beginning all players have the same amount of capital, are of the same size etc. Not true in the real world. Often a market leader followed by challengers Roaming not implemeted Roaming a very important part of the real world operation of mobile operators Mobile content not implemeted The mobile content business will become more and more important in real life The standards for profitability is unclear for players Operators usually know the key factors that will affect the profitability The size of the consumer market not known The size of consumer market quite well known Debt included when counting EBIT Financial costs such as debt should not be included when counting EBIT Model vs. Real World: Cesim (1/2) • More generic than domain specific • Mobile, fixed-line, and broadband Internet connections • Cesim been working with telecom industry since mid-90’s • Been developed with the leading Finnish telecom operators • Usability and material are quite good…(maximizing the experience of the game) Model vs. Real World: Cesim (2/2) Model Real World Messaging not considered as a separate item Messaging (e.g. SMS and MMS) very important for the operator Handset subsidies considered Broadly used, Finland an exception Not separating ADSL- and mobile network backbones from each other Separation made The cost for the backbone too big compared to the access network Not the case in real world Different pricing for new and old customers Hardly in real life Investment decisions made according to customer satisfaction Investment decision made according to other issues (quite many) Free airtime for new subscribers Also the case in real world, at least in Finland The enhancement in technologies not considered (EDGE, WCDMA etc.) This is currently a very important part of the mobile operator business (future strategies etc.) Model vs. Real World: Simobiz (1/2) • Domain specific • On mobile networks and markets – – – – Includes handset subsidies and different handsets Number of participants fixed: 3 operators 2 market segments 2 geographic zones etc. • Usability a big issue! • Good background material, maybe a little too much? • We did not play using all the aspects of the game… Model vs. Real World: Simobiz (2/2) Model Real World Handset subsidies and choice of which handsets to sell (the handset models changes during the game) Not in Finland, but the true for the rest of the world! MVNO’s considered Due to deregulation, MVNO’s a big part of the mobile operator business globally 2 different geographical areas (cities and rural), makes the model more realistic Different areas need to be carefully considered by mobiloe network operators UMTS licensing considered Has been a big part of current mobile network operators Restircted to 3 operators This is probably a good average, but this does not have to be the case Traffic forecasting for GSM and UMTS according to plans, geocraphical area, and market segment. (Quite complicated and difficult to do) Traffic forecasting is a difficult and big issue also in real life… Domain specific, but roaming issues not considered Roaming very important in real life… Conclusions • Mobile market is a complex non-linear adaptive system • A business game can not exactly tell how the future will turn out • The game should be as realistic as possible (keeping in mind simplicity vs. complexity) • MOB: an elementary prototype, usability an issue • Cesim: mature, more generic than domain specific • Simobiz: domain specific, usability an issue • Easy to find differences between model and real world • But, can be very hard to model the real world into a business game Discussion