TOTAL PARTICIPATORY BEER GAME Hugh M. Seyfarth, Richard T. Farmer School of Business Administration Miami University, Oxford, OH 45056, 513-523-2491 seyfarhm@muohio.edu Abstract The use of interactive activities is a cornerstone to effective pedagogy. Probably the most famous activity in the field of operations and supply chain management is the Beer Distribution Game, or more simply, “The Beer Game.” Developed in the early 1960s at MIT, the game has been played by thousands of undergraduate, graduate students and business professional. Over the years, the game has evolved beyond the traditional “board-based” version by leveraging technology. Today, many versions of the “Beer Game” are available on the Internet and in computer software packages. Moreover, because of the games inherent simplicity, the rules are easily altered to highlight specific learning objectives. The purpose of this paper is to illustrate another alternative on how to use the Beer Game in the undergraduate classroom setting. Called the “Total Participatory Beer Game”, the goal is to actively involve all 35 students as actual pieces of the beer supply chain. By creating two independent supply chains (each composed of 15-16 students) many of the complexities of supply chain management can be illustrates, explained and simplified. Introduction Interactive classroom activities are vital for educators to illustrate complex concepts to students. One famous exercise is the Beer Distribution Games, or more simply the “Beer Game” (Sterman, 1992). Developed closed to 40 years ago at MIT, the game has been played by undergraduates, graduate students and business executives to experience and interact with the concepts surrounding supply chain management. Traditionally, the game is played on a “Monopoly-type” game board with four players representing the four links of the simple supply chain: factory, distributor, wholesaler, and retail. Through the game, players are exposed to the transfer of information from the customer (through demand at the retail level) and how this demand filters through the supply chain form the retailer to the factory. The traditional “board-based” game also contains both shipping delays and processes order delays to simulate the lag in the supply chain and the lead-time necessary to fill orders. The purpose of this paper is to continue the evolution and use of the Beer Game as a pedagogical tool to aid student comprehension of complex business topics. The methodology employed is a shift away from technology, and hopes to include as many students as possible as actual interactive members of the supply chain. It is well proven fact that students would rather actively participate and be involved in classroom activities. Moreover, the version discussed in this paper hopes to simplify some of the difficultly in the general mechanics of the game, thus saving valuable class time to actually play the game and discuss the issues and intricacies inherent in supply chain management. Literature Review As more academics and business managers have embraced the pedagogical use Beer Game, the sophistication of how it is employed in the classroom setting has expanded well beyond the traditional “boardbased” game discussed by Sterman. Instructors have altered the rules to illustrate specific concepts—from the bullwhip effect and fluctuations in inventory levels, to the use of local performance measures between the nodes of the supply chain verses more holistic global performance measure of the supply chain (Stewart, 2001). Moreover, with the aid of computer technology, many versions are played electronically with the aid of the Internet (Jacobs, 2000 and Chen & Samroengraja, 2000). Jacobs explains that while the traditional version of the game is a valuable learning experience, it is very time consuming as a result of explanation, actually playing the game, and the postgame activities of tabulating results, costs and building graphs. In total, a minimum of thee hours of class time must be allotted for the game. The Internet version of the Beer Game performs many of the “busy work” tasks of recording inventory levels to allow students to focus on the actual strategy of the game, and saves much needed class time for learning, analysis and discussion. Some noted benefits to the electronic, Internet or computer-based Beer Game are also discussed and illustrated by Simchi et al. (2003). Specifically, students are too concerned with the mechanics of the board-based game and the order of operations to actually benefit from the actual playing of the game, and that no real strategy evolves by the players as they are participating in the game. It is the contention of many Beer Game facilitators that the electronic or computer versions are easier to understand and allow students to focus on the desired learning objectives. Bean (2002) discussed a further adaptation to the Beer Game called the “Near Beer Game”. In this simulation, even with perfect information and communication, the supply chain still illustrates the bullwhip effect as a result of procurement and manufacturing delays. In addition the contemporary business press has discussed the importance of the Beer Game. Stewart (2001) highlights the benefits of the use and more importantly, the need to understand of the concepts illustrated by the Beer Game. Real world examples of excess inventories (e.g. Cisco’s May 2001 $2.2 billion write down of excess inventory) and that fluctuating demand can have crippling consequences. Stewart purports the Beer Game as an excellent example to illustrate real-world supply chain difficulties—that limited information between supply chain participates can lead to serious cost escalations and can ultimately lead to job cuts in an effort to trim runaway costs. Moreover, concepts illustrated by the Beer Game (bullwhip effect) are also receiving attention in the business press, again, because of the cost implications and the result of poor demand forecasting and long production led times (“Chain Reaction”, 2002). Total Participatory Beer Game The genesis of this version of the Beer Game was the result of a lack of raw material. I only had one “boardbased” version of the game, but I wanted my entire class to participate (average class size in the survey Operations Management course is 33-35 students). Since I was “long” in students and “short” on board space I decided to use the students as the actual parts and participants in the supply chain. Using Sterman’s diagram I place students in the roles of retailer, wholesaler, distributor and the factory. I also have eight students take the rolls of both the shipping and order delays. In a class of 33-35 students I assemble two teams to represent two independent beer supply chains. Classroom layout must allow for some degree of flexibility. Individual desks are easy to rearrange, and classrooms that employee the case-study layout separated by a central aisle are easy to organize into two independent supply chains. Each team is composed of 14-16 students. Pennies, nickels and dimes are used to simulate cases of beer, while small pieces of papers are used as order forms. Two-student teams are assigned to each of the four nodes of the supply chain. This is done to allow students to actively inventory and order cases of beer, and also maintain inventory holding and backorder costs ($.50 holding cost per case and $1.00 backorder cost per case). An individual student monitors each “delay” along the supply chain, with each student controlling the “shipping delay” and either “order placed” or “incoming order” place depending on where they sit in the supply chain. These students represent the flow of information back into the supply change and the movement of goods forward to the customer. Following the standard Beer Game rules, with the supply chain in equilibrium, we begin playing the game. The equilibrium state of the supply chain is 15 cases of inventory at each of the four nodes along the supply chain. Each order delay contains demand for five cases of beers, and each shipment delay mirrors demand with five cases of beer. I introduce the game the day before we actually play and provide the game rules and a diagram of the supply chain. The diagram below is a simplified version and includes the rules provided to students: Shipments of Beer (Goods) Retail...Wholesale...Distributor...Factory Demand for Beer (Information) A two-person team will operate each node along the supply chain. You will be responsible for inventorying and ordering cases of beer. A single student will be used to represent and operate both shipping delay and order delay. These delays represent lag time of one week in the supply chain. There is a two-week delay between the nodes of the supply chain. Ex: There will be two students between “Retailer” and “Wholesaler”. Beer orders are passed face down, with only the retailer knowing actual customer demand. No communication is allowed between the nodes of the supply chain. Once the supply chains teams are organized and the rules are explained I normally have four or five students that are not included in either supply chain. I label these students “supply chain consultants” and employ them as beer customers and supply chain facilitators. These students are invaluable as they help confused students by maintaining a holistic view of the supply chain. The students also facilitate the game “set-up”, thus saving valuable class time. The consultants are also very valuable during the post-game review, and I will highlight this in the “Discussion” section of this paper. The simulation begins with a practice round that is played “open”. Orders are placed at each retailer and the general mechanics of the game are experienced for the first time. The retailers fill the order, receive the next shipment of beer and place an order for more beer (again, stressing demand). This process transcends the supply chain, and is carried out by the wholesaler, distributor, and the factory. It is important that the students who represent shipping and order delays pass the physical cases of beer (pennies) toward the retailer and the orders for beer (demand information) back toward the factory. The last part of the discussion involves how to fix or correct the supply chain to avoid the problems highlighted above. It is during this discussion that the “consultants” can add valuable insight as they viewed the supply chain globally, and not locally as those who participated. Some typical solutions: After the practice round we follow the same standard format with demand at five cases of beers to be sure both supply chains are comfortable with the ordering and shipping process. At the fifth week customer beer demand is doubled to ten cases, with only the retailer aware of this change in demand. Again, it is stressed that information sharing is not permitted between students along the supply chain. On average we play 15-25 weeks of the game. At the conclusion of the game each supply chain node computes their inventory/backorder totals, and these results are summarized and juxtaposed against one another. Better communication between all nodes of the supply chain. Turn the orders face up and allow those students to communicate information back into the supply chain. Introduce Internet real-time ordering and point of sale information to provide the factory better demand information. Eliminate non-value adding activities along the supply chain—in a sense remove redundant students, and seek to decrease shipping times. Discussion Conclusion One of the interesting differences of the Total Participatory Beer Game verse other versions is the ability to discuss problems that occur along the supply chain in real time. Again, at the end of the game we “turn over” the facedown orders and reveal the size of the orders. Student are surprised to learn that while demand only doubled from five to ten cases of beer, the actual orders are often four to five times greater than original demand. This is an excellent illustration of the bullwhip effect. We then trace the demand orders back to the factory and it is quickly determined that the factory’s current capacity would have been unable to meet demand. The Beer Game has illustrated the principles of supply chain management for over 40 years. The strength of this pedagogical tool is its inherent simplicity and flexibility, coupled with the creativity of those practitioners that continually adapted the game. Whether the game is played on a game-board, over the Internet or in a total participatory classroom environment the goal must continue to force interactive student participation in the complexities of supply chain management. When I stop the game we discuss how each node of the supply chain felt during the game. I also ask how the “order delay” students felt while playing the game. The answers compose the post-game discussion. Typical responses: Beer demand increased too fast without any warning. Once backorder occurred, frustration levels grew greater and greater every “week”. The factory had no idea of the orders that were ultimately going to reach them. The four nodes of the supply chain had little concern for the inventory levels of the other members of the supply chain. “Order delay” students felt they have no impact on the supply chain. Non-value added participants, and once the simple task of passing beer forward and orders back the game was “boring”. References 1. 2. 3. 4. 5. 6. 7. Bean, M. “Bullwhips and Beer: Why Supply Chain Management is so Difficult.” Forio Business Simulations, April 20, 2002. “Chain Reaction.” The Economist. January 31, 2002. Chen, F., and Samroengraja, R “The Stationary Beer Game.” Production and Operations Management Society, Vol. 9 No. 1, Spring 2000. Jacobs, F. “Playing the Beer Distribution Game over the Internet.” Production and Operations Management Society, Vol. 9 No. 1, Spring 2000. Simchi-Levi, D., Kaminsjy, P., and Simchi-Levi, E. “Appendix A: Computerized Beer Game.” Designing & Managing the Supply Chain, 2nd Ed. Burr Ridge, IL: McGraw Hill, 2003. Stewart, T. A. “Barely Managing: Beer Today, Gone Tomorrow.” Business 2.0, August 2001. Sterman, J. ‘The Beer Game.” OR/MS Today, October 1992.