Changelog

Follow up on the latest improvements and updates.

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In the
advanced model
of our Supply Chain simulation, you can now add a
Order Cost
to one or several roles.
It will be applied for each non-0 order and can represent fixed administrative or delivery fees.
With a higher order cost, players are incentivized to send larger orders less often, for example order 8 every 2 weeks, instead of 4 every week. They need to make a trade-off vs. stock/holding cost, and may decide to use the Economical Order Quantity.
You can setup the order cost in the capability settings of a role:
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As our library of templates is getting richer for both our Supply Chain and Lean games, we want to make it easier for you to filter and find what you are looking for.
1) Labels:
When looking at templates for a specific game type, it is now possible to view a list of labels to better filter the list:
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If you have created your own template, you can add your own labels, for better organization. This could be for example the course name, training program, department etc.
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2) Resources:
When looking inside a template, you will also find a list of PowerPoint and Video resources. This lets you easily find the appropriate material to organize your training.
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Until now, to be coherent with the Bullwhip Effect analysis, our Beer Game simulation was showing the order/material flows as follows:
  • Orders from left to right,
  • Material from right to left.
But for specific customers or use cases, you may prefer showing the flows in the
other direction
:
  • Orders from right to left,
  • Material from left to right.
It is now possible to reverse the flows in the game, from the Beer Game settings by toggling the below option:
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Then, the onboarding views are updated as such:
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And the new turn animation is shown as such:
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You may want to make sure some
specific roles
are played by the computer. This could be for several reasons:
  • In an "asynchronous" game, were you would like to have only one human player per game.
  • If you have a limited number of players and want to make sure the computer plays specific positions (for example the manufacturer).
You can lock roles from 2 different places:
1) At the Session level:
Setup from the role settings. In this case all the teams will have the same specific role(s) locked. See an example below where we lock the distributor and manufacturer:
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Here is how it looks on the participant's perspective, on the session lobby:
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2) At the Team level:
Setup from the lobby directly. In this case, you can be more precise and only lock a role in one or several specific team(s):
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Note:
As before, once the game as started, the computer will still automatically take over the roles where no one is connected.
So if you don't mind which role may be played by the computer in your session, you don't need to specify which roles to lock. The computer will then intervene only
if and where necessary.
To help you gather feedback from participants and better start discussions, you can now add a questionnaire right after the end of a game round.
This is available for both the
Beer Game
and
Lean Game
.
Multiple question types are available:
single-choice, multiple-choice, open-ended text
, and even ask players to
draw the final demand
(for the Beer Game).
To learn more about this feature, please read our detailed guide:
Example of questionnaire:
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Responses visualization:
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So far in the Beer Game, a new "week" (decision cycle) started as soon as all
connected players
had validated their order.
But you may want more control over this behavior, so we included two new
Cycle Advancement Modes
, that you can optionally activate in the General parameters of a game:
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Read below the new possibilities:
1) Triggered by the instructor:
In this case, even if all players have validated their order, the game will wait for the instructor to click on the button "new week" to advance to the next decision cycle.
This button is available from the Session Follow-Up page:
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If you are using the "timer", the games will also move to the next week automatically at the end of the timer, allowing a synchronization between the teams.
2) Wait for all teams to be on the same cycle
In this case, the players will need to wait for the other teams in the session to be on the same "week" before they can enter their new order.
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This mode can be used if you have a big audience, and you want players to avoid waiting too long for all the teams to finish, before the general debriefing can be made.
You can now choose to display a custom message at the end of games, at the top of the debriefing page. It consists of a title, a message, and a button with a custom link/label.
If you are hosting game as part of a
promotional event
, or as an
external consultant
, this message can be a way to lead participants towards your own content or contact form.
See below how it looks (notice that your company branding will be applied):
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To add this message, head over to the
debriefing settings
of any Beer Game or Lean Game round:
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When hosting a Beer Game with many participants, some teams may be advancing slower than others. An efficient way to keep a minimal duration for all is to use the
Timer
function.
You can now more easily switch the
timer duration
while hosting games, with a convenient menu accessible from within the
session follow-up
page:
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This allows you to easily adjust the duration for specific teams (ex: shorter timer for late teams), or based on your session schedule advancement.
From this menu, you can choose between the following values: 10s, 20s, 30s, 45s, 1min, 1min30, 2min and 3min. For more-specific durations, you can always define the timer in
seconds
from within the session settings.
Our simulations are sometimes hosted as part of multi-day seminars, or on conference/event booths. In this case, you may want to showcase a
leaderboard on a separate screen or TV.
You can now generate the link to a public leaderboard for each session, from inside the session menu:
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See below how the leaderboard looks. Note that it will use your branding color and logo if you have setup one.
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The leaderboard refreshes every minute to load the latest results automatically.
When playing games using the advanced model, the statistics available at the end now allow displaying the various sources of costs.
For example in the default Beer Game scenario, supply chains often have a lot of backorders mid-game, and overstocks at the end. In the chart below, you can display how this impacted backorder/stock costs throughout the game:
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These extended statistics are only available when using
templates on the advanced Beer Game model,
so don't hesitate to check it out by joining the beta.
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