Learning supply chain management through use of a business game



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Learning supply chain management through use of a business game Dr Navonil Mustafee School of Business & Economics Swansea University, Singleton Park Swansea, SA28PP, Wales, UK n.mustafee@swansea.ac.uk http://sites.google.com/site/navonilmustafee/ Dr Korina Katsaliaki School of Economics & Business Administration International Hellenic University Thessaloniki, 57001, Greece k.katsaliaki@ihu.edu.gr www.ihu.edu.gr Abstract Operations Research enables decision makers and stakeholders to analyse and evaluate strategies for effective operations management of sophisticated systems. Product and service supply chains are examples of such complex systems, since (a) they consist of a multitude of processes related to procurement, manufacturing, logistics, distribution, etc., and (b) these processes generally encompass activities of several organisations, and the overall performance of the supply chain is affected by decisions taken by each of the entities. Making students of Supply Chain Management (SCM) courses realise the effects of distributed decision making is not an easy task. The use of only textbooks and case studies may be inadequate to present the real-world complexities of supply chains and, more importantly, put students in the position of managers who have to make real decisions. Business games provide an alternative pedagogical approach which assists the understanding of theories, put ideas into action and educates in an interactive and enjoyable way. In this paper we propose a business game, called the Blood Supply Game, which mimics the supply chain of blood units from donors to patients. The Blood Supply Game is about a perishable product with limited collection/production. The game models the material and information flows in a production-distribution channel serving patients in hospitals which need blood transfusions according to doctors requests in different periods and with independent distributions. Our game is played from the perspective of the distributor (namely, the UK National Blood Service). Rational decisions from this player require deep understanding of the processes of the other players in the supply chain as well as the operations of the chain as a whole. The game is played in Microsoft Excel exploiting a VBA environment. The paper presents the mathematical formulation of the game that aids the players understanding of the game. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission. 2012 Higher Education Academy

Keywords Supply chain management; blood supply chain; healthcare; business games; pedagogy 1. Introduction Business games are an effective pedagogical tool which assists in the understanding of theories, put ideas into action and educates in an interactive and enjoyable way. The Beer Game (Sterman 1989) is one such business game which has won publicity and popularity and is abundantly used in Supply Chain Management (SCM) courses. Similar to the Beer Game, in this paper we propose a business game targeted at the healthcare professional. We call this the Blood Supply Chain Game. The game models the material, information and cash flows in a production-distribution channel serving patients in hospitals which need blood transfusions according to doctors requests in different periods and with independent distributions. Unlike the Beer Game, the Blood Supply Chain Game focuses on product perishability with limited product collection/production since several healthcare supply chains demonstrate this underlying characteristic, e.g., supply chains associated with donor organs (limited collection). Although the Blood Supply Chain Game is targeted specifically at the healthcare professional and students, it can equally be used to teach a wider audience about supply chains of perishable products with limited collection/production. The remainder of the paper is structured as follows. Section 2 presents a literature review on business games for teaching SCM. The blood supply chain, which is the problem context modelled by our business game, is presented in section 3. Section 4 describes the mathematical formulations of the game and section 5 the teaching approaches. Section 6 is the concluding section. 2. Literature review The use of business games in academia and in business training programs has been increasing over the past decades (Faria et al 1997). A plethora of business games are reported in The Business Games Handbook (Graham et al 1969) and The Guide to Simulations/Games for Education and Training (Horn et al 1980). Furthermore, over the last two decades, business games have been successfully used for teaching courses like production and operations management and in the introduction of new planning methods and systems in industrial enterprises (Riis 1995; Morecroft et al 2000). The general pedagogic purpose of these games is threefold: to create awareness and insight from experiencing the interplay of different sections and functions; to teach by creating understanding and knowledge on the basis of try-outs of different planning principles; and to train by providing practical know how from planning a handling job (Riis 1995).

In the context of business games for teaching SCM, the most popular game, arguably, is the Beer Distribution Game that was developed at MIT more than 20 years ago (Sterman 1989). The Beer Game is an exercise that simulates the material and information flows in a production/distribution system. Teams of players simulate the processes of a single product distribution supply chain by allowing individuals to manage the orders/inventory of a manufacturer, distributor, wholesaler or retailer. The game facilitates the students in acquiring direct knowledge of the bullwhip effect (Lee et al 1997) and the benefits of information sharing and lead-time reduction. Another game which was developed for teaching SCM is the Mortgage Service Game (Anderson et al 2000). This is a simulation game designed to teach service-oriented supply chain management principles. Contrary to the Beer Game, which is a supply chain pertaining to the inventory of finished goods, in the Mortgage Service Game there is no inventory and players can only manage backlogs through capacity adjustments. The mortgage service game demonstrates the impact of demand variability and reduced capacity adjustment time and lead times. The review of literature has identified the two main published business games which focus on teaching the specific principles of SCM. Furthermore, from our review of literature on simulation pedagogy relating to SCM in general and healthcare supply chains in particular, we have not come across any other business game that, (a) focuses on supply chains of perishable products with limited product collection/production (irrespective of the domain), and (b) is specifically targeted at healthcare professionals. Thus, it can be argued that our Blood Supply Chain Game is presently the only gaming tool that caters to both (a) and (b). 3. Description of the blood supply chain The pedagogic purpose of the Blood Supply Game is as follows: To improve students understanding of the various facets of SCM (e.g., variant supply and demand, multiple distribution options, product and market characteristics), and to evaluate the overall impact of these factors on the underlying supply chain; To train students in making decisions under pressure and in situations where an outcome arises from interaction of multiple factors and interventions; To allow the students to familiarise themselves with a business-driven, graphicallyoriented model. Our healthcare supply chain comprises of several entities: The Supplier: The donors who provide the raw material (the unprocessed blood); The Manufacturer: The National Blood Service (NBS) centre which tests, processes and transforms blood into blood products ready for use;

The Distributor: The NBS also plays the role of the distributor who has the responsibility to store the product and to transport it to the receiver when an order is placed; Wholesalers: The hospital blood banks which place orders with the NBS, receive products from the NBS, and handle the blood stocks issued to them; Retailers: The doctors at each hospital who place orders for blood products to hospital blood banks (wholesalers) to satisfy the needs of the patients. End Users: The patients (end-user) in need for transfusion. The game is mainly focused on the activities of the NBS and hospitals/doctors orders. These are the main players of the supply chain. Furthermore, in a so vital product like blood, for which demand is usually greater than supply, the power is with the seller who has more control over the chain than the buyer (McAlister et al 1986). In our case this is the NBS manufacturer/distributor. The game mimics the operations of a real blood supply chain as described in Katsaliaki et al (2009). 4. The blood supply chain game The game has been developed to mimic the routine processes of the supply chain of blood for a NBS Centre which supplies blood units to three hospitals of different size. Blood collections from the NBS Centre are gathered to match the requirements of all three hospitals together. The weekly collections are approximately 580 units of blood. However, the daily collections fluctuate according to a probabilistic distribution please refer to Mustafee and Katsaliaki (2010) for more details. During the weekend there are no collections or processing taking place. The processing and testing (Pr) takes a day to be completed and thus blood units are available in the NBS Centre s blood bank for stocking and shipping in the next morning. This implies that Monday collection reaches the NBS bank on Tuesday morning; Tuesday collection is stocked on Wednesday and so on. Friday collection is stocked only on the following Monday as the service closes on Friday evening and the available processing time is not sufficient. Unlike collections and processing, NBS deliveries operate on a 7 days a week basis. Doctors orders (ODr) are placed according to patients needs. Weekly doctors requests for the small hospital (H1) are around 110 units, for the medium hospital (H2) are 300 blood units and for the big hospital (H3) are 495 units; 905 units all together, of which the small, medium and the large hospitals represent 12%, 33% and 55% of all orders respectively. However, similar to collections, there is a daily fluctuation in doctors orders which is usually common to all hospitals and is related to the patterns of patient arrivals. Doctors orders (O Dr ) are usually placed once a day in the morning or afternoon. Each hospital checks its stock (S H ) in the hospital bank and satisfies the doctors orders from its

stock; otherwise order from the NBS Centre stock (S NBS ) as many units as it is necessary to fulfill the doctors request. As mentioned above, at the end of the day approximately 65% of doctors requests are actually consumed/transfused (T); the remaining 35% of the blood units are returned to the hospital stock and are used together with other residuals to satisfy next day s orders. Mathematically, the structure of the individual hospital stock (S H ), transfused units (T) and hospital orders (O H ), are given in Equations (Eq.) 1 to 3, where I NBS = NBS issues, O Dr = Doctors orders, d= day number and i =hospital identification number. S H (i,d) = S H (i,d-1) + I NBS (i, d-1) - T(i, d-1) (1) If: 65%O Dr (i,d) < S H (i,d) + I NBS (i,d), Then: T(i,d) = 0.65* O Dr (i,d) (2a) Else: T(i,d) = S H (i,d) + I NBS (i,d) O H (i,d)= O Dr (i,d) - S H (i,d) (2b) (3) Hospital requests for blood units (O H ) come in different times of the day in mixed order but mainly until 6pm. The Centre s stock changes during the day as follows: early in the morning the new processed units (Pr) are added to the previous day Centre s stock (S NBS ). The hospitals orders (O H ) arrive later during the day and the player (distributor) needs to make a decision of how much of the hospital s order to satisfy (I NBS ). The stock goes down by this amount every time an order is issued/shipped to a hospital. Each delivery to and from the hospital costs the distributor (NBS) 30 regardless of the number of units transferred. This cost (C Tr ) covers the drivers pay, fuel and maintenance, as well as the fixed costs of purchasing the special vans with the freezers. The NBS stock is re-calculated up to 3 times after each decision of how much to issue to a hospital is made. Eq. 4 computes the new NBS stock (S NBS ) at the end of the day, S NBS (d) 0. S NBS (d ) = S NBS (d) - 3 i 1 I NBS(i, d) (4) Unsatisfied orders (UO H ) from the NBS to the hospitals (Eq. 5) are considered as a major drawback of the NBS service and the approval and rating from the hospitals, public opinion and Ministry of Health diminishes. Moreover, an ultimate dissatisfaction arises when the patients need for blood units are left unsatisfied (UP H ) (Eq. 6). This means that a patient s life may be at risk because the patient will not get the amount of blood needed during the transfusion process. To incorporate this dissatisfaction into the process of the supply chain, there is a loss cost associated with each unsatisfied order (C UO ) of 40; a much higher cost of 500 is associated with an unsatisfied patient (C UP ) who did not receive the amount of blood that was required for transfusion. If: O H (i,d) > I NBS (i,d), Then: UO H (i,d) = O H (i,d) - I NBS (i,d) (5) If: 0.65* O Dr (i,d) > T(i,d), Then: UP H (i,d) = 0.65* O Dr (i,d) - T(i,d) (6)

Another point that needs to be taken into consideration is the importance of keeping stock balanced. If NBS stock increases, eventually blood outdates will occur and the stock will be reduced due to the perishability of the good. From experience it has been noted that if the sum of the weekly stock (S NBSw ) from Monday to Sunday increases in two consecutive weeks by more than 5%, then 50% of this increase is stock that has been outdated/perished (Pe) (Eq. 7). For d=14 and d= 28, Pe(d) = 50% * [S NBSw (w) - S NBSw (w-1)], where w=week number (7) This means not only that these blood units have to be subtracted from the NBS stock next day (Monday) (Eq. 8) but also that handling costs occur (C Pe ) every other Monday, and these are estimated to be 30 per outdated unit for discarding the perished blood. For d=15 and d= 29, S NBS (d) = S NBS (d-1) - 3 i 1 Pe(i, d -1) + Pr(d) (8) The NBS pays 100 for PTI of each processed blood unit (Pr) but also loses money because of unsatisfied orders and unsatisfied patients. The NBS revenue (R NBS ) is generated by the hospitals which pay the NBS 140 for each delivered blood unit (I NBS ). There should be a good balance between the cost of production and distribution and the revenue gathered from hospital purchases. Any profit (P NBS ) made by the NBS goes to R&D which is vital for processing and testing breakthroughs which may have direct medical effect. One must also consider that the budget of the hospital is not unlimited. Eq. 9 exhibits the NBS profit function for each day of the game (where, C Tr = Transportation Cost); Eq. 10 calculates the Total NBS Profit for 28 days that the game is played for: P NBS (d) = R NBS (d) - C PTI (d) d 28 1 P NBS (d) 28 3 i 1 [C UO (i, d) + C UP (i, d) + C Pe (i, d) = [(R (d) - C (d) ) - ( (C (i, d) C (i, d) C (i, d) C (i, d) ))] d 1 NBS PTI 3 i 1 UO UP Pe Tr + C Tr (i, d)] (9) (10) Having described the mathematical formulations, we now describe the game (implemented using Visual Basic for Excel) that was developed for the purposes of teaching. With the program, the game is easy to run and fun to play. The only requirement is a computer with Excel for MS-Office 97 (or a more recent version of MS-Office). The structure of the game and the customisability of the parameters allow different hypotheses to be tested under controlled conditions. The ease with which data is recorded and compiled lets players build their understanding as the game progresses. Also it allows instructors to build a comprehensive database of experimental results. Due to the word limit restriction, in this paper we are unable to describe the GUI of the game and, indeed, an experimental game scenario, and the reader is referred to Mustafee and Katsaliaki (2010).

5. Teaching approaches The aim of the player is to make such decisions that maximise the profit of the NBS; this is related with satisfying as many hospital patients and hospital orders as possible. Therefore, at the beginning of the game, the players are encouraged to satisfy the whole amount of order in the sequence that orders arrive (until the NBS stock runs out). The remaining amount of orders will be left unsatisfied and this usually affects the hospital that requests blood last. Next, the players are encouraged to decide on how much of each hospital orders to satisfy according to their judgment. In this case results depend on how well the player has understood the process of the supply chain. The players are then advised to follow other policies to maximize the profit. A suggested one is to try to collect more blood and thus satisfy more hospital orders. However, the increased NBS collections do not necessarily satisfy more hospital orders because of the complex mechanisms of the system and the perishability of the product. The instructor then tries to elicit from the players new strategies which the players could follow as distributors of this supply chain to improve results. A new distribution strategy that can derive from this brainstorming is the following: The NBS-distributor can exercise more control over the hospitals. It could delay shipping until all orders from hospitals have been placed and then decide on the units to be issued to each hospital. It could also request that hospitals should place orders by a specified time (e.g., 1400) otherwise no delivery will take place on the same day. Then the decision-maker (the players) can work out a fair policy to satisfy all hospitals taking into consideration the total NBS stock for the day and the total hospital orders for the same day. 6. Conclusion In this paper, we have introduced a simulation game to teach some of the main supply chain management principles. Like the Beer Game, we chose to model a specific application as opposed to using a generic model. A specific application has a greater pedagogical value because participants are more likely to assume the roles within the game and make the simulation more closely mimic reality (Anderson and Morrice 2000). Moreover, we use a PC version of the Game as an effective tool for teaching SCM strategies in an easy and entertaining manner. 7. References Anderson E. G. and Morrice, D. J., (2000), Simulation game for teaching service-oriented supply chain management: Does Information Sharing Help Managers with Service Capacity Decisions? Production and Operations Management, 9, pp 40-55. Faria, A. J. and Nulsen, R., (1997), Business simulation games: current usage levels. A ten year update, In Developments in Business Simulation and Experiential Exercises, edited by A.L. Patz and R. Butler, Omnipress, Madison, WI.

Graham, R. G. and Gray, C. F., (1969), Business Games Handbook, AMA, New York. Horn, R. E. and Cleaves, A., (1980), The Guide to Simulation/Games for Education and Training, Sage Publications, Newbury Park, CA. Katsaliaki, K., Mustafee, N., Taylor, S.J.E. and Brailsford, S., (2009), Comparing Conventional and Distributed Approaches to Simulation in Complex Supply-Chain Health Systems. Journal of the Operational Research Society, 60(1), pp 43-51. Lee, H. L., Padmanabhan, V. and Whang, S., (1997), The Bullwhip Effect In Supply Chains. Sloan Management Review, 38(3), pp 93 102. McAlister, L., Bazerman, L. and Fader, P., (1986), Power and goal setting in channel negotiations. Journal of Marketing Research, 23(3), pp 228-236. Morecroft J. D. W. and Sterman, J. D., (2000), Modeling for Learning Organizations, System Dynamics Series. Productivity Press. Mustafee, N. and Katsaliaki, K., (2010), The Blood Supply Game. In Proceedings of the 2010 Winter Simulation Conference, Baltimore, Maryland, December 5 8, 2010, pp.327-338. Riis, J. O., (1995), Simulation Games and Learning in Production Management. International Federation for Information Processing, Springer. Sterman, J. D., (1989), Modeling Managerial Behavior: Misperceptions of Feedback in a Dynamic Decision Making Experiment, Management Science, 35(3), pp 321 339.