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The Outsourcing Game: Frequently Asked Questions

Overview Testimonials FAQs Order

Game Objectives and Background
1. What is the teaching objective of the game?
2. Is the game based on the real-world outsourcing experiences of companies?
3. In an academic setting, how does the game relate to other discussion topics?
4. Has the Outsourcing Game been tested and validated?
5. What has contributed to the Game’s success?

Game Scenario and Overview
6. What is the game scenario?
7. What is the sequence of events in the game?

Potential Concerns
8. How much facilitation expertise is required to deliver the game successfully?
9. The game has been out for awhile. What if participants learn about the game’s “hidden” information? Will this ruin their experience?

Appropriate Settings and Users
10. Would you recommend the game given the types of people I have in my group (participant composition)?
11. Can I use the game given the size of my group (number of participants)?
12. Do I have enough time in my session to deliver the game (required session duration)?

Materials Preparation, Room Setup, and Teaching Assistance
13. How much preparation time is required to deliver the game?
14. Do I need help delivering that game, or can I do it alone (need for teaching assistants)?
15. What room configuration is required to run the game (number of break-out rooms)?
16. How should I divide participants into teams?
17. What materials must I prepare to deliver the game?
18. Is there anything else I require to be successful?

Pricing and Ordering
19. The game is perfect, but my needs are urgent. When’s the soonest that I’d be able to receive and deliver the game?
20. What is the pricing to license the game?
21. Is Jason Amaral available to deliver The Outsourcing Game in person?

Other Questions
22. I have a couple of questions that you haven’t answered. How may I contact you

 

Game Objectives and Background

1. What is the teaching objective of the game?

The game is a platform for conveying lessons about the changed nature of decision-making in an outsourced environment. Despite the clear benefits of outsourcing, many people have misunderstood or underestimated the dramatic change that occurs when internal functions are converted into services procured from independent firms. For example, playing the game:

  • Demonstrates how hidden information and hidden actions affect supply chain power
  • Highlights the behavioral implications of various compensation and incentive schemes
  • Examines the concept of trust, and how it can be enhanced and diminished
  • Provides an opportunity for experiencing the emotion of time-constrained, group decision-making under imperfect information

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2. Is the game based on the real-world outsourcing experiences of companies?

The game scenario was inspired by problems observed during our survey of outsourcing practices at Fortune 500 firms. See, for example: Jason Amaral, Corey A. Billington, and Andy A. Tsay, “Safeguarding the Promise of Production Outsourcing,” Interfaces, 36(3), May–June 2006, pp. 220–233; Jason Amaral and Geoffrey Parker, “Prevent Disasters in Design Outsourcing,” Harvard Business Review, September 2008. The realism of the game has been validated by numerous industry participants (see testimonials).

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3. In an academic setting, how does the game relate to other discussion topics?

The most prevalent use for the game has been in Operations courses and electives on Supply Chain Management, Outsourcing, and Procurement. Because the role-play is designed to elicit a full range of opportunistic behaviors, participants depart with a healthy degree of paranoia about managing highly outsourced enterprises. Therefore, to provide a balanced view, the game should be coupled with lectures, cases, and discussions regarding the benefits of outsourcing. The most natural discussion points relate to: make-buy theories, specialization and comparative advantage, transaction costs, agency theory and moral hazard, the winner’s curse, supply chain coordination and contracting, cooperative game theory, and behavioral operations (including cognitive biases).

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4. Has the Outsourcing Game been tested and validated?

The Outsourcing Game has been thoroughly tested and validated in both academic and industrial settings. The game was introduced at Santa Clara University in 2003. Since then, it has been run with more than 1,000 participants at universities including: Arizona State U., Emory University, IMD, MIT, Nyenrode Business U., The Ohio State U., Purdue U., Santa Clara U., Tulane U., U. of Michigan, U. of Pittsburgh, U. of Texas at Austin, U. of Utah, Washington U. in St. Louis, The Wharton School. It was a key part of a teaching portfolio that was honored with the POMS Wickham Skinner Award for Teaching Innovation for 2007. The game has also been delivered as part of day-long outsourcing workshops delivered with iSuppli Corporation, at domestic and international sites within Hewlett-Packard, by the Cisco-Fudan-Stanford Supply Chain Leadership Institute, and at Ohio State University’s Center for Operational Excellence. The author of the game materials and facilitation guide, Jason Amaral, has personally delivered the game more than 20 times. For first-hand accounts from five professors who have used the Outsourcing Game in their courses, see: Jason Amaral, Andy Tsay, Corey Billington, John Gray, Geoffrey Parker, and Glen Schmidt, “‘The Outsourcing Game’ Addresses Supply Chain Power, Incentives, & Collaboration,” POMS Chronicle, 15(1), 2008, pp. 16-17.

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5. What has contributed to the Game’s success?

We attribute the game’s traction to a number of factors. It addresses a high-profile topic that will only grow in importance. It has been shaped by the feedback of professionals concurrently immersed in the real business setting. It is compact and self-contained, requiring of participants little advance preparation or prior technical or domain knowledge. Beyond the provided material set, it deliberately requires no special equipment or props, and a spreadsheet calculator is the only software involved. Participants appreciate that it is fast-paced, team-based, competitive, and involves negotiation.

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Game Scenario and Overview

6. What is the game scenario?

Game participants are divided into five teams. One represents Acme, a company selling a branded product with high-end and low-end versions that are differentiated by a particular subassembly. The other four teams are Acme’s supply chain partners: BuildIT (contract manufacturer), Design (outsourced design firm), Hi-N (supplier of high-end subassembly), and Loen (supplier of low-end subassembly). The game focuses on Acme’s desire to switch to a common subassembly. With its power diluted by the outsourcing, Acme cannot implement the change by fiat and must build a coalition of support among its partners. Two initially favor commonality, but two oppose it.

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7. What is the sequence of events in the game?

The five teams conduct a series of one-on-one negotiations that determine the fate of Acme’s plan. A voting scheme with uneven vote allocations simulates the peculiarities of power dynamics in multi-firm interactions.

More specifically, the sequence of events is: an introduction presentation by the facilitator, a first vote, a series of negotiations, a second vote, a change in information conditions, another series of negotiations, a third vote, break-out discussions with a report-back by teams, and concluding comments by the facilitator.

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Potential Concerns

8. How much facilitation expertise is required to deliver the game successfully?

Game delivery will be most natural for people who have facilitated other educational simulations, such as the Beer Game. The game comes pre-packaged with a detailed facilitation guide and all the required materials, including presentation slides and optional post-game assignments with an answer key.

However, you needn’t follow every aspect of the facilitation guide to be successful. The structure of the game itself creates the right learning experience related to outsourcing pitfalls – poor governance (distributed authority with a majority-rules, vote-based process), hidden information (private information), hidden actions (closed 1:1 negotiation sessions), misaligned incentives (multiple instances), competition (framing as a game), and time pressure (5 minute negotiation rounds). Human nature drives the outcome; your job is to guide the flow of events.

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9. The game has been out for awhile. What if participants learn about the game’s “hidden” information? Will this ruin their experience?

We do our best to limit knowledge about each team’s private information, including asking facilitators and participants not to distribute or post materials. At the same time, we don’t think that information leakage will affect the overall effectiveness the Outsourcing Game. During the testing and development process, we’ve facilitated the game in “full disclosure” information conditions. In other words, all teams had full knowledge of all private information. The game dynamics were similar and the participants rated the experience highly. We attribute this to the remaining structural factors for success (see question 8 above): poor governance, hidden actions, misaligned incentives, friendly competition, and intense time pressures. As an analogy, widespread information about the Beer Game hasn’t diminished its success as a teaching tool.

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Appropriate Settings and Users

10. Would you recommend the game given the types of people I have in my group (participant composition)?

The intended audience for this game was MBA students in operations courses. We believe that this is the most natural audience. However, the game has been run successfully in engineering Master’s programs and with undergraduate students. In fact, one of the most successful teams was comprised entirely of undergraduate business students with very limited operations training – competing against experienced MBA students!

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11. Can I use the game given the size of my group (number of participants)?

We recommend running the game with group sizes of between 10 and 50 people. Groups of 10 to 25 people can be accommodated using the One Session version of the game. For larger groups, use the Two Session version which enables two simultaneous games. If your group is larger than 50 people, it is best to schedule a second delivery. You’ll receive a discount for multiple orders if games are delivered in the same 6 month period (January through June or July through December). See pricing for more information. If you’re at the boundary between the one session and two sessions, the main benefits of the two sessions are that it provides more active participation for each person (and typically higher satisfaction ratings), and it allows compare/contrast discussion between the outcomes.

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12. Do I have enough time in my session to deliver the game (required session duration)?

The game was originally designed for session lengths of 2 hours 30 minutes or longer. Including an introduction, the full game, breakout sessions, and a summary, it can take up to 4 hours of class time (which provides a nice “change of pace” for full day or weekend classes).

However, with careful planning and facilitation, the game can be used in courses that meet twice a week for as little as 80 or 90 minutes. This requires: 30 to 40 minutes of class #1, 80 to 90 minutes of class #2, an optional unstructured “after class” negotiation session (with agreements submitted within 24 hours), and 55 to 65 minutes of class #3. In this case, we recommend a maximum of 20 people for one session and 40 people for two sessions (see information on sessions).

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Materials Preparation, Room Setup, and Teaching Assistance

13. How much preparation time is required to deliver the game?

For first-time delivery, we recommend about 8 to 12 hours of preparation time, starting from when you open the package of materials. This corresponds to about 4 to 8 hours familiarizing yourself with the materials, about 2 hours over several weeks ensuring proper room setup and logistics, and about 2 hours coordinating with teaching assistants. The “familiarization” time primarily depends on your experience delivering similar simulations and on the time you have available.

For future delivery, you’ll need more like 4 hours: 2 hours for re-familiarization, 1 hour for room and logistics setup (which can be “outsourced” to assistants), and 1 hour for TA coordination.

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14. Do I need help delivering that game, or can I do it alone (need for teaching assistants)?

In addition to yourself, you should have one teaching assistant for the One Session game and two teaching assistants for the Two Session game. I’ve delivered the One Session game alone a number of times for groups of up to 25 people. However, I wouldn’t recommend doing this your first time.

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15. What room configuration is required to run the game (number of break-out rooms)?

In terms of your preparation, the most difficult and longest lead-time task is typically scheduling the break-out rooms. For a single session, you’ll need three distributed meeting areas. For two parallel sessions, you’ll need five distributed meeting areas.

The most important success factor is that the meeting areas are very close together, otherwise too much time will be lost during the negotiation transitions. As a test, try a transition. From a sitting position in one room, get up, open the door, walk to the next room, open and close the door, and sit down. If it takes you longer than 30 seconds, it probably won’t work.

Below are some room configurations that have been used successfully. The facilitation guide has more information on how to use these rooms.

One Session

  • Lecture room and two breakout rooms (best configuration)
  • Lecture room, one breakout room, and the hallway
  • Front-left corner of lecture room, back-right corner of lecture room, and the hallway

Two Sessions

  • Lecture room and four breakout rooms (best configuration)
  • Three lecture rooms (using left and right sides as above)
  • Two lecture rooms and the hallway (using left and right sides as above)

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16. How should I divide participants into teams?

For each game session, five teams are required. Try to balance the teams in terms of the number, expertise, and ability of participants. We recommend that you divide people into teams at least a week in advance, ideally when you provide the game overview and distribute the pre-game reading. If necessary, it’s acceptable to create teams on the day of the game (e.g., by counting off, according to alphabetical order of last names, by self-selection). However, waiting adds about 30 to 45 minutes to the game time.

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17. What materials must I prepare to deliver the game?

You will receive all materials required to deliver the game in the pre-packaged kit and through electronic download from our website. This includes facilitation guides, presentation slides, game forms and schedules, analysis calculators, and optional post-game assignment questions. You must only photocopy and distribute the correct number of pre-game readings (four pages, one per participant).

18. Is there anything else I require to be successful?

Ensure that your lecture room has a computer and overhead projector. Microsoft Excel and Adobe Acrobat Reader are the only required software packages, and only Acrobat Reader is absolutely required during the game itself. By downloading the files ahead of time, you won’t require an active internet connection during the game.

We also recommend that you obtain:

  • Four flip charts (with markers) for use by participants during the post-game breakout sessions.
  • A digital sports wristwatch with a repeating countdown timer. You can set this to beep every 5 minutes, which will make it easier to keep the negotiations on schedule. I wouldn’t recommend something that you must reset to 5 minutes each time (e.g., a kitchen timer). You’ll be moving around, so a wristwatch is most convenient.
  • Two pocket USB flash memory drives. Get cheap ones, as you’ll be storing less than 2MB. You can use one to transfer files between you and the participants, and one to transfer files between you and your TA.

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Pricing

19. The game is perfect, but my needs are urgent. When’s the soonest that I’d be able to receive and deliver the game?

Starting from today, you probably need a minimum of 7 to 10 days. However, this assumes that rooms will be available (see above). I’ll send the game materials as a complete package, and could do so using rush delivery (depending on my availability to get to a drop-off location -- please ensure that I confirm via a personal email). You’ll want a few days to become familiar with the materials. Finally, it is best to give participants an introduction and the pre-reading about 1 week in advance for a weekly course or the day before for a multi-day course. In your order form, select Rush Delivery.

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20. What is the pricing to license the game?

Please see Prices and Ordering for information on current prices.

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21. Is Jason Amaral available to deliver The Outsourcing Game in person?

Yes, depending on his schedule availability. See pricing for more information. The fee includes all game materials.

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To learn more, contact Emeraldwise today at learnmore@emeraldwise.com.



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