A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office file or records, but otherwise reserves all copyright rights whatsoever.
The present invention relates to a game, and a method for playing such a game, which simulates the risks and rewards involved in managing a multi-department business enterprise to educate and train players the concepts of risk and reward, and their relationship.
In running a business enterprise, one must balance the two interdependent elements of risk mitigation and profits. Complete risk mitigation is a possibility, but that would mean that the business enterprise does nothing, makes nothing, and sells nothing. This result would be unacceptable and very unprofitable. The other extreme is to throw caution completely to the wind and not pay any attention to risk and quality. This, too, would be unacceptable and eventually completely unprofitable, and may even create a liability which exceeds the profits and even revenue.
Training business enterprise managers and other employees on the appropriate amount of risk and risk-avoidance measures to take in a business enterprise is typically done through on-the-job training, which can be costly and create real risk to the company, and negative consequences to the company.
There does not appear to be any risk and renewal game to simulate the risks and rewards involved in managing a multiple department business enterprise, which can serve as a training tool.
The present invention provides a game which simulates the real world decisions, and effects of those decisions, of business enterprise department managers with regard to risk-taking, risk mitigation, and profit of the entire business enterprise.
The present invention provides a valuable training tool so that department managers can learn about risk mitigation in a simulated environment, instead of a real-world environment involving real-world consequences of risk mitigation and profit. The simulation helps players to understand the value of prudence in risk mitigation, balanced with calculated data-driven risk taking.
The present invention recognizes that the element of risk involves an element of possibility and perhaps even randomness in whether a risk matures into an actual loss to the business enterprise. In the present invention, in one form, the probability or randomness is simulated by a random number generator device, which may be one or more die of the six-sided cube-type used in board games.
The use of a random number generator, such as dice, is to illustrate that unless one takes the unacceptable path of total risk aversion there will always be some element of risk. However, the simulation demonstrates in the latter rounds through the use of departmental budgetary requests that with proper data analysis the risk can be properly managed and the business can attain a maximization of profits. The game demonstrates that companies can squander precious profits by throwing unnecessary money at perceived risk. This is illustrated by the Nagging Feeling cards used in the game. The “Nagging Feeling” cards simulate a potential risk that may have little or no basis-in-fact, but may solely be a hunch by a department head.
The simulation also takes into account that all risk is not managed solely in the departments, but that some risk lies between the departments in the space between the departments, which is on a company-wide basis. This is illustrated by the larger company risk mitigation number which exceeds the sum of the departmental risk mitigation amounts. For example, the total company risk number could be assigned a number of 60, even though the sum of the departmental risk amounts is only 50. In the example, about 10 of the amount, or about twenty percent of total company-wide risk, would not be caught solely by mitigating risk within departments.
A key aspect that is simulated is the variability of revenue, not in a random sense but in a skilled sense, and that is the reason for using a skill-based revenue determiner, such as a dart and dart board, target areas representing different annual revenue the entire firm would realize. One example of a dart board would be a center region, a first ring, and a second ring, assigned respective revenue values of 1000, 750, and 500. Participants have a chance, using their skill, to better their profit margin and the sales revenue rather than the simulation simply giving them their profits randomly. They would have to work for the revenue in the real world and the simulation does the same.
The game simulation also demonstrates that even if the risk is not completely mitigated bad things do not always happen. This is very real world and is illustrated by a company risk impact. Some of the company risk cards have no adverse effect so risk is managed. However, some, but not all, have negative consequences in varying degrees just like the real world. One other key simulated item is peoples' understanding of risk and the progression that a company can undertake to change their culture regarding risk when everyone is aware of the data and trained how to approach risk in a balanced, prudent manner to yield the best results for customers, stockholders, and the company.
The present invention provides a simulation game for one or more business cycles of a business enterprise, in which a cycle can represent one year, for example. In the first year, the players assume the role of department heads, decide on how much to budget and spend on risk mitigation for their departments in view of perceived risks, use a random number generator device (such as one or more game die) which is used to determine whether their decided budget covered the departmental risk, determine through risk impact cards whether any department risks became actual expense items from actual risk events, use a skill device to determine how much revenue the company received during that business cycle, and then calculate a net profit based on the revenue from the skill device minus the budget spent for risk mitigation for all departments, and also, minus any actual expense items from actual risk events. In the first business cycle, the players make their decisions independently, in a siloed environment without contact or communication with other department heads. In the first cycle, the game may also simulate the possible occurrence of a company-wide risk event in addition to the individual department risk events, and whether that company-wide risk event resulted in a company-wide expense which affects net profit. In successive rounds or cycles the players can communicate with other department manager players to cooperate and help them decide on their respective risk mitigation department budgets for these cycles.
In playing the risk simulation game through one or more rounds or cycles, the players gain an important perspective on the role of risk and risk mitigation within departments, and between the departments on a company-wide basis. The players also learn that the occurrence of risk events (or loss events) is at least partly randomly determinative, and that revenue is at least partly skill determinative.
More specifically, in cycle or year 1, players are in an isolated siloed mentality with little or no understanding of risk. In cycle or year 2, the players communicate and have a better understanding or risk, but are still somewhat isolated and siloed. In cycle or year 3, the players undergo training and functional communication to learn a better understanding of risks and tools to mitigate risks. In cycle or year 4, comprehensive risk management training provides internalization of tools for functional communication, understanding of risks, and how to mitigate risk as a cross-functional team.
The present invention provides a method of playing a risk/reward game to simulate the impact of risk and reward events by players while managing different departments of a multi-department business enterprise, comprising the steps of:
The present invention provides a method of playing a risk/reward game to simulate the impact of risk and reward events by players while managing different departments of a multi-department business enterprise, comprising the steps of:
The method may further include the step of determining whether the total of the random numbers generated in step e is at least as great as an enterprise-wide risk mitigation value, and if not at least as great, providing to the players a number of enterprise-wide risk impact indicia, the number being dependent on the amount that such enterprise-wide mitigation value is less than a specific enterprise-wide set value, wherein said enterprise-wide risk impact indicia represents the cost to the business enterprise if a risk event occurs, and wherein step g includes calculating a value of the total cost to the business enterprise, which includes the cost of the enterprise-wide risk event. The step of providing each player with a physical random number generator may comprise providing each player with a number of game die the number being dependent on the player's requested budget amount for the player's department. The step h may comprise providing a physical dart board with target areas having assigned different total income values, and at least one dart. The method may further include the step of precluding communication between players in the game throughout the steps, to simulate players working independently in their own departments without communication or cooperation with other departments. The method may further include requiring the players to communicate during the game to foster cooperation in each player in requesting a budget amount for each player's department. The method may a first round of play of steps a-i, during which players are precluded from communication, and a second round of play repeating steps h-i, during which players are required to communicate to foster communication and cooperation in each player requesting a budget amount for each player's department. The method may include a third round of play repeating steps h-i, and including the step of communicating to the players the concept of the game to help them understand how to maximize the net profit before the third round. The method may include a fourth round of play repeating steps h-i, and including the step of requesting players to engage in self-critical analysis and to identify factors they perceive important in improving performance, before the fourth round.
The present invention provides a risk/reward game to simulate the impact of risk and reward events by players while managing different departments of a multi-department business enterprise, comprising:
The physical random number generator may comprise a number of game die, and wherein the number of game die used by the player is determined by the player's requested budget amount. The skill device may comprise a physical dart board having target areas with different values, which target areas with higher values being smaller in size and more difficult to obtain, and at least one dart. The game may further include a number of enterprise-wide risk impact indicia each representing the cost to the business enterprise if a risk event occurs, wherein the number of enterprise-wide risk impact indicia being given to the players is determined by how much greater a specific enterprise-wide set value is greater than the total of the random numbers for all players, and wherein the net profit of the enterprise is determined by also subtracting the cost of the business enterprise risk impact indicia given to the players.
A preferred embodiment of the invention will now be described, in which the game is called “Risky Business”, and is run by a Facilitator and is played by seven (7) department managers. The departments are: Marketing, Quality Assurance/Quality Control, Manufacturing, R&D (Research & Development), Materials Management, Engineering & Maintenance, and Shared Services. The number and names of the departments can, of course, be changed to match more closely the particular industry type and organization. The invention is not limited to the preferred embodiment described, and is merely one way of practicing the invention.
The preferred embodiment will be described in the context of what the Facilitator would do to organize and run the game, and what the Facilitator would say to explain the game and instruct the players to play the game. The name of the company is “Happipastry”, and is in the business of making and selling pastry products.
Through active participation in this simulation, participants will gain the knowledge necessary to avoid the following when dealing with risk:
Set up a table to allow 7 people to sit conference-style. In addition, set up 7 secluded areas facing the wall in the room to simulate people working in silos. Set up the charts on the wall or easel and cover up.
On-Table Materials include: Place holders (
Functional Area Materials include: Year 1 Nagging Feeling cards (
Display opening slide as participants enter the room. Say: “Welcome to Risky Business!!!” (
Describe why we are here. What is “Risk” and why the need to mitigate it. Describe what we are about to do.
The applicant claims copyright protection in the following portion of the specification:
Get into the character of being from <add your firm name> or Happipastry Company.
Say: <add your firm name> company is having their annual budget meeting and all the heavy hitters are here. You all are the heavy hitters. Introduce each function:
Model the exercise. Start the participants at the Corporate Headquarters (Conference Table).
Uncover the year-one Risky Business Scorecard and record the year on the Risky Business Scorecard.
The support person should divide the budgetary requests by 5 and instruct each participant to roll that number of dice.
In order around the table starting with Marketing, roll the dice, record the roll count, and answer whether they rolled over their departmental risk mitigation requirement. To determine departmental risk mitigation requirement, add the sum of the dice, and if the sum is greater than or equal to the number in the Departmental Risk Mitigation column, then circle “Yes” on the board and do not take a company risk card. If the sum of the dice is less than the number in the Departmental Risk Mitigation column, then circle “No” on the board, and the participant is required to draw the number of Company Risk Impact Cards that they are under the required roll, (e.g., if the roll count is 8 and the requirement is 10, the participant then takes 2 Company Risk Impact Cards). Mark the Company Risk Impact Card effect(s) in the appropriate Company Risk Card Impact column on the Risky Business Scorecard of
When all rolls have been completed, total the entire die count in the total box at the bottom of the Roll Count column and answer the Company Risk Mitigation Question to the right of the total box. If the total roll count is under 60, select any participant to draw the number of Company Risk Impact Cards under 60. For instance, if the total roll count equals 57, then a participant draws 3 Company Risk Impact Cards and you record the results in the Company Risk Card Impact column in
Have the Marketing participant step up to the Dart Revenue Determiner (dart board (
Dart Value: Blue $500
Other dart board separations can be used as appropriate as long as the dollar figures are maintained. An electronic dart board with plastic-tipped darts is highly suggested for safety reasons.
Place the Annual Revenue in the box at the bottom of the Annual Revenue Column.
Subtract the sum of the Annual Risk Spend and Company Risk Card Impact from the Annual Revenue and place the number in the net profits section to finish the year.
Comment briefly on the state of the year and ask the participants to return to their functional areas without talking.
Do not allow participants to move their functional area chairs at this time, but allow them to talk strategy for 60 seconds from functional areas, using the timer to time the time period. Have participants read the Nagging Feeling Card number 2. Then have the participants write their budget figure on a supplied Risk Mitigation Budget Request form.
Uncover the year-two Risky Business Scorecard, and then record the year on the Risky Business Scoreboard.
Record the budgetary requests on the scoreboard in the Annual Budget Request column.
The support person should divide the budgetary requests by 5 and give each participant that number of dice.
In reverse order around the table, starting with Shared Services, roll the dice, record the roll count, and answer whether they rolled over the departmental requirement. To determine departmental requirement, add the sum of the dice, and if the sum is greater than or equal to the number in the Departmental Risk Mitigation column, then circle “Yes” on the board and do not take a Company Risk Impact Card. If the sum of the dice is less than the number in the Departmental Risk Mitigation column, then circle “No” on the board, and the participant is required to draw the number of Company Risk Impact Cards that are under the required roll, (e.g., if roll count is 8 and the requirement is 10, then the participant takes 2 Company Risk Impact Cards). Mark the Company Risk Impact Card effect(s) in the appropriate Company Risk Card Impact column. Continue in order to the next person until completed.
When all rolls have been completed, total the entire die count in the total box at the bottom of the Roll Count Column and answer the Company Risk Mitigation Question to the right of the total box. If the total roll count is under 60 select any participant to draw the number of Company Risk Impact Cards under 60, (e.g. if the total roll count equals 57, then a participant draws 3 Company Risk Impact Cards and records the results in the Company Risk Card Impact column in
The support person should total the annual budget requested and place dollar figure in the box under Annual Risk Spend, total the Company Risk Impact Card effects, and put the dollar figure in the Company Risk Impact Card effects dollar total in
Ask a participant to step up to the Dart Revenue Determiner (dart board (
Dart Value: Blue $500
Place the Annual Revenue in the box at the bottom of the Annual Revenue column.
Subtract the sum of the Annual Risk Spend and Company Risk Card Impact from the annual Revenue and place the number in the net profits section to finish the year.
Comment briefly on the state of the year and ask the participants to return to their functional areas without talking.
Pass out one training aid (
Have participants read the Nagging Feeling card up on the poster that Happipastry's biggest product, a weight-loss pastry, Subtractabun, is about to go off patent (
Uncover the year-three Risky Business Scorecard, and then record the year on the Risky Business Scorecard.
Record the Budgetary Requests on the scoreboard in the Annual Budgetary Request column.
The support person should divide the budgetary requests by 5 and give the each participant that number of dice.
In reverse order around the table, starting with Shared Services, roll the dice, record the roll count, and answer whether they rolled over their departmental requirement. To determine departmental requirement, add the sum of the dice, and if the sum is equal to or greater than the number in the Departmental Risk Mitigation Column, then circle “Yes” on the board and do not take a company risk card. If the sum of the dice is less than the number in the Departmental Risk Mitigation Column, then circle “No” on the board, and the participant is required to draw the number of Company Impact Risk Cards that they are under the required roll, i.e. if roll count is 8 and the requirement is 10, then the participant takes 2 Company Risk Impact Cards. Mark the Company Risk Impact Card effect(s) in the appropriate Company Risk Card Impact column of
When all rolls have been completed, total the entire die count in the total box at the bottom of the Roll Count Column and answer the Company Risk Mitigation Question to the right of the total box. If the total roll count is under 60 select any participant to draw the number of Company Risk Impact Cards under 60, (e.g. if the total roll count equals 57 then a participant draws 3 Company Risk Impact Cards and record the results in the Company Risk Card Impact column).
The support person should total the annual budget requested and place the dollar figure in the box under Annual Risk Spend. Total the Company Risk Impact Card effects and put the dollar figure in the Company Risk Impact Card effects dollar total in
Ask a participant to step up to the Dart Revenue Determiner (dart board (
Dart Value: Blue $500
Place the Annual Revenue in the box at the bottom of the Annual Revenue column.
Subtract the sum of the Annual Risk Spend and Company Risk Card Impact from the annual Revenue and place the number in the net profits section to finish the year.
Comment briefly on the state of the year and ask the participants to return to their functional areas without talking.
Ask the following questions:
Have participants take part in industry-related, comprehensive risk management training of applicable length.
Have participants read the nagging feeling card number 3. Then have the participants write their budget figure on a supplied Risk Mitigation Budget Request form (no space provided).
Uncover the year-four Risky Business Scorecard, and then record the year on the Risky Business Scorecard.
Record the Budgetary Requests on the scoreboard in the Annual Budgetary Request column.
The support person should divide the budgetary requests by 5 and give the each participant that number of dice.
In reverse order around the table, starting with Shared Services, roll the dice, record the roll count, and answer whether they rolled over their departmental requirement. To determine departmental requirement, add the sum of the dice, and if the sum is greater than or equal to the number in the Departmental Risk Mitigation Column, then circle “Yes” on the board and do not take a company risk card. If the sum of the dice is less than the number in the Departmental Risk Mitigation Column, then circle “No” on the board, and the participant is required to draw the number of Company Risk Impact Cards that they are under the required roll, (e.g., if roll count is 8 and the requirement is 10, then the participant takes 2 Company Risk Impact Cards). Mark the Company Risk Impact Card effect(s) in the appropriate Company Risk Card Impact column in
When all rolls have been completed, total the entire die count in the total box at the bottom of the Roll Count Column and answer the Company Risk Mitigation Question to the right of the total box. If the total roll count is under 60 select any participant to draw the number of Company Risk Impact Cards under 60, (e.g. if the total roll count equals 57 then a participant draws 3 Company Risk Impact Cards) and record the results in the Company Risk Card Impact column.
The support person should total the annual budget requested and place the dollar figure in the box under Annual Risk Spend. Total the Company Risk Impact Card effects and put the dollar figure in the Company Risk Impact Card effects dollar total.
Ask a participant to step up to the Dart Revenue Determiner (dart board (
Dart Value: Blue $500
Place the Annual Revenue in the box at the bottom of the Annual Revenue column.
Subtract the sum of the Annual Risk Spend and Company Risk Card Impact from the annual Revenue and place the number in the net profits section to finish the year.
Ask players whether they feel that they have learned concepts of risk and reward by playing the game, and tell them the game has concluded.
Although a preferred embodiment of the invention has been described, the invention is not limited to the embodiment illustrated, and its scope is defined only by the following claims and equivalents thereof.
This application claims priority on U.S. Ser. No. 61/170,268, filed Apr. 17, 2009, which is incorporated by reference herein.
Number | Date | Country | |
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61170268 | Apr 2009 | US |