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COMPUTER SIMULATED MANAGEMENT GAMES: A BUSINESS CHALLENGE


Management Games are simulations where participants are confronted with business issues. They are asked to take management decisions and see the business effect of such decisions, soon thereafter.

Participants play to win, and in seeking to win, they imbibe new forms of competitive behavior that are ideal for today's highly chaotic business conditions. The competition urges participants to learn willingly, and the in-built interactivity enhances the pace of learning.

The frustration and excitement of managing a company from top downwards ensures that the learning elements are retained with the participants longer.


On this page:

 Types Of Games

 National Management Games (NMG)

 Student Management Games (SMG)

 Playing Chanakya

 Track Record

 Key Objectives

 Delivery Mechanisms

 Winners

 Contact


TYPES OF GAMES


The Computer Simulated Management Games are available in two forms:

 National Competition

 In-house Management Simulations Learning / Training


There are two major competitions conducted:

 National Management Games (NMG)

 Student Management Games (SMG)

NMG is meant for Corporate Managers and Executives as a National Championship, the top two winners of which get to represent India at Asian Regional Management Games (RMG).

SMG is meant for students of Business Schools as National Championship.


As a business challenge, management games are conducted in-house within organisations or institutes as a learning tool:

 Corporate Management Games (CMG) for the benefit of corporate executives and managers

 Management Institute Games (MIG) for the benefit of students of specific management institutes


Smaller competitions are also conducted for and at the specific request of the corporate or institutional organisers or Local Management Associations.

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NATIONAL MANAGEMENT GAMES


Ever since AIMA first launched the National Management Games (NMG) in 1992, it has become a platform for corporate managers all over the country to display and test their decision making skills against each other on a national scale. It is a team-based competition and covers a diverse set of business issues that are both relevant and topical for the development of skilled managers. Since then, more than 10,000 managers from over 500 organisations have participated and benefited from these annual Games. Some of the country’s most competitive and progressive organisations from both public and private sectors have regularly participated in these Games. It has recognised its unique value in delivering business management skills and enabling peer learning under competitive conditions with a high degree of interaction amongst participants.

Click here to view list of winners.

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STUDENT MANAGEMENT GAMES


These are organised primarily for students of business schools to help them hone their decision-making skills in a realistic simulated business environment. These Games are computer-based simulations that imitate market and economic reality. Students get the opportunity to augment the management methodologies, tools and techniques learnt at their B-School.

Since SMG was first launched in 1997, over 2,400 students from 150 B-Schools have benefited from this unique learning experience in a competitive environment.

In 2001, over 600 students from 79 B-Schools participated in this unique competition.

In 2002, 147 teams participated all across the country. FMS-Delhi got the first prize while 2nd and 3rd position prizes went to GRD Institute of Management, Coimbatore.

In 2003, 166 teams from 80 business schools participated. The 1st position was bagged by SIIB, Pune while 2nd and 3rd positions went to MSRIM, Bangalore and ICFAI Business Schhol, Mumbai.

In 2004, 166 teams from 78 odd business schools participated. The 1st position was bagged by IIFM-Bhopal, while both 2nd and 3rd positions went to Institute of Finance & International Management, Bangalore.

These games are now held in association with Infosys, the title sponsor.

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PLAYING CHANAKYA


The other students / executives play the part of Directors representing Production Marketing and Finance functions. In order to familiarise participants with the game, a copy of participant’s manual is provided before the game is played. Chanakya demands a team-based approach to encourage consensual decision making amongst the participants. Each team represents an enterprise and has four managers, each with different functional responsibility. The team elects a CEO to communicate decisions.

Each game scenario is run across a 5 quarter period, each period corresponding to a calendar of 3 months. The game needs 2 days of 7-8 hours each, including a briefing session of 2-3 hours. Participants are encouraged to use electronic tools like calculators, PCs, laptops etc. although many participants have also won the Games in the past without such tools. To extract the maximum value from the game, it is recommended that there are around 8-10 teams.

The decisions are captured and processed using software that churns out results in the form of business reports. The participants respond to business cases and industry scenarios designed by the Games Administrator. Every Game event along with its related situations and problems is quintessentially Indian. This acknowledges the fact that the participants are essentially Indians, though the business concepts and arguments remain global and timeless.


FEATURES OF CHANAKYA

AIMA’s Chanakya is multi-disciplinary and multi-functional, and reflects interactions between functional decisions and their inter-linkages as vital elements of corporate reality. Every Game incorporates situations covering problems in raw material sourcing, capacity planning, warehousing, manufacturing, distribution, marketing, and finance. Decisions would demand knowledge of pricing, production, R&D, expenditure, economics and financial cost though prior knowledge about finance is not necessary. Unusual problems like strikes may also occur during the Game that alerts the participant to be risk aware.

Chanakya  has specifically created scenarios that focus on developing the skills of people. Conflicting situations induce the student / manager participants to take decisions under predetermined rules of behavior. These situations closely resemble business events and are indistinguishable from real life events. For the participants, the objective of playing the game is to understand complex business situations and solve problems. He learns to take operative and strategic decisions. At  the Game, he experiments and makes mistakes, which would otherwise have been costly in real life situation. Competition enhances the manager’s abilities not merely to survive, but also to emerge on top, for his organisation. A major learning gain is that students learn to co-operate with each other and work in teams. 


LEARNING VALUES

For executives and managers, the Game is more effective than other forms of learning such as conventional class teaching, a case study, role play, OJT or assignment, because of its wide coverage, unique delivery and swift learning capability. For business school students, the Game is a 2-year MBA compressed into 2 days. It transcends their usual syllabi, and is a fun way to learn by extending their imagination. It tests the participant's understanding of concepts, forces him to study decisions, and provides instant feedback. Just right for any management student or business manager who wishes to learn, quickly!

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TRACK RECORD


The Simulation Game is recognised to be the fastest and most cost-effective technique to train and test large numbers of learners, simultaneously. The Game has the additional feature of being able to cater to a wide cross-section of managers, and can be customised to accommodate a broad range of complexity. It delivers a wide range of business concepts and practices to the participants, keeping them away from work or school for only a short spell of just 2 days.

AIMA has conducted the Games for over 12,000 participants in 300 corporates and 120 Business Schools across the country during the last ten years. Some of the most recent beneficiaries of the Games are Indian Oil Corporation, Eicher Motors, Crompton Greaves, Tata Consultancy Services, Hotel Oberoi, Siemens, Nicco Corporation, Philips, Coal India, Bharat Heavy Electricals, Hindustan Petroleum Corporation, Larsen & Toubro, Indian Aluminium, Motor Industries Company (MICO), and Tata Steel. 

Similarly as many as 2,500 students from 150 odd business schools have benefited from these games conducted for students of business schools.

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KEY OBJECTIVES


 To understand cross functional relationships among various management functions such as Finance, Marketing, Operations, HR, R&D, etc.

 To expose participants to a range of management concepts

 To enable them to test their knowledge in a simulated setting

 To help them develop acceptable interpersonal behavior

 To help them learn consensual decision making skills

 To help the Team Leader understand and appreciate the importance of his unique role

 To enable such learning in the shortest possible period

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DELIVERY MECHANISMS


 A collection of interrelated business experiences

 A high level of interactivity

 Peer group dynamics

 Competitive pressures

 Interpersonal communications and transactions

 Team activities

 Multidimensional participation

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WINNERS


1997 NMG

 Champions - MMTC

MMTC was Runners-up in the (Asian) Regional Management Games (RMG) 1997 at Perth, Australia.


1998 NMG

 Champions - ONGC Ltd.

ONGC won RMG 1998 at Kolkata.


1999 NMG

 Champions - Philips


2000 NMG

 Champions - ONGC Ltd.

ONGC was Runners Up at RMG 2000 at Hong Kong.


2001 NMG

 Champions - Tata Steel, Siemens

Both participated in RMG 2001 at Kuala Lumpur.


2002 NMG


 Champions - Tata Steel, Siemens

Both participated in RMG 2002 at Singapore.


2003 NMG

 Champions - Tata Steel
 First Runners Up - Tata Motors
 Second Runners Up - Indian Oil Corporation Ltd.

Tata Steel and Tata Motors participated in RMG 2003 at Macau.


2004 NMG

 Champions - BPCL
 First Runners Up - Reliance Industries Ltd.
 Second Runners Up - Indian Oil Corporation Ltd.

BPCL and Reliance participated in RMG 2004 at Singapore, where Reliance was the Champion and BPCL the Runners Up.


2005 NMG

 Champions - Maruti Udyog Ltd.
 First Runners Up - Neyveli Lignites Corporation Ltd.
 Second Runners Up - Reliance Industries Ltd.

Maruti and Neyveli Lignite participated in RMG 2005 at Hong Kong.

Click here to view photos.


2006 NMG

 Champions - Ashok Leyland, Chennai
 First Runners Up - Reliance Industries Ltd., Mumbai
 Second Runners Up - Reliance Industries Ltd., Mumbai

Ashok Leyland and Reliance participated in AMG 2006 at Macau.

Click here to view photos.

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CONTACT


For more information, please contact:

Mr. Vikas Gupta
Dy. Director
Email: vgupta@aima-ind.org

Mr. S C Tyagi
Manager
Email: sctyagi@aima-ind.org, tyagisubhash@rediffmail.com

All India Management Association
14, Institutional Area, Lodhi Road, New Delhi-110003
Te: 011-24635960, 24617354-55 Ext.332
Fax: 011-24626689
Email: managementgames@aima-ind.org

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