Segmented Board Game Simulating Supply Chain Phases

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Solution Overview

Problem

Current educational games do not effectively simulate the complex aspects of managing supply chains, specifically failing to address the distinct phases of material supply, manufacturing, distribution, and sales, and their interactions.

Innovation Solution

An educational board game with a segmented game board and physical gaming elements that simulate supply chain phases, where players manage material supply, manufacturing, distribution, and sales, using random number generators and cards to determine supply chain risks and values, allowing players to experience the flow of products through various supply chain segments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional educational games are used to teach supply chain management, then players can learn basic concepts, but the games fail to effectively simulate the complex interactions between distinct supply chain phases (material supply, manufacturing, distribution, and sales)

Engineering Contradiction:
Improvesimulation capabilityVSAvoidgame structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game board is divided into distinct segmented panels representing different supply chain phases (material supply, manufacturing, distribution, sales). Each panel contains specific game elements and mechanics relevant to that phase, allowing players to understand and simulate the unique characteristics and interactions of each supply chain segment while maintaining overall system coherence

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game integrates multiple supply chain functions into a single unified board game system. Players simultaneously engage in material procurement, manufacturing decisions, distribution planning, and sales strategies within one game framework, allowing the game to teach comprehensive supply chain management concepts across all major phases

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Reliability

If the game includes detailed simulation of all supply chain phases and interactions, then educational value increases, but the game becomes more complex and harder to operate

Engineering Contradiction:
Improveeducational accuracyVSAvoidgame playability
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

Each segmented panel of the game board is designed with specific local characteristics and rules appropriate to that supply chain phase. For example, the manufacturing panel includes production capacity and defect rate mechanics, while the distribution panel includes logistics and inventory management elements. This allows each section to be optimized for its specific educational purpose while maintaining overall game coherence

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The game uses standardized game pieces, cards, and mechanics as intermediaries to facilitate interactions between different supply chain phases. These standardized elements serve as common language and interface between segments, allowing complex cross-phase interactions to be managed through consistent rules and procedures that maintain educational accuracy while preserving game playability

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11705017B2Supply chain management instructional board game
Publication Date: 2023.07.18 MORGAN STATE UNIVERSITY
  • US11705017B2 patent drawing
  • US11705017B2 patent drawing
  • US11705017B2 patent drawing

AI summary

Disclosed is an educational board game having a game surface and associated physical gaming elements that cooperatively simulate distinct phases of a supply chain, in which different physical gaming elements and game board segments correspond to those distinct supply chain phases. Mating, player-specific (e.g., color coded) material game pieces represent materials that may be combined to form a simulated product. Combined game pieces representing player-specific products may then be moved across the game board with players paying various supply chain costs and receiving payment for product sales through the segments of the supply chain. A random number generator, such as one or more dice, in combination with various cards, are used by the players to determine the occurrence of various supply chain risks, values, and projections as the players progress through the segments of the supply chain to ultimate sale of finished products.