Network organisations and the role of virtuality gaming

conference paper
Today, management faces the challenge of operating effectively and efficiently in turbulent mass customization markets. More and more emphasis is put on managing demand to satisfy customer needs while value chains are shortened to remain cost effective and profitable to all companies in the chain. New intermediary functions arise and old ones change or get redundant as a result of limited added value. Effective communication of information within a networked organisation assumes a communication and transaction architecture. Electronic commerce provides such architectures and integrated software environments. However, like any architecture are these limited by the interoperability problem of standards and protocols, and software environments which do not match with business processes. This leaves management confused and the work force slow to respond to new processes. This paper sheds some light upon the applied research question: How can virtuality gaming help management to operationalise business vision and to communicate strategic intent? The first fully interactive transport logistics chain simulator is introduced, its architecture presented, first experience discussed, and its potential to assist (re-)engineering promoted. The authors derive at the provisional conclusion that virtuality gaming creates a learning environment for tactical and operational management to engineer and to communicate (new) roles and tasks in networked organisations
TNO Identifier
329530
Source title
International Workshop on Harbour, Maritime & Logistics Modelling and Simulation, Genoa, Italy, 16-18 September
Pages
1-5
Files
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