Daniel Oriesek - Business Wargaming
Daniel Oriesek - Business Wargaming
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Published by
Gower Publishing Limited
Gower House
Croft Road
Aldershot
Hampshire GU11 3HR
England
Daniel F. Oriesek and Jan Oliver Schwarz have asserted their moral right under the Copyright,
Designs and Patents Act, 1988, to be identified as the authors of this work.
www.gowerpublishing.com
ISBN: 978-0-566-08837-7
HD30.26.O75 2008
658.4’012--dc22
2008010608
Contents
List of Figures ix
List of Abbreviations xi
Foreword by Paul Bracken xiii
Introduction 1
Bibliography 127
Index 131
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List of Figures
2G second generation
3G third generation
BC before Christ
etc. et cetera
i.e. that is
IT Information’s Technology
ret. retired
US United States
vs. versus
For a long time wargaming was the province of the military, where it was used
to form and test strategies, shake down new concepts for their feasibility, and
anticipate a rival’s moves. But broadly speaking wargaming was lile used in
business.
That this is rapidly changing has created the need for a book that describes
the nuts and bolts of running a game and the way to design exactly what you
want to see in one. Business Wargaming: Securing Corporate Value thus makes
a timely appearance. More, this book puts wargaming in a larger framework
of issues of the highest concern to today’s firms. Corporate strategy, change
management, and technology integration get an enormous amount of aention.
But they are rarely considered from the perspective of this book: how do you
game them out?
Let’s explore this question a bit more. Behind it lies the fundamental reason
for gaming. Unlike any other approach gaming has a singular advantage. This
advantage is one likely to appeal to the practicing manager because s/he knows
from experience something which is never touched on by other methods.
Business wargaming shows you things you haven’t thought about before. Puing
plans to the test in a game, against smart opponents eager to find holes in it
and searching for counters to it, gets at what usually goes wrong in strategies:
things you haven’t thought of. Short of going live – actually launching the new
plan or venture – wargaming shows in raw form the many things that are not
thought about. It’s far beer to learn about these in a conference room before
the event than it is to learn about them the hard way.
Ask the following question about your organization: What would be the
value if you could accelerate learning by a factor of two, four, or ten? The
reason for including the military background to wargaming, in Chapter 1, is
because it answers this question. In the minds of the greatest military geniuses,
wargaming was useful not only because it exposed opportunities and weakness,
but because it did so rapidly. It was possible to learn in a game quickly, in a
domain where time was a decisive factor in winning or losing.
Please keep one more consideration in mind as you read this book. Your
organization already plays games. In fact, it plays very important games. These
are the games in people’s heads as they react to competitive pressures and
management changes. In many respects these are the most important games
played of all. The trouble is that these games are decentralized, distributed
throughout the organization. Usually they are only coordinated during coffee
breaks and in brief snippets of conversation as your employees leave the
conference room. Wargaming systematizes this knowledge, it gets it out in the
table for everyone to see and work with.
Pulling all of these issues together, and combining it with a manual for
actually running your own games, is a major achievement. As the business
world becomes ever more turbulent, the timing for Business Wargaming: Securing
Corporate Value couldn’t be beer.
Paul Bracken
Professor, Yale School of Management
Introduction
This quote by science fiction author Isaac Asimov (Hartung 2004) precisely
captures the challenge decision makers are increasingly facing, namely having
to take decisions in ever more complex and instable environments, while the
magnitude of the consequences triggered by their decisions are, for the most
part, ever increasing. Some of the decisions made today are literally “bet your
company” types of decisions; the decision to opt for a particular technology,
which may generate significant revenue or may be obsolete before you have
even completed its implementation.
We firmly believe that in situations too complex for conventional (i.e. mostly
linear) forms of analysis, business wargaming (a methodology developed
originally in a military context), offers today’s top decision makers a way, if not
to eliminate, at least to reduce the uncertainty they face when making decisions.
A business wargame is a role-playing simulation of a dynamic business situa-
tion (Kurtz 2003). It involves several teams, each assigned to play a different
stakeholder (competitor, customer, governing bodies) in a particular business
situation. Typically a business wargame evolves over several moves. Each move
represents a defined period of time. A business wargame should always be
prefaced by extensive research and include a review of trends and hypotheses’
for the particular industry in which the wargame is taking place.
The term “wargame” is the translation of the German Kriegsspiel. Since many
people in the military feel uncomfortable with using the term game (because
of the gravity of war), wargames have been called many things, including
map maneuvers, field maneuvers, exercises, or increasingly, modeling and
simulations. As in the business environment some discomfort exists with the
2 B U S I N E SS WA R G A M I N G
terms “war” and “game” alike, wargames therefore have also been described
as dynamic strategic simulations or simply strategy simulations. For simplicity
and authenticity, we will stick to the term “wargame” in this book.
In this book we have tried to give you a very practical overview of business
wargaming and how it can be applied. Part I opens by summarizing the
history and the background to business wargaming. In Chapter 1, we spend
time discussing the history of military wargaming, starting with the earliest
applications and highlighting the development of military wargaming during
the Prussian era and subsequently, aer World War II, in the United States (US)
military. Since the rise of business wargaming can be also credited to the US
military and US hobby wargaming tradition, the emphasis will be on these
fields. Chapter 2 will explain the mechanics of wargaming, referring here to
the application of business wargaming for strategy testing. In Chapter 3 we
emphasize the role of business wargaming for strategy formulation. The
reason for highlighting the role of business wargaming in strategy at this early
stage is because we believe that including business wargaming in a strategic
planning process represents its most valuable application. We also feel that this
discussion enables us to highlight the development of business wargaming as
a tool for management in a turbulent and uncertain environment.
have been designed and conducted by the authors themselves or by third party
organizations, primarily consulting firms such as Booz Allen Hamilton, who
have been active in the field of commercial wargaming for over 20 years. The
information provided from such third party games has either been wrien
up and published or communicated during public presentations. Some of the
examples are very detailed, while others remain more general as the specific
findings remain proprietary to the organizations that commissioned the games
and are not for public disclosure.
Finally, we would like to thank the following people for their contributions,
insights and inspiration: George E. Thibault, Mark Frost and all the other
wargamers at Booz Allen Hamilton; Prof. Paul Bracken from the Yale School of
Management; Pero Mićić from the FutureManagementGroup; Brigadier Marcel
Fantoni and Colonel Christoph Pfister of the Swiss Armed Forces General Staff
School; and Jonathan Norman from Gower Publishing who did a brilliant job
in supporting us on our journey towards writing this book. And we would also
like to thank our significant others, Romana Oriesek and Victoria von Groddeck,
for their support and understanding providing us with the necessary time and
energy to complete this work.
Background to
Business Wargaming
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CHAPTER
The History of
Wargaming
1
The development and employment of wargaming reaches far back in time
and is probably as old as war itself (Perla 1990). Wargaming most likely grew
out of a military necessity, namely to beer prepare military leaders and their
officers for unforeseen developments on the balefield. The ability to beer
understand what likely hostile reactions one’s own planned course of action
would evoke and how to best counter these reactions constitutes a source of
competitive advantage, because such knowledge helps the commander to avoid
fatal decisions that would result in unnecessary losses of soldiers, equipment
and territory. This in turn allows for a more “economic” way of warfare,
which would significantly raise the sustainability of any military campaign,
in essence ensuring that an army does not only “win the bale” but ultimately
“wins the war.” Another likely driver for the proliferation of wargaming was
the opportunity to test new doctrines and tactics without actually engaging in
combat. This proved especially valuable in refining the art of warfare during
peacetime and training thousands of new officers in a uniform way of thinking.
Of course there are more advantages to wargaming, but the above are the most
significant ones up to this date.
quickly spread across Europe. The Europeans gave chess pieces the names we
know today, in part because they had a hard time in pronouncing and spelling
the Persian names, but also to reflect the world and the hierarchy in which they
lived.
The pawns on the chessboard represent serfs, or laborers. There are more
of them than any other piece on the board, and oen they are sacrificed to
save the more valuable pieces. In medieval times, serfs were considered no
more than the property of landowners—chaels. Life was brutally hard for
serfs during this era of history. They worked hard and died young. They were
oen le unprotected while wars raged around them. They could be traded,
used as a diversion, or even sacrificed to allow the landowners to escape harm.
The castle signifies the home, or the refuge, just as it was a home in medieval
times. The knight represents the professional soldier of medieval times whose
job it was to protect persons of rank; knights are more important than pawns,
but less important than bishops, kings, or queens. Their purpose in the game is
to protect the more important pieces, and they can be sacrificed to save those
pieces. There are two bishops in the game, who represent the Church. The
Church was a rich and powerful force in medieval times, and religion played a
large part in every person’s life. The queen is the only piece on the board that
represents a woman, and she is the most powerful piece of the game. There is
only one queen for each side. The king is the most important, but not the most
powerful piece in chess. He is as well defended on the chessboard as in medieval
life. In medieval times, the surrender of the king would mean the loss of the
kingdom to invading armies and that could mean change for the worse. It was
to everyone’s advantage, from the lowest serf to the highest-ranking official,
to keep the king safe from harm. Although chess is characterized by a high
degree of abstraction, it contains the typical elements of contemporary warfare.
However, with the introduction of firearms in the seventeenth century, chess
lost its value for military simulations, as was quickly recognized by the leading
military strategists, and so new forms of wargaming had to be developed.
However, it remains doubtful that the complex and abstract King’s Game
was ever employed by the military for training purposes. Although the King’s
Game and other games belonging to the group of war chess were of lile
practical use to the military and constituted rudimentary simulations at best,
the elements used to play them led to the introduction of three principles which
up to this day are considered of vital importance to any wargaming simulation.
Although it is not possible to trace back when the different elements were
exactly introduced for the first time, all three of them could be found in a new
game, developed by the German Dr. C.L. Helwig, intended to introduce more
realism into the game.
These three principles were: first, the change that now a game figure
represented a larger contingent of soldiers and no longer individuals; second,
replacing the two-colored game board with a multicolored game board, repre-
senting different terrains; and third, a referee was installed to run the game
and watch over its proper execution. As a teacher and educator at the court of
the Count of Braunschweig, Helwig used his game to educate his students in
military thinking and decision making. Although his game represented a major
innovation, it was still strongly influenced by chess, but was successful in as far
as it was copied beyond the borders of Germany and played by noblemen in
France, Italy and Austria alike.
At the end of the eighteenth century, the Schleswig-born scholar and military
author Georg Venturini set out to develop a new wargame. In 1796 he published
the book Regeln für ein Neues Kriegsspiel für den Gebrauch an Militärlehranstalten or
Rules for a new Wargame for Use at Military Educational Institutions. Venturini, like
Helwig, also used a game board, consisting of quadrants, but in comparison to
Helwig and others his game board was significantly larger, consisting of 3600
fields, each representing one square mile and in total representing a chosen ter-
rain, namely the border between Belgium and France.
In his game the players could not only simulate various troops, but also the
use of equipment, strongholds, bridges and depots. Unlike in a chess game,
where figures could easily move from one field to another, Venturini’s game
applied a high degree of realism with respect to how fast and easy elements
could be moved from one field to another contingent on the underlying territory.
The game was used in particular for military education at various military
academies. Due to its size and complexity, it could not be played outside of
military seings.
introduced the two sons of the Prussian King Friedrich Wilhelm II, Friedrich
and Wilhelm (who later became Kaiser Wilhelm I), to his wargame and in 1811
and 1812 respectively von Reisswitz even had the opportunity to demonstrate
his wargame to King Friedrich Wilhelm II personally, who was impressed.
However, von Reisswitz’s game never became widely popular because it was
simply too bulky and difficult to move to different locations.
The original “von Reisswitz” wargame was significantly enhanced when his
son, Georg Heinrich Rudolf Johann von Reisswitz, replaced the bulky sandbox
with a topographical map modelled to a 1:1800 scale. Georg, who had served
as a first lieutenant in the Prussian artillery, aempted to codify actual military
experience and introduced the details of real-life military operations into the
game, a factor missing in his father’s version. The rulebook for the game now
included all imaginable military operations, starting at the company level all
the way up to the division and corps level. This rulebook was published in 1824
under the title Anleitung zur Darstellung militärischer Manöver mit dem Apparat
des Kriegsspiels, or Instructions for the Representation of Military Maneuvers by Use
of Wargaming. It is at this point that the term wargaming came into existence
and there was a decisive breakthrough in its application when von Reisswitz
was given the opportunity to present his game to the Chief of the General Staff
of the Prussian Army, von Müffling. Historians record that on observing the
demonstration von Müffling shouted: “This is not a game! This is a preparation
for war! I need to recommend this to be rolled out to the whole army” (Perla
1990, 26). He then published a very favorable article in the Berlin Military Week,
a highly regarded publication.
Up to this point in history, the wargaming used in the military was primarily
focused on training and educating its participants, be it in specific military
tactics, educating them about a doctrine for using new weapon systems or
simply fostering an understanding for military maers. With the ongoing
“industrialization” of warfare came the recognition in the late nineteenth and
early twentieth century that successful warfare no longer was a simple maer
of superior tactics, but increasingly of superior logistics. What really maered
now was who could mobilize and deploy his troops faster than the enemy
and thus have them on time, in the right location with the right equipment.
The emphasis on wargaming to test mobilization scenarios increased, for one
because it was indeed a key success factor to successful engagement of the
enemy, but also because the size of armies was ever growing and thus full-scale
mobilization exercises just weren’t a viable way to practice.
14 B U S I N E SS WA R G A M I N G
Mobilization wargaming could be considered the first shi away from pure
training and education games towards games with the purpose of analyzing
and studying specific problems of military operations (Perla 1990). This devel-
opment was mainly driven by the German Army, which recognized early on that
wargaming was in fact far more broadly applicable than just for educating and
training tactics. This recognition also led the Germans to elevate the simulation
approach to the operative, even strategic level by pioneering a new form of
gaming, known as political–military wargames. In those games political factors
were built into the game, which could very well influence the outcome of a
campaign.
Established in 1884 with the aim of transforming the Navy into a true
profession and turning the Navy’s officers into well-educated, well-rounded
masters of the tools and techniques of the unique naval art, the Naval War
College encountered difficulties executing training maneuvers, because of a
lack of funds and therefore had to resort to wargaming in order to train its naval
officers. In 1887 McCarthy Lile, who had been influenced by Livermore’s The
American Kriegsspiel, expanded his single lectures of the previous year into a
series of six presentations and conducted the first actual wargame at the Naval
War College. Wargaming became part of the regular curriculum at the college
and experienced a rise in popularity and prominence, due to wide media
coverage.
Following World War I the wargaming activities at the Naval War College
were faced with the challenge of the increasing complexity of naval warfare
due to the rising prominence of submarines and aircra in bales at sea. Up
to this point in time, naval wargames were based on the assumption that all
T H E H I S TO RY O F WA R G A M I N G 15
ships had similar characteristics for the purpose of damage assessment in the
game. This assumption had to be modified to reflect the recent developments
in naval warfare and the repertoire of resources had to be enriched by adding
submarines and aircra. Yet the main purpose of the wargames which followed
these modifications at the college was still education; providing the players
with decision-making experiences.
Aer World War II, the number of wargames conducted at the Naval War
College was reduced, but wargaming remained an important element of the
curriculum. Over the years, the strict rules of the initial wargames were relaxed
or replaced by less rigid ones. Increasingly, the games became tailored to the
objectives, the level, and the scope of each separate scenario. Emerging com-
puter technology in the 1950s revolutionized wargaming at the college. In 1958
the Navy Electronic Warfare Simulator was introduced, becoming the post-
World War II successor to the game board and chart maneuvers introduced by
McCarty Lile in the 1880s. The system was built around a large-screen display
that dominated the boom floor of the facility and served as the principal tool
by which the control team kept track of the action. The second floor contained
shops and air-conditioned equipment, but also had a balcony overlooking the
“game floor” and a small conference room. The third floor was the player area,
composed of the various command centers.
In the following years interest in the wargaming of the Naval War College
grew consistently, particularly with the introduction of the Navy Electronic
Warfare Simulator, which was further improved by advances in computer
technology. In addition to purely educational purposes, wargaming was now
increasingly used for other reasons too. Wargames were used to familiarize
participating staff members with an operation prior to an at-sea exercise or
deployment on a mission. It was also found most useful as a means by which
to experiment with new tactics, combat formations, testing command-and-
control structures, and exploring possible effects of enemy counteractions
to planned courses of action. Alongside the broadening applications, war-
gaming was increasingly integrated with other forms of research at the Naval
War College. Driven by new technological developments such as increased
processor speed, parallel processing, visual interfaces, and networking
capabilities, the wargames have become ever more refined up to the present
day.
16 B U S I N E SS WA R G A M I N G
With the exception of the Naval War College, armed forces around the
world seemed to lose interest in wargaming. In the post-World War II era
military research was dominated by civilians, focusing on operations research
and systems analysis and so with a few exceptions the traditional discipline
of wargaming lost more and more ground and supporters. Wargaming in the
military context experienced yet another decline in interest during the Vietnam
war, largely due to wargames, which were notoriously flawed and misleading,
further shaking the trust in the usefulness of the methodology (Perla 1990).
While military applications of wargaming were on the decline, academic
strategists and political scientists started to apply wargaming to what was more
obviously a less-than-quantifiable subject-political issues and behavior (Perla
1990), leading to the political-military games in the USA, which Germany and
Japan had already pioneered during the 1930s.
a total of 18 games up until 1963. Six years later, another dominant company
in the gaming space was founded in New York, Simulations Publications Inc.
The company produced a wide array of games and published as many as 30
new games per year. A major contribution by Simulations Publications Inc. to
hobby games was to add more “realism” to the games by considering factors,
such as the firepower of weapons, morale, and military training levels. The
recreational market for simulations grew to over 2.2 million games sold in
1980. Aer its peak in 1980 the number of manual wargames sold consistently
declined. Dunnigan (2000) states that with the proliferation of manual games
in the 1980s, computer wargames began to take over, selling five to ten times
as many copies. Overall, it has become increasingly difficult to differentiate
between simulations, models, and games (Bracken and Shubik 2001), making it
increasingly difficult to assess the number of wargames sold.
Following the example and contributions of the Naval War College, other
military branches in the US began to use wargaming. The US Air Force and
the Army started applying wargaming techniques aer World War II and the
Marine Corps established a series of wargames dealing with landing a force
ashore in 1958. Wargaming aer World War II in the military has been largely
influenced by operations research and systems analysis, neglecting the study
of history, which had formed the basis of earlier wargames. Dunnigan (2000)
points out that the military is now playing wargames, which cater to their
18 B U S I N E SS WA R G A M I N G
specific requirements. During the 1980s the Army and the Air Force established
training centers for conducting wargames.
Since the 1960s, the US military has made an increased effort to bring
together the various branches of the Armed Forces in joint wargames. In 1961
a formal wargaming operation was established at the Joint Chiefs of Staff level.
Following the fiasco at the Bay of Pigs, President John F. Kennedy complained
that his military advisers did not understand the political implications of their
recommendations. This encouraged the use of political-military wargames at
the Pentagon and at professional military education schools (Caffrey Jr 2000).
Currently the US military still uses wargaming as a means of validating its
military strategies and force structure in an oen uncertain future (Haffa and
Paon 1999). For example, the National Strategic Gaming Center, located within
the Institute for National Strategic Studies at the National Defense University
in Washington D.C., designs and conducts wargames for diverse audiences
(McCown 2005). In 1999, NATO held a well-aended conference on modeling,
simulation, and wargaming, demonstrating that wargaming had become truly
international and is used in many joint and even combined seings (Caffrey Jr
2000).
While computer wargames have been growing in popularity, they are not
necessarily suitable for all wargames. Particularly at a more strategic level, the
focus is less on the quantitative accuracy of model-based calculation, but rather
on the larger implication a course of action may have. However, wargaming
practitioners report that the level of acceptance of the results of a computer war-
game is oen higher, in contrast to human adjudicators (McKenna 2003).
During the next twenty or so years this focus did not really change until in
the mid-1980s when wargaming was adapted towards business requirements in
a more strategic context (Ginter and Rucks 1984; Treat et al. 1996). Initially used
for education and training, business wargaming now focused on providing
competitive intelligence, an activity primarily concerned with analyzing the
competitors of a company, by beer understanding the competition and their
likely response to certain actions or inactions of a company in the market. More
recently, the application of business wargaming has been expanded and now
20 B U S I N E SS WA R G A M I N G
In the next chapter, we will take a closer look at the anatomy of a typical
business wargame and highlight some of the key success factors for the
successful setup of games as well as the extraction of the critical lessons learned
to help significantly improve the way companies think about their market, their
competitors and ultimately themselves.
CHAPTER
Business Wargaming
Methodology
2
The beginning is the most important part of the work.
To build upon the above quote from Greek philosopher Plato (The Republic,
Book II, 377B), it is very important to be very clear and focused about what
a wargame is set up for in the first place. The amount of preparatory work
going into the development of a wargame depends on the type of simulation
and the complexity of the questions to be answered. Among other factors, the
amount of research, gamebook preparation, model development, duration of
the simulation and need for professional coaching and moderation ultimately
drive the overall cost of developing and running a wargame. In this chapter
we will look at the mechanics of a typical wargame for strategy validation
purposes. We are referring here to a business wargaming design which appears
to be most commonly applied (e.g. Treat et al. 1996; Kurtz 2002, 2003). Other
types of games, concerning design and purpose, will be explained in parts two
and three, which will give a more complete overview of what it takes to design,
prepare, execute, debrief and document a wargame.
Let us start with what a business wargame is not. Business wargames are
not your typical business school games. The kind of exercise in which you
are asked to optimize the resources of a company by deciding how much you
want to invest in advertising vs. production capacity or whether you should
produce widgets type A instead of type B and at which price you will sell them.
Such business school games, while admiedly useful in educational seings,
are usually based on computer simulations with a set number of parameters,
22 B U S I N E SS WA R G A M I N G
Rubel (2006) points out that computer simulations per se are not wargames;
wargames require human players, maybe assisted by a computer. It can be
argued that the kind of knowledge produced in computer simulation and
the kind produced by a business wargame are different in nature. While a
computer simulation appears not to produce new knowledge or insight (maybe
the designing phase does), a role-playing simulation, like a business wargame,
generates new knowledge through the social interaction of its participants
(Fuller and Loogma 2007).
built into the way of doing business are other fields of application,
e.g. when looking at the future of power trains in motor vehicles.
• Is our industry/product becoming increasingly commoditized? If and how
can we still make money? Should we close down and focus on alternative
business opportunities? Prominent examples here are the market for
personal computers, mobile phone services, energy, or chemicals.
• How resilient is our business? What happens if? Where is the next
threat coming from? How much should we invest in countermeasures?
Questions like these have their roots in military scenarios, and
yet they are increasingly important for businesses, industries and
entire economies. Examples include more politically flavored
simulations, such as how shis in global power will develop, the
impact of terrorist actions on economies, and also companies.
These are some of the main questions that can be addressed with wargaming.
All of these situations are too complex to answer with conventional forms of
analysis. Wargaming is a suitable means to explore them, because it combines
elements of human decision making (and the inherent level of uncertainty) with
a set of quantitative measures that allow you to gauge “what happens if.” The
methodology allows managers to test existing or newly conceived strategies in
a dynamic, yet safe, environment. In doing so, they can save time, money and
grief, gaining confidence in their plans via a relatively inexpensive simulation
when compared to the cost of executing a potentially flawed strategy in the
real world.
The market team represents the market participants and assumes the role
of judging the relative aractiveness of all of the companies’ offerings. This
team is typically made up of market experts, who may come from within the
client organization, may be external experts or, as is most oen the case, may
be a combination of the two. The market team forms a focus group that uses
Strategy/Offerings
Company team
Competitor Competitor 2
teams Control Team
Competitor 3
Feedback
research, experience and intuition ultimately to award market shares. The team
makes its call based on hard data, which is delivered by the competitor teams
at specified times during the simulation, but also on the understanding of how
well the message is communicated—the unique selling proposition (USP) of
the respective teams in relation to one another and the rest of the market.
Foresight
The customers, played by the market team, will provide feedback and gauge
the relative aractiveness of the various offerings by the company and competitor
teams and award market shares. The control team then consolidates the hard data
(such as price points, investments) and the so data, in essence the perception of
the market team/customers, in terms of what this would mean in numbers. The
team calculates the overall size of the market, segment sizes, segment shares,
profit margins etc. Due to the limited time and resources to run all the details,
quantitative feedback will only include some key figures, e.g. of profit and loss
statements, capital expense calculations or other key performance indicators
(KPIs). The feedback from the control team represents the starting point for each
team in the subsequent move. If, for example, one team “buys” market shares by
dumping its products on the market for free, they most likely will make a major
share gain in terms of new customers, but completely lose out on profitability. In
this example, the team may find their choice of actions curtailed at the beginning
of the second move as a result of lacking funds.
Move
It is important that the teams, with exception of the plenary sessions, are
separated and do not have any direct exchange with each other, e.g. by walking
the hallways or visiting each other in their breakout rooms. All communication
with competitors, alliance partners, acquisition targets etc. during the
preparation phases must be channeled via email and by default always gets
copied to the control team. The laer, as in the real world, will disseminate
certain information, such as an agreed alliance between two competitors, to the
other participants in order to make sure information equality is maintained.
Aer all, such information will be disseminated via the media once a deal has
been agreed upon. What may happen, however, is that the control team choose
to pose some restrictions on a deal, for example, when anti-trust regulations
would be violated or regulators would limit acquisitions to only parts of the
business or impose the obligation to sell off other parts.
Aer all moves have been played out, a first assessment is made of what the
lessons learned have been. The input is typically gathered in a plenary session
28 B U S I N E SS WA R G A M I N G
during which participants reflect on what worked well in their strategies and
what did not. The key insights from the game are gained from the mutual
assessment of individual experiences focusing on the initial questions. In any
case, aer this initial assessment, a team of wargaming experts will dive deeper
into the data gathered through the simulation and evaluates other sources such
as the email traffic. The advantage of using email communication is that every
message is logged and can be retrieved in the order in which it was sent out.
Who was talking to whom about what can be traced. With this type of analysis
trends or paerns can be identified, such as, for instance, when all players
in the business wargame during a certain move aim to close similar types of
acquisition or alliances. The detailed insights are usually consolidated in a
report and presented about a week later to the sponsor of the game including
recommendations for adjustments of the initial strategy.
CHAPTER
The Relevance of
Business Wargaming
in Strategy 3
There is a slightly odd notion in business today that things are moving
so fast that strategy has become an obsolete idea … that all you need is
to be flexible or adaptable … but if you do not develop a strategy of your
own you become part of someone else’s!
The above quotation from famous futurist and trend researcher Alvin Toffler
(2000) captures some interesting aspects about strategy in today’s context.
The first half of the quotation reflects the general assumption that strategic
planning is a long and inflexible process unable to cope with fast-changing
environments. In the second part Toffler points to the fact that your ability to
control your own future is entirely depending on the quality of your strategy.
So, on the one hand, the world has become so complex that we are tempted to
shi into a reactive mode, yet there is a desire for “hard data” and clear direction
and therefore a multitude of management tools for dealing with complex and
dynamic environments have been developed.
we start the briefing session with the question: “What is strategy?” Usually aer
a few seconds of irritation and looks around the room, one participant raises
his or her hand and says something like: “Strategy is necessary to reach the
company’s objectives.” Other statements revolve around “Strategy is a game
plan,” “Strategy is the basis for sustained success” or “Strategy is obtaining and
maintaining competitive advantage.”
Today Tomorrow
Vision
Values
control structures, the military leader makes certain assumptions of where his
adversary is most likely to strike, where he is most vulnerable and what is likely
to happen next. Based on all this “hard” information and “so” assumptions,
as well as the knowledge about his own strengths and weaknesses, he will
decide exactly how he wants to confront his adversary and where he wants his
troops to be at the outset and during bale. In any case he will seek the most
advantageous position in terms of his ability to develop impact on target. He
will consider the factors of force, location, time and information to obtain an
advantage over his enemy before actual contact.
Once the enemy has been engaged, aention shis from strategy to
tactics. Now, the deployment of troops is central. The strategic plan foresees a
specific course of action, but its execution may be jeopardized by the enemy’s
response in terms of unexpected heavy resistance or unforeseen action. In such
situations, the leader needs quickly to grasp the problem at hand and decide on
an alternative course of action. If the leader is well prepared, he may be able to
resort to prepared contingency plans, if not or in the case of complete surprise,
he needs to improvise.
3. What are the obstacles that may get in the way and what can you
do about them?
In a more sophisticated planning process the selection of the final plan may
come aer more or less elaborate scenario planning. The development of the
scenario technique dates back to the 1950s when Herman Kahn of the RAND
Corporation developed the first scenarios. In the 1970s Royal Dutch/Shell
developed the scenario technique further into what is nowadays known as
scenario planning, connecting the scenario technique with strategic planning.
The main aim of scenarios is to identify existing trends and key uncertainties
and combine them in pictures of the future, not as a means of covering all
eventualities but in order to discover the boundaries of potential outcomes
(Schoemaker 1992), cover generically different futures, and think about the
unthinkable.
Strategy selection
However, the former head of the scenario planning unit at Royal Dutch/Shell,
Kees van der Heijden, points out that scenario planning actually developed out
of military wargaming:
The problem with many strategy techniques is that they are too cold
and bloodless. They fail to capture human emotions, and because of
their icy rational character, people don’t really pay aention to them.
They are soon forgoen, and they make no lasting impact on the
organization. Gaming is a profound learning experience, one that is not
soon forgoen.
Applications of
Business Wargaming
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Introduction
• strategy testing
• crisis response preparation
• developing foresight
• change management
• training and recruiting
• some, as yet, undeveloped applications, such as reputation manage-
ment and strategic early warning systems.
40 B U S I N E SS WA R G A M I N G
• point of departure
• objectives and key questions
• game setup
• lessons learned.
CHAPTER
Strategy Testing
4
The most prominent application of business wargaming to date, clearly rooted
in its primary military application, has been in the field of strategy testing. The
idea is to take an existing strategic plan—which, as we have seen in Chapter 3,
could have been developed in a simple or more elaborate form—and test it in a
competitive environment in order to discover weaknesses, explore assumptions
or simply find out whether it works or not. This may be projected into the
future by simulating two to three strategic moves. Depending on the industry
this may represent only a few months (technology-driven companies) or up to
several years (more traditional process industries).
In the past scenarios have been perceived as being the preferred tool for
strategy testing. Van der Heijden (1998) argues that the benefit of testing
a strategy is to discover problems and difficulties well in advance of their
becoming painfully evident. While we agree with this statement, we believe
that wargaming has clear advantages over scenarios. Scenarios are limited
by the imagination of their developers, who try to capture every aspect, yet
are limited by what they know and what they can imagine as individuals.
Whilst wargaming typically includes some likely scenarios, as hypotheses to
be tested, they go one important step beyond the scenario in that they create
an environment in which real people can explore all possibilities within the
42 B U S I N E SS WA R G A M I N G
Gilad (2004) states that business wargaming is the most effective managerial
tool for assessing competitors’ response to a changing industry. In his view, a
wargame can help managers to predict their competitors’ most likely moves.
In this sense business wargames allow experimentation and learning with
different strategies, without the risks of the significant cost of failure of the
real world. By framing the scope and focus of the wargame early in the design
phase, more or less emphasis can be placed on specific competitors, customers
or other stakeholders. The trick is to narrow the focus down to a manageable
set of constituents, which are then examined in detail rather than trying to
simulate everything. Done well, a wargame can offer invaluable insights into
customer and competitor behaviors and other relevant developments which
would otherwise go unnoticed. The inclusive experience, which offers a CEO
or a company the opportunity for many top managers to learn the lessons
for themselves, is of significant benefit. Aer all, insight gained via personal
experience far outweighs pre-packaged conventional wisdom whether
presented in a business book, a course or by a consultant.
These aspects which make the case for business wargaming are reflected
in the following three case studies. The first case example describes an airline
company in the late 1990s struggling, in common with many of its competitors,
to find answers as to how to best deal with the dramatic developments in its
industry.
The third case study illustrates briefly how the General Staff College in
Switzerland uses wargaming to test the robustness of concepts of operations.
POINT OF DEPARTURE
During the 1970s Open Skies legislation was introduced in the US, which led
to deregulation and greater competition not only in the US, but also in Europe
and much of the rest of the world. The European Economic Area and later the
European Union adopted a system of free connectivity between destinations in
its territory which meant the competition on many routes grew significantly,
dropping prices and squeezing profits. With lower prices airfares had become
affordable to a wider group of customers who increasingly viewed air travel
as a commodity to buy on the basis of lowest price. In this environment, the
common strategy for airlines was to forge alliances, such as Star Alliance or
One World, in order (a) to lock customers in by providing them with a wider
network through which they might reach more destinations without having to
go outside of the alliance and (b) because it allowed them to realize economies
of scale, including co-sharing flights, thus increasing seat load factors; as well
as realizing benefits in other areas such as maintenance, purchasing, training
and so on. During this period competition gradually shied from the level of
1 Information taken from a public speech by George E. Thibault, then Principal with Booz Allen
Hamilton, at the Swiss General Staff College, 2001, and Lüchinger (2001).
44 B U S I N E SS WA R G A M I N G
The central strategic question for many airlines, including the one that
commissioned the game of this case study was: should they join one of the
existing alliances, stay independent or even be so bold as to lead the formation
of a new alliance? Further questions explored whether the airline would be
strong enough to survive outside the existing alliances; what would happen to
its negotiating influence with any alliance the longer it postponed the decision;
and how might the business model and the economics within the airline
industry be likely to change in the future?
• Can the airline succeed with its current strategy in Europe and the
rest of the world?
GAME SETUP
The overall preparation for the game took about three months, in order to
assemble the necessary information, decide on the setup and structure and the
game process. The final setup comprised six teams (see Figure 4.1), including
the client airline, five competitor teams, three of which focused on existing
alliances with the respective lead airline and two which represented airlines in
a similar situation as the client. The setup also included a market and a control
team. The market team represented various customer segments whilst the
control team, besides structuring the simulation, also assumed the role of the
regulators and all other players, which were not explicitly played as part of the
competitor teams. The wargame was played out in three moves, each covering
a three-year period, from 1999 to 2008.
The game opened with the situation as it presented itself in 1999. This was
characterized by talks between airlines about alliances, US and Asian airlines
in particular, as well as an exploration of anti-trust issues between American
and European partners, which would allow for alliances, but would not allow
mergers and takeovers. The regulatory environment remained stable for moves
Strategy / Offerings
Client/Alliance 4
Airline 1/Alliance 1
Market/Customer
Airline 2/Alliance 2
Competitor
teams Airline 3/Alliance 3 Control
Airline 4
Airline 5
Feedback
3 Moves played
one and two and was then significantly relaxed for move three to reflect the
paern of other industries. Now mergers, including transcontinental ones,
would be allowed and anti-trust immunity was no longer granted.
And so on one fine morning in March of 1999, the CEO and approximately
50 of his top managers, as well as a group of airline and wargaming experts,
and support staff, gathered at the airline’s headquarters. The managers had
previously received reading briefings to familiarize themselves with the roles
they were to play over the course of the next three days. The day opened with
a briefing session:
The plenary session was then adjourned and the teams retreated into
their syndicate rooms, each accompanied by an experienced partner from the
consulting firm in the role of coach.
Within the team rooms, materials were studied, conclusions were drawn,
strategies formulated and, inquiries for alliances or other forms of partnerships
were exchanged using an email set up between the teams, and questions were
directed to the control team. Using email as the only means of communication
enabled negotiations to be kept secret until they were revealed to the public,
which either happened in the subsequent plenary session, where every team
had to lay open their plan for the next move or for dissemination through the
control team.
The teams faced clear set schedules and deadlines within which to complete
their strategies, which had to be formulated in a set of templates to ensure
consistency and comparable information between the strategies compiled by
the different teams. Throughout the simulation one major hurdle remained.
Participants were required to challenge and overcome their current mental
models about their company and the industry. This was not particularly easy as
their own CEO had already fixed in his own mind the strategic option he wanted
to pursue. The uncertainty of outcome created throughout the simulation was
one aspect of the process that he and the management teams found particularly
hard to accommodate.
S T R AT E G Y T E S T I N G 47
LESSONS LEARNED
There were plenty of lessons from this wargame. To summarize the most
important:
4. The transatlantic routes had most passengers and were the fastest-
growing and most profitable routes in the world. To do business
on these routes required the ability to feed passengers onto the
transatlantic flights, which was also a driver for controlling the
home market. For this particular client, at the time, Asia did not
have the strategic importance that was generally assumed.
POINT OF DEPARTURE
In 2000 a number of European countries were auctioning off the third generation
(3G/UMTS) mobile licenses to interested mobile network operators (MNOs).
The so called “3G standard,” also known as UMTS, has the advantage over the
second generation (2G) mobile technology that it provides a higher speed for
2 Information taken from Oriesek and Friedrich (2003) and from participant interviews.
S T R AT E G Y T E S T I N G 49
The wargame was facilitated for a large mobile network operator and the
client company had already developed a market entry strategy for mobile data,
enabled by UMTS. However, a far-sighted executive realized that conducting
a wargame, especially in light of the substantial additional investments in
marketing, product development and other related costs, would probably
make sense to focus the strategy more effectively or at least gain the confidence
that this was indeed the right way to go.
GAME SETUP
A total of six competitor teams were planned at the outset of the game, but
this was consequently reduced to four main competitors as some of the initial
competitors either went out of business or decided not to roll out the UMTS
technology. A market and a control team were used to structure and control the
game and represent all other constituents in the market. The competitor teams,
including the client team, consisted of a team leader, a team briefer, a team
communicator, and a business wargaming expert in the role of coach.
The main task of the team leader was to lead the discussion and make sure
that the essential issues were covered. The team briefer was responsible for
creating the slides for the plenary sessions. The team communicator operated
the email communication between the teams and the control team. The expert
coach supported the team leader, making sure the timelines and templates
were followed and that the teams stayed on track and ensuring a more or less
consistent level of quality for the plenary sessions. If necessary the coach would
also act as devil’s advocate and pose open questions to steer the teams back on
track if they diverted onto tangents.
The wargame was played out over three moves, played on three days. The
moves were structured along a strategic decision cycle, so move one simulated
the first year or the “market entry,” move two simulated the second year and
how the company positioned its offering versus the competitors in its effort
to solidify its position and market share, and the third move looked further
forward, simulating two to three years in the future, in order to explore how
things would play out following move two and how positions would solidify
in the long run.
The objective for the four competitor teams was to develop and implement
a strategy for launching mobile data services that leveraged 3G technologies.
The strategy comprised detailed action plans with clear decisions about pricing,
product or service design, marketing and promotion as well as distribution. On
top of these basic decisions, the teams also had to quantify their courses of
actions in terms of detailed quantitative statements covering operating costs
and capital expenditures. They did so using templates provided by the control
team.
The teams were allowed to communicate with each other and the broader
market, but again only via email and by simultaneously informing the control
team. The members of the market team started by refining a clear set of customer
preferences, weighted by customer segment. This would serve them as a basis
for evaluating the competitor teams’ offerings in the plenary sessions and rank
their appeal in order to determine the likely changes in market share.
They would do so by using scoring sheets, which could then be input into the
market model run by the control team. Besides running the model, the control
team’s responsibilities also included keeping all teams equally informed about
external events and major developments resulting from competitor actions.
This team also represented the government regulators, board of directors and
any other entities, whose roles could not be played explicitly during the game,
but were needed to give approval of actions, make board decisions etc.
In terms of the market model and financial impact, the simulation started
with the financials, subscriber numbers, churn rates, margins, products, and
distribution networks as they existed in real life for each of the competitor teams.
The first move was dominated by partnerships to set up fixed-mobile bundles
and a strong focus on acquiring content that could be offered on new mobile
platforms. In this situation the large players, who in some instances were part
of a larger telecoms group, which already offered online services through their
internet platforms, were at an advantage, but took some time to establish the
52 B U S I N E SS WA R G A M I N G
During move two, the large players continued to leverage their inhouse
capabilities whilst customers appeared to adapt to the new offerings less quickly
than hoped for. This was in part because, aside from the early adopters, the
general public needed more time and most importantly education on the new
services, headsets and what the value added would be for them. This triggered
a number of creative approaches to the distribution channels, i.e. assistance
educating customers in switching from 2G to 3G offerings.
During the final move, the teams prey much continued their approach
and tried to optimize their position on the basis of what they perceived to be
working or not in the market. Consequently, the teams were largely concerned
with focusing on DSL/UMTS bundles, further marketing UMTS and engaging
in strong partnerships which focused on the corporate market, which seemed
to be less price sensitive and more receptive for the new services. One thing
was striking and remained unchanged each time the simulation was played:
no clear killer application emerged that would significantly drive the adoption
of mobile data services and that would allow the players to generate the huge
cash flow needed to quickly recoup the investments made.
LESSONS LEARNED
The lessons learned from this business wargame can be broken down in three
areas:
• strategy
• sales and marketing and
• communication.
Strategy The wargame revealed that the large-scale players able to use
group synergies between their fixed line and online business could leverage
assets onto mobile platforms. The two large-scale players in particular started
out very cautiously, focusing on defending market shares at the expense of
innovation. Consequently, they lacked a clearly differentiated position and ,
although they enjoyed a cost and synergy advantage, their offerings did not
really shape the market nor drive the future of mobile data.
S T R AT E G Y T E S T I N G 53
The two smaller players, on the other hand, well aware that they had to be
innovative, had considerably more risk appetite and would try out some wacky
scenarios even if the outcomes were not always sure. In some instances these
did not work and in other instances they worked extremely well. Aer some
delay, the large-scale players tried to copy some of the good ideas developed
by the smaller players and aimed at doing so with greater efficiency. This had
the effect of forcing the smaller players to reinvent themselves constantly in
order to stay ahead of the curve and in an effort to develop a loyal (for example,
community-based) customer base.
Another strategic theme that emerged was the significance of being able
to provide an international footprint. The corporate sector, in particular,
appreciated the availability of services wherever their travel would take them.
Good content, driven by handsets that could display it in a user-friendly
fashion and powered by a reliable high-speed network could also drive
customer usage, especially in the case of high-data volume applications, such
as streaming audio and video. For some of the smaller players, a plain vanilla
low-cost strategy seemed to work out equally well. The team developed this as
far as limiting their offering only to selling SIM cards and pre-paid cards via
distribution partnerships.
Sales and Marketing With regards to sales and marketing, the following
themes emerged: for one the quality (highly trained sales reps, prime locations,
availability etc.) of sales channels would be key in bringing complex data
products to the subscriber as such offerings would involve an element of
educating the customer in how to effectively use the service. Derived from this
the proliferation of “low care,” almost self-service sales channels seemed very
unlikely and not worth pursuing. It also turned out that exclusivity of sales
channels (e.g. company-owned stores vs. shelf space with distributors) would
further determine how much control and thus success the company would
have in bringing its products to the end user. Last but not least, it became clear
that the new offerings would need a significant “marketing push” in close
coordination with a powerful sales organization because of the aforementioned
specificities of successfully selling the product/service, but also because it was
not exactly a situation where the market had just been waiting to absorb the
product.
At a macro level, the fit of the new service offerings in the overall product/
service portfolio of the company proved to be important as well. For example,
the launch of single creative products/services was perceived as essential, but
this would be difficult to sell to the youth segment if the overall company were
more associated with business customers or older consumers.
These are some of the general lessons that could be learned from the game.
The specific lessons for the client remain confidential and therefore cannot be
elaborated in detail. However, the insights from this game allowed the client to
refine its initial strategic plan and make valuable adjustments, e.g. by refocusing
on the appropriate market segments with a targeted offering that would help
reduce overall cost and lead to higher adoption rates.
Under the leadership of the chief of staff the officers are divided up into
different teams. One team plays the enemy (red) and the other team plays
friendly troops (blue). Allowing time for action and reaction, the participants
move tank baalions, infantry units, heavy artillery and other units step-by-
step across the balefield, which is represented by a giant map. Done correctly
the game provides valuable insights about the validity of the assumptions
behind each of the movement decisions. Will the enemy use the routes that we
anticipated? Will logistics work, once our forward elements are so far ahead?
Can air defense elements keep up and ensure freedom of movement? What
happens if we lose all or part of our artillery in a counter-baery shoot out?
S T R AT E G Y T E S T I N G 55
What are the critical elements that need to be synchronized during an aack or
defensive action?
The wargaming can take anywhere from a few hours up to a few days.
Depending on the depth and complexity of the debriefing, the insights can lead
to major changes that will eventually find their way back into the action plans.
While the methodology will basically work at any level of unit from baalion
up, because of the intensive preparation, manpower needed and effort needed
to run it, it is more appropriate for larger units of brigade size and above.
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CHAPTER
Crisis Response
Preparation
5
A second common application of wargaming is crisis response preparation.
In this chapter we will look at three case studies. The first case deals with a
provider of financial information services that wanted to test out what would
happen in the case of a terrorist aack. The findings are for the largest part
confidential, nevertheless we would like to highlight some of the general
conclusions relevant to the topic of crisis response.
The third case study, which was also well publicized and conducted at a
national level, focuses on the wargame that was run for the US government
shortly aer 9/11. The game examined a likely scenario for a bioterrorism aack
and explored how well prepared the country was, and what further action was
needed to respond more effectively going forward. Before diving into the case
studies, we will briefly cover the implications business wargames can have for
crisis management.
Business wargames can help resolve the paradox. As the cases studies will
illustrate, a wargame allows the participants to actually experience how they
themselves or their organization are prepared to deal with crises. Mitroff et al.
(1996) further point out that an important part of effective crisis management
involves training exercises and simulations, which can also be achieved through
a business wargame as a strategic simulation.
Good preparation is the key to both and can be achieved on the one hand
by improving the system itself; building in redundancies or taking measures
to improve the critical points within the system, and on the other hand by
establishing and embedding procedures that will help reduce reaction time
and deliver results quickly.
order to see where the critical points lie and what other problems may cause or
exacerbate a potential crisis, such as blockades in the exchange of information
between key constituents. Wargaming will also allow you to test for scenarios
that are likely and yet include events that you might not have thought of or
that were not recognized for the potentially fatal impact they could have on the
system. Preparing for the expected, but more importantly for the unexpected,
is the key objective to keep in mind when wargaming for crisis response
preparation.
The following case studies show the value of wargames in helping the
participants to understand the importance of working together with multiple
stakeholders to resolve crises and establish partnerships between several
different sectors.
POINT OF DEPARTURE
Aer 9/11 many businesses were worried and asked themselves how
vulnerable their operations were to terrorist aacks. One such business was
a large provider of financial information and transaction-related data for the
exchanges between central banks, high street banks and clearing institutions.
The CEO wisely decided to run a series of wargames to understand beer the
vulnerabilities of his business and to enable his top management to understand
these vulnerabilities and train its crisis response organization in dealing with
the problem.
• How could the company best manage the effects such aacks have
on their customers?
GAME SETUP
While the details remain confidential, the setup consisted of a number of
customer teams (central and high street banks) in different locations all
dependent on the services of the client, plus a client team and the control
team running the simulation. A number of technical experts were involved to
examine the exact implications various incidents would have on the technical
infrastructure and what this would mean in terms of maintaining services for
the clients, likely down times and so on.
During the simulation, however, the control team expanded the scenario
to include a second and further aacks on other data centers, which would
seriously reduce the capacity of the system to deliver service up to the point
where the company had to fire up an additional “cold site” in which servers
were in place, but where applications and data needed to be brought up to
speed. The consequences would be serious delays in services and significant
non-availability of systems.
The way the game was played out, the aacks occurred locally and the
company was unaware of them until reports from the media or phone calls
from local clients enquiring why services were not available started coming in.
This posed the first challenge to the client: how to find out what had happened
and get a complete view of the situation and when and how to trigger the crisis
response team.
LESSONS LEARNED
The first lesson was that no maer how well prepared you think you are, you
can always be beer prepared!
While the client had a designated crisis response team and had also taken
certain technical precautions to prevent serious problems with its service
delivery, the main area for improvement lay in the execution of the process.
This included, firstly, how to find out that there is a problem fast; secondly, how
to gain a speedy picture of the full extent of the problem; thirdly, how to put
into gear the necessary contingency plans; and, finally and most importantly
of all, how to communicate openly and clearly with customers and other
constituents. This communication would need to contain detailed instructions
on how to prioritize data traffic according to importance as well as the ability
to make fairly accurate predictions as to when the backlog would be worked off
and the infrastructure would be running at full capacity again.
POINT OF DEPARTURE
According to India’s National AIDS Control Organization, in 2002 there were
between 3.82 and 4.52 million HIV/AIDS cases in the country. At that time
the primary route of infection (approximately 85 percent) was heterosexual
exposure. The prevalence of HIV/AIDS was high and rising with certain groups,
such as intravenous drug users and homosexuals, at particularly high risk.
Mobile workers, meaning workers traveling through the country from job to job,
effectively constituted the bridge between the high-risk groups and the general
population, fuelling the rapid spread of the disease. During this process the
disease increasingly moved out of the urban centers into the rural communities,
millions of people would have contracted the disease and the expected GDP
loss for the Indian economy would be enormous. Based on this scenario, all
participating constituents realized that something needed to be done.
Using this grim scenario, the goal of the wargame was to stimulate a creative
collaboration between multiple constituents and show how their actions would
potentially alter the scenario—what might prove to be effective (or not). Based
on these insights, specific recommendations and action plans could be put to
work to prevent the uncontrolled spread of the disease that threatened to cost
many lives and seriously damage India’s economy. The participants focused on
five key objectives (Booz Allen Hamilton 2004: 2):
GAME SETUP
The two-day event was jointly developed and hosted by Booz Allen Hamilton,
the Global Business Coalition on HIV/AIDS (GBC), and the Confederation of
Indian Industry (CII).
C R I S I S R E S P O N S E P R E PA R AT I O N 63
each team. This allowed individuals to share their insights and knowledge,
providing all participants with a broader perspective of the impact of the disease
and the consequences of HIV/AIDS interventions and policies. In addition, a
facilitation team from Booz Allen Hamilton oversaw the wargame.
The highly interactive exercise allowed the teams to communicate with each
other via email, in order to seek information, assistance, and funding, and to
form partnerships. The epidemic evolved according to the actions taken by the
teams. Over a series of three moves a span of ten years was simulated, forcing
the participants to address real-world dilemmas, and manage the short- and
long-term consequences of their action.
Over the course of the wargame the teams experienced the consequences
of relying on broad prevention and the education programs as the disease
spread rapidly to the middle class. They dealt with the challenges of funding
constraints as they developed programs that ended up not being implemented
due to lack of resources. During the wargame the participants were faced with
pressure and constraints similar to those in the real world. Not only were they
required to propose effective interventions but also to develop strategies that
could actually be implemented. They quickly discovered that no single sector
would be able to tackle HIV/AIDS without leveraging the knowledge, talents,
Response
Service sector
Manufacturing
Stakeholder
Donor organizations and governments Control
teams
Field community organizations
Healthcare providers
Pharmaceutical sector
Feedback
LESSONS LEARNED
As the teams responded to the variety of challenges during the wargame, four
critical success factors became evident (Booz Allen Hamilton 2004):
Having simulated ten years over the course of two days, the participants
needed to come up with team actions to help mitigate the future growth of
the epidemic and its impact on the nation’s health and economy. HIV/AIDS
prevalence, incidence, and mortality compared to the base scenario (doing
nothing) might be reduced by more than 50 percent. Additionally, the impact
of HIV/AIDS on the economy was minimized and GDP loss was reduced by an
astonishing $31.5 billion, and the loss in discretionary spending was reduced
by $9.2 billion.
level. The wargame clearly underlined the need for moving forward in greater
collaboration between the public and private sector. Nations needed to evaluate
the risks accurately and set funding priorities. Overall government funding and
resource mobilization to fight HIV/AIDS needed to be dramatically increased.
Donor countries should be encouraged to contribute more through bilateral
and international initiatives.
POINT OF DEPARTURE
Aer the 9/11 terrorist aacks, the US quickly realized that terrorism was no
longer a problem primarily surfacing outside of the country, but that it could
strike deep within its own borders and with an order of magnitude that was
previously unthinkable. All of a sudden planners at the Pentagon and in
Langley were no longer restricted in their thinking, and scenarios, previously
considered too far-fetched, were afforded great scrutiny.
In the weeks that followed 9/11 a second threat filled the news: anthrax.
Leers with suspicious white powder surfaced in multiple locations and
the threat of a bioterrorism aack within the US became suddenly very real.
Partly as a result of these developments, the US government decided to run a
simulation to anticipate the full effect a bioterrorism aack could have on the
country. They sought to see how well America was prepared in response to
such a scenario.
One objective of this wargame was to involve top leaders from medical prod-
ucts companies, healthcare providers, insurers and government agencies and
have them jointly deal with a hypothetical, but absolutely realistic, bioterrorism
aack on the US. The aim was to confront the participants with the realities,
dilemmas and consequences of alternative actions and to test how well the
cooperation between the constituents would work.
What would be discovered during the wargame should help lay the
foundation for improvements to structures, processes, and general preparation
should a similar event ever take place. The purpose of the wargame was not
to predict the future, but rather to raise the level of awareness amongst all the
participants of what could happen, what would work and what would not
work, so that all could beer prepare for the future.
GAME SETUP
The wargame was sponsored, structured and prepared by Booz Allen Hamilton
and The Council for Excellence in Government. The laer organization was
founded in 1983 by a small group of business leaders who had served in
government and wished to create a strong independent voice for excellence
in government. The aim of the council is to improve the performance of
government and the connections between government and citizens.
Response
Health insurers
Business
stakeholder Medical providers
teams
Medical products
Control
State / Local
Feedback
LESSONS LEARNED
A major lesson was that at the time the levels of preparation and response in
place in the US were not adequate, but that the existing levels of preparation
could be improved. The US might cope with a bioterrorism aack, but only if
the response were rapid, coordinated across business and government, well
prepared, and thought out ahead of time.
The teams further discovered that massive, immediate action was required,
but they also found that the lack of a common language between government
and industry, and then a lack of a single point of contact between these groups
stymied the rapid movement needed. No mechanisms were in place to enable
quick coordination across agencies and businesses to mobilize the resources
available. The teams concluded that the government alone couldn’t protect
the American people from bioterrorism, hence the need to mobilize business
resources.
Prior planning and practice proved the key to enable rapid response, which
would be critical in limiting the damage. Mechanisms were needed to collect
and share information on pharmaceutical and equipment stockpiles before
and during crises. Preparedness would require new levels of communication
and cooperation across public/private, local/national, and military/civilian
boundaries. Further, building and sharing knowledge would mean assessing
potential actions and their impact. Epidemiological models needed to be
developed for the most common hazardous bioagents, exploring the impact of
actions such as quarantine and prophylaxis. Above all, the information needed
72 B U S I N E SS WA R G A M I N G
as follows: “The key is to quickly spot those signals that are relevant and
explore them further, filter out the noise, and pursue opportunities ahead of
the competition or recognize the early signs of trouble before they escalate into
major problems.”
Hamel and Prahalad (1995) are convinced that an organization which does
not develop a picture of the future, which does not develop foresight, is most
likely not involved in the future. They emphasize that the success of a company
depends on its ability to reach the future before its competitors. Courtney
(2001) emphasizes the importance of dealing differently with uncertainties, by
improving the foresight capabilities of organizations, especially in planning
processes. Bazerman and Watkins (2004) argue that organizations are facing
two groups of surprises: predictable surprises and unpredictable surprises.
Predictable surprises can be recognized on the horizon, but arise when
managers fail to spot them or fail to respond to them. However, it is essential
to develop foresight in the first place in order even to recognize predictable
surprises, or weak signals of change.
POINT OF DEPARTURE
The second Thought Leadership Summit (TLS) held in 2006 in Monaco was
devoted to applying business wargaming as a means to explore the future
distribution of asset management. The game was designed and executed by
Yale Professor Paul Bracken.
GAME SETUP
Prior to the execution of the actual game in Monaco, 40 industry strategists from
30 firms were interviewed and asked to share the key European distribution
challenges for the asset management industry, as they saw them; in total, 21 key
issues were defined. These served as a “discussion starter” at the beginning of
the preparation phase for the business wargame.
76 B U S I N E SS WA R G A M I N G
In contrast to some of the other cases we have described in this book, this
particular business wargame was built around two moves; the first simulated
a time period from 2006 to 2009 and the second move a period up to 2013.
The teams presented their strategies at the end of each round, which were
than evaluated aer each move. The participants were asked to structure their
work, according to a strategy worksheet, around the following topics: client–
value proposition, product strategy, distribution revenue model, and possible
mergers, acquisitions and divestitures. They were also supplied with player
profiles, giving them detailed information on the stakeholders they were
representing for the purpose of the game.
During the moves the teams were allowed to communicate with each other
about acquisitions, alliances, and oversight via email. Interestingly, however,
participants were shied between the teams, in order to simulate a market
characterized by merger, alliances, spinouts and new ventures.
• What is being sold: are offerings merely products, or are they in fact
solutions to client needs?
• How are offerings being sold: are they bought or are they required
to be sold?”
LESSONS LEARNED
Following the game, the various lessons learned were summarized as per a mind
map. Concern was raised under the heading “diffusion and confusion” that the
industry faced a dilemma: on the one hand, it was extremely profitable and on
the other hand there was confusion about how the industry would develop in
the future and what the strategies should be to meet the future challenges.
A second lesson that emerged was the need for a discussion on the overall
framework for the industry. It appeared in the business wargame that the asset
management industry is an introverted economy that needs to open itself
towards ideas and strategies from the outside. The wargaming also revealed
the dilemma for the larger players in the industry in positioning themselves
either as manufacturer or as a distributor. By contrast, the smaller players
showed greater flexibility, even though their actions were dependent on the
strategic behavior of the larger players.
The regulator, who plays a very important role in this particular industry,
was seen during the first move as a limiting and purely technical constraint,
likely to hinder innovation. However, this perception changed during the second
move. Not only did participants state that they could now understand why
regulation is so time consuming, but they also increased their communication
with the regulators in the second move. This le some of the participants with
78 B U S I N E SS WA R G A M I N G
the distinct lesson that regulators too can contribute to the process of innovation.
These results reinforced the perception that the asset management industry is
very introverted. The business wargame underlined the importance of geing
in touch with the client, and relating more to the end customer. As a whole the
wargame allowed its participants a relatively detailed look at the future of the
distribution of asset management and certainly helped them develop a forward
view of the industry.
To be a lile more specific, we will now look in more detail at one of the players
represented in the business wargame: Allianz Global Investors.
The team representing Allianz saw its core value proposition in preparing
Germans for the future. In the simulated period up to 2009, the Allianz team
aimed at building its investment capabilities with an internal asset management
factory and also by complementing it with external products. Concerning its
M&A (mergers and acquisitions) activities, the team tried to buy 50 percent
of Threadneedle and to exchange its Dresdner Bank for DWS, the asset
management company of Deutsche Bank; it also opened negotiations with
Cortal.
While all of these deals were rejected in the end, by 2013 Allianz had
focused more clearly on its role as a packager and distributor, forming links
with companies such as the just mentioned DWS and with the, also explicitly
played, financial service supplier MLP. Overall, the lesson learned for the
Allianz team was that the team believed that it was a mistake to try to build
investment performance in house.
specific findings and the consequences for national policy, at a strategic level,
these wargames suggested the following likely developments:
Whilst today these findings may all seem obvious, at the time of the first
of these games, people could not believe what they were experiencing. In fact,
they doubted the predictive power of the simulation and played the game
repeatedly with different participants. Despite this the same basic findings
emerged with each game—the rest is history.
What is interesting is that at the time, the People’s Republic of China was
not playing a major role. India too was never perceived as the economic power
that it has turned out to be over the same period of time. Were the game to be
played again today, the scenario would unfold somewhat differently with these
two countries, Russia and Brazil playing increasingly important roles in the
world’s economy as the source of much of the global manufacturing, services,
fuel and agricultural production.
Another game in the late 1980s, the results of which remain largely classified,
revolved around the Strategic Defense Initiative (SDI). The initial idea of the
program was to establish a leak-proof missile defense shield over the territory
of the United States in order to prevent any effective nuclear aack. The
question underlying this game was: how much strategic defense is absolutely
required given the deterrence effect, and what would be the resources needed
to achieve it?
This was based on the insight that if the Union of Soviet Socialist Republics
(USSR) wanted to ensure a similar first-strike hit rate, it would need to fire as
many rockets to counter the defensive effect of a 10 percent shield as it would
to counter a complete shield, making any aack extremely costly. At the same
time the deterrent effect from the perspective of the US could be achieved with
far fewer resources than initially anticipated. These findings led to a complete
change in US policy with respect to the program under the conditions of the
Cold War.
CHAPTER
Change Management
7
Business wargaming can be considered a very powerful change management
tool as well. As previously explained, every wargame functions as a change
management tool on one level or other, simply because it brings a group of
people together and has them work jointly on a common challenge. The insights
they gain and the increased understanding of the other participants involved
initiate a process of change. However, there are some wargames that turn out
to be catalysts of change that extend far beyond just the top management team.
In our view, wargaming as a tool for the savvy change manager will gain more
recognition in the years to come. If applied in the right context it is an extremely
effective way of driving change.
During the simulation it became clear that they were losing business largely
due to their entrenched way of thinking about the business and a cultural inertia
that prevented them from doing something about it. What the game revealed
was that the way the products in the business were sold had fundamentally
changed. The company had learned to use price as the main driver to close the
sale but competitors were pushing other buons with customers, selling them
added-value features such as consistency, quality and so on.
In the face of this unwelcome new situation, the company realized that their
corporate culture was not in tune with the changes occurring in their market.
Sales and marketing departments, in particular, were forced to respond to
this new situation and adapt to the new rules, which were changing business
the way they knew it. On the back of the insights gleaned from the original
game, the company commissioned consultants to train a team of their own
1 Information taken from a public speech by George E. Thibault, then Principal with Booz Allen
Hamilton, at the Swiss General Staff College, 2001.
CHANGE MANAGEMENT 83
people to be able to run the game repeatedly with the sales forces in their own
organization.
• Orient and train new employees: a wargame can give a newly hired
employee the opportunity to gain decision-making experience in
the new company.
Practical Applications
We now offer two examples of the application of business wargaming for
training and development in an organizational context and for educational
purposes in business schools.
At the start of this form of business wargame, for instance, capability cards
are handed out to the participants, representing the knowledge, skills and
background of individuals throughout the firm. Based on this information, the
participants are required to make sense of all this know-how in order to pitch
to a market team for the right to manage a series of projects. The objectives of
the game are the following:
• Most important of all, meet and learn about other employees in the
same organization.
Such a business wargame has the benefit of allowing newly hired employees
as well as existing members of the organization to think more strategically
about their business and not just focus on short-term revenue generation. It also
allows employees to experience and think at different levels of the organization,
thus again fostering a shared level of knowledge and capability throughout the
organization.
E D U C AT I O N A N D R E C R U I T M E N T 87
This business wargame, called The Bale for Clicks, evolved around internet
advertising, with Harvard students representing Microso and Time Warner,
and the MIT students playing the roles of Yahoo! and Google. The wargame
was conducted over a single day and evolved over eight hours. The teams faced
the following issues (Fuld 2006, 80–1):
• “Can Google (whose stock price has soared to $300 a share) continue
to defy the laws of competitive gravity?
• How can AOL, Time Warner’s division, slow down the rapid loss of
subscribers? Can it find a way to leverage Time Warner’s valuable
content, in the form of its rich family of magazines, broadcast group,
and cable network?
• How can Yahoo! break out of the pack? Despite its expanded search
capabilities and revenue that equal that of Google, it can very easily
lose its focus as it moves in many directions at once.”
facts, creativity in proposing a new strategy, and foresight into the near future”
(Fuld, 2006: 99).
According to Fuld (2006), the most difficult task for the students at the
beginning of the simulation was to make the transition from being a student to
acting as a manager for the company they were assigned to. In order to add to the
dynamic nature of the business wargame, a surprise external economic event was
introduced: a rise in communication taxes, along with the suggestion that state
taxation of the internet, could possibly hinder growth in internet advertising.
The benefit for the students, besides being introduced to the business
wargaming methodology, was that they had the opportunity to apply their
knowledge of their business environment, in a dynamic strategic simulation.
This involved them in a level of discussion that in real life would have taken
place at a very much more senior level in the organization. and it enabled them
to experience how their strategic decision making would perform in a dynamic
environment.
POINT OF DEPARTURE
This particular business wargame was carried out at a German university. It was
intended to give masters-level students in management and cultural studies an
opportunity to add to their knowledge on strategy and strategic management
gained during previous semesters.
GAME SETUP
In this wargame the German music industry was simulated over three moves
covering a period from 2007 till 2015. Around 25 students took part in the
wargame, organized into five teams (see Figure 8.1).
The facilitators of the seminar and of the business wargame took on the role
of the control team. Several weeks prior to the business wargame the students
were assigned to their stakeholders. Once the students had been assigned to
their group, they were asked to prepare the player profile for the stakeholder
they were representing in the simulation. All the students received a template
in which they were asked to prepare ten slides for their player, containing
general information on their player, the industry, their relevant market, also
including a SWOT (strengths, weaknesses, opportunities, threats) and PEST
(political, economical, social, technological) analysis. The market and customer
group, for instance, was asked to come up with an idea how the market was
segmented and what the needs of these segments were. Unlike the other
business wargames we have described so far, in this instance the participants
of the wargame were actually responsible for assembling the gamebook.
Strategy / Offerings
Apple iTunes
(New competitor)
EMI
Customer/Market group Students
(Major music label)
Students Sony/BMG
(Major music label)
Control Facilitators
IFPI
(International Federation of
the Phonographic Industry)
Feedback
The game was carried out over two and half days, and opened with an
introduction to business wargaming by the facilitators. Following this the
students presented the information they had gathered on their particular
player to one another. The wargame actually started on the morning of the next
day and ended around early aernoon of the third day. All the pre-prepared
information was distributed to each team.
While the stakeholder teams were preparing their presentation, the market
and customer team were asked to come up with ideas on how to evaluate the
moves and how to give feedback. In particular, using a quantitative model would
not be satisfying, since the IFPI (International Federation of the Phonographic
Industry) was involved in the wargame as a player and is not a competitor in
the music industry. So the students developed criteria from the perspective of
the market and customers for the basis on which to evaluate the strategies of
each team and on which to provide feedback to them.
During the simulation, time slots were issued by the control team, which
allowed the students to communicate amongst one another via email in
order to strike deals or form alliances. The control team assumed the role of
stakeholders not represented in the business wargame. They also introduced
a number of external stimuli during the moves, such as a press release, which
added to the complexity and the dynamics of the simulation. The wargame
ended with a lengthy discussion reflecting not only on the weekend, but in
particular on what the students had learned during the simulation and how
this related to their knowledge from their previous lectures on strategy and
strategic management.
LESSONS LEARNED
At this point rather than analyzing the single moves in this wargame or the
strategies formulated in the context of the German music industry, we will
focus on the overall lessons from the perspective of business strategy.
The first important lesson for the students was the particular relevance of
good and solid competitive intelligence. Of course, the information gathered
and then presented by the students on their assigned stakeholder, varied in
quality, in some cases, significantly. Indeed, those teams with only mediocre
competitive intelligence struggled during the first move to come up with a
convincing strategy.
During the preparation phases those teams with the least convincing
stakeholder profiles were mainly concerned with figuring out who the
E D U C AT I O N A N D R E C R U I T M E N T 91
competitors and customers were and what differentiated their own player from
the others. It appeared that some teams were never able to overcome this early
disadvantage during the entire business wargame. This le those students
with an insight how important rigorous and solid competitive analysis and
intelligence are for formulating a strategy and competing in a market.
This business wargame provided the students with very valuable insights
on formulating strategy and what it takes for a good competitive analysis.
In addition, the simulation highlighted not only the relevance of business
wargaming as a means of testing strategy, but also the relevance of competitive
intelligence in general and of tools such as strategic early warning systems to
help organization, to detect early signals of the need for change.
“This was the best seminar I went to during my time at university,” one
student stated when asked to give feedback on this form of seminar. Overall,
the feedback from the students was overwhelmingly positive, emphasizing how
much they enjoyed this form of “action learning.” Considering this feedback
and the dynamics during the simulation, the value of business wargaming as a
means for teaching strategy even outside of university campuses is convincing
and, as we see in the next case study, some companies have even made it a case
in point to provide this learning experience to students
an employer brand (Rodriguez 2006). The current case study used for the CEO
challenge simulates the development of the portable audio device industry in
the US.
POINT OF DEPARTURE
Although Booz Allen Hamilton is one of the top players in the strategy
consulting field, it has never been recognized for it and has thus never been a
household name like some of its main competitors, like, for example, McKinsey
& Company, The Boston Consulting Group or Bain & Company. There are
multiple reasons for this. For one, the company has never pursued a strategy
that would give it that household name status and remains rather conservative
in its communication with the greater public. The company is also actually
still comprised of two businesses: the strategy consulting division and a
division which is more government/technology oriented. This can oen lead
to a misconception about what the company is really all about and how it is
positioned on campus.
Following the downturn aer the dot-com bust, the company lost some
of its standing at top business schools because it simply stopped recruiting
from them and consequently did not sustain a high enough presence. As the
economy recovered and business picked up again, the firm found itself at a
disadvantage when competing for top talents from the best business schools in
the world because not enough people knew the company and even fewer knew
that it was involved in actual strategy work. When looking for an effective way
to change this perception, a group of people involved in the recruiting activities
of the company decided to leverage the firm’s wargaming expertise and devise a
scaled-down game that could be played with business students without lengthy
preparation or the need for particular industry expertise. Therefore cases were
chosen, which had a clear consumer orientation and involved products/services
with which the students could familiarize themselves quickly.
OBJECTIVE
provided a great opportunity for the Booz Allen people to observe the students
in a high-pressure, high-performance environment and assess their behavior
in a team seing.
Besides promoting the firm, its people and the high-level work it does, the
CEO Challenge serves as an important relationship management tool from
which 30 students graduate at each event. Moreover, those students who do
not make it through the rigorous selection process act as valuable ambassadors
for the firm when they return to their schools and help raise awareness about
the quality of work and the people at Booz Allen. In promoting the event to
prospective participants, the firm used tag lines such as:
The event puts students in the shoes of a CEO and clearly challenges them,
hence the name “CEO Challenge.”
GAME SETUP
The CEO Challenge is a two and a half day event, typically played over
a weekend. It includes 30 hand-selected students from top MBA schools
and approximately five to eight consultants, who moderate and coach the
students as well as take care of logistics and IT. The event starts with a detailed
introduction to strategy and strategic planning and what role wargaming plays,
followed by a basic anatomy of wargaming and a presentation of relevant case
studies, some of which are outlined in this book. The presentations then get
more specific, involving a crash course in the audio device market (the industry
seing of the CEO Challenge), with information on the most important trends
94 B U S I N E SS WA R G A M I N G
and players, followed by detailed instructions on how the game will be played
and how the teams will be divided up.
Students are not given any materials ahead of the event and are only vaguely
aware of the details as to which industry the simulation will play in. The intention
is to throw a considerable amount of information at the students, send them off
to their breakout groups, ask them for ambitious deliverables, mix them up with
people they have just met for the first time, and give them a very tight deadline.
With some help from their coaches to keep them on schedule and making sure
the minimum standards for the deliverables are met, the teams need to figure
out quickly how they want to organize themselves, plan the available time,
scan through the information, synthesize their findings and come up with an
action plan to cover how they want to position themselves in the competitive
context: not an easy task, but very typical for any type of consulting project.
The coaches, all of whom have solid background knowledge of the industry
and are experienced project managers, were available for individual questions,
but were not allowed to contribute in the strategy formulation process.
Basically all the information the students may use is provided in the
gamebooks and the use of PowerPoint presentations or internet research is not
allowed (nor do they have the time for these). Past experience suggests that if
PowerPoint were permied the teams would focus too much on the look of
their presentations at the expense of the quality of the content.
While the competitor teams are given the task of analyzing the information
and coming up with a strategy for their respective moves, the market and
control team, (which, for the sake of simplicity, are combined in this simulation)
has the task of developing a market view. This view is based on customer
segmentation and involves brainstorming and structuring a list of customer
preferences in priority order per segment. This list will provide the basis for the
subsequent evaluation of the competitive offerings for each move by the market
on the basis of a system of scores. In order for these scores to work correctly
and consequently generate gains or losses in market share, the control team
also needs to set up a market model. This involves them adjusting the model to
reflect the correct weights for each of the parameters, labeling them correctly
and doing a few dry runs to ascertain that the computations are working. The
model has been designed by wargaming experts and is based on the growth
projections for the industry, which depending on the decisions of all teams can
accelerate, decelerate or remain as projected. Based on the aractiveness of the
individual offerings of each team, their relative share in this development can
grow or shrink.
E D U C AT I O N A N D R E C R U I T M E N T 95
At the end of each move the competitor teams received qualitative and
quantitative feedback from the market and control team. Using computations
within the model, they receive detailed market share numbers, approximate
margins and relative change information. The qualitative feedback consists of
statements from the various customer segments; what they like or don’t like
about specific offerings. Sometimes, just to spice things up, the control team
will introduce certain “shocks” or events designed to force the teams to address
a specific issue. For example, unforeseen problems with hardware components
which affect cost structures or require product recalls or breakthrough
technological developments, if feasible.
Alternatively, shocks may be in the form of public concern over issues such
as piracy, traffic accidents caused while listening to music on the go, and so
on. Whatever the problem the teams need to address it in their subsequent
presentation or risk the market not rewarding them as hoped. These
interventions thus enable the control team to encourage the competing teams
to focus on particular issues they may wish them to explore.
At the end of the CEO Challenge and once the quantitative results are in,
the market and control team issue several awards to reflect the bale as fought
with sticks of different length. If, for example, you are on the dominant Apple
Team, losing only a lile market share is quite an accomplishment, because you
have successfully defended your position despite increased competition and
may still make considerable profits. On the other hand, if you are a new entrant
or a small player the question is much more one of survival and growing the
business from nothing into something.
The basis for the awards may vary from highest market share, best
profitability, best marketing campaign, most innovative product and so on. At
the end of the event, students are asked to reflect once more on what they have
recognized and what they have learned about the industry and about their
teams.
This synthesis of views yields very interesting insights and in the past
teams have actually predicted a number of the real developments to follow. For
example, one team predicted the introduction of the iPhone, more than one year
before this happened; another predicted the high-end top-quality positioning
of Sony Ericsson leveraging their “Walkman” brand. They also predicted the
move towards hybrid devices, i.e. the combination of phone, mp3 player and
PDA, therefore concluding that the biggest threat for Apple and the iPod will
96 B U S I N E SS WA R G A M I N G
come from the mobile phone manufacturers if they can get their act and their
products together.
The CEO Challenge has turned into an amazing success story for Booz
Allen Hamilton. Applications are skyrocketing: fewer than one in every
ten students can be sloed in for one of the events. As predicted, almost all
graduates have become valuable ambassadors communicating news about the
event and the Booz Allen Hamilton name on campus. While participating in
the event is still no guarantee that a student will make it into the firm, many
of the participants are genuinely interested and if they do make it through the
process and ultimately receive an offer, they typically take it.
So, in sum, the value of the event lies in the marketing promotion of the
Booz Allen Hamilton brand and its people, but also in spoing top talent and
being able to see how they work. A very valuable process when the alternative
involves simply paper screens and a number of behavioral and case interviews.
The costs for such an event are not trivial, but considering the quality of
people a company can aract and the high likelihood of converting them into
employees, the results repay the cost. The “halo” effect it has on the company’s
reputation at the top campuses is a free value add.
LESSONS LEARNED
It appeared that for the students, the major lesson learned is to focus on the
customer and to formulate a consistent strategy which will stay valid over three
moves and which would eventually generate market growth or contribute in
general to the value of the played corporation. The following are quotes from
students who participated in the CEO Challenge:
What started within Booz Allen as a small initiative has established itself as
a global top event on campuses.
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CHAPTER
Further Applications
of Business
Wargaming 9
Thus far we have discussed a number of the current applications of business
wargames and demonstrated how organizations can benefit from the
methodology. In this chapter we explore two other fields where business
wargaming can potentially make significant contributions—strategic early
warning systems and corporate reputation management.
The concept of strategic early warning system (Schwarz 2005, 2006) can
be seen as rooted in Ansoff’s (1980) concept of strategic issue management.
A strategic early warning system is a systematic procedure for early identification
and fast response to important signals in the environment of an organization.
The goal of a strategic early warning system is to detect early signals of change
before they develop to a full crisis, or rather detect opportunities ahead of time
compared to the competitors (Fuld 2003).
is that discontinuity does not emerge without warning. These warning signs
can be described as weak signals. Weak signals, if undetected, may lead to
strategic surprises, leading to an event, which has the potential to threaten an
organization’s strategy.
In the figure below the “ideal” process of a strategic early warning is taken
from Liebl (2000), who describes a process of three phases. The first phase is
characterized by the information gathering of weak signals, or rather trends
and issues, which can be perceived as the relevant weak signals in a business en-
vironment. The scanning relies primarily on looking at various media sources,
referring to the technique of content analysis (Nasbi 1982). Monitoring trends
and issues that have already drawn aention complements the scanning
activity.
derived from a business wargame, would not only allow such a system to gain
a valuable input, it would also enable an organization to leverage the lessons
learned and the experiences gained from a business wargame.
Positive reputation may have several beneficial effects for the company, for
example: an increased willingness amongst customers to buy the company’s
products, a desire amongst job seekers to work for the company, increased
share values in the stock markets, and favorable relationships with public
interest groups. These four benefits can be measured on the basis of repeat
sales per customer, employee turnover, recruitment costs per candidate or
price/earnings ratios in the stock markets. Corporate reputations are fragile
and take a long time to build, but a few incidents of irresponsible behavior may
destroy them.
By way of example, on March 24, 1989, the tanker Exxon Valdez was
grounded on Bligh Reef in the upper part of the Prince William Sound. The
tanker was carrying approximately 53 million gallons of crude oil, 11 million
of which spilled into the Prince William Sound. Apart from the environmental
catastrophe, the incident proved to be a huge setback for the Exxon corporation.
Their slow and reactive crisis management lost them considerable goodwill
amongst the general population and with environmental groups. The cost of
the catastrophe was about one billion dollars in market capitalization during
the period two weeks prior to and following the incident (Fombrun 1996).
In the Exxon case, contingency crisis planning both in terms of action and
communication could have prevented at least some of the damage. This type
of planning may have enabled Exxon to reassure the public about its concerns
for the environment, and demonstrate decisiveness on the part of the company
in preventing any further damage. The case illustrates that in order to protect
a corporate reputation, a company needs a well-prepared crisis team and
validated contingency plans. Such a system ensures the smooth running of the
company, consistent behavior of the individuals working for the company, and
consistent behavior of the company as a whole i.e. corporate behavior, whether
or not the company faces a crisis or calm water.
Corporations and organizations are characterized by the fact that they are
made up of people, acting together in order to pursue a common goal (Hodge,
Anthony and Gales 1996). Inherent in this definition is the potential exposure
of individual members of the organization to conflicts of interest between
personal and organizational goals. During working hours, the members of an
organization are expected to subordinate their personal goals to the goals of
the organization.
Wargaming may be used not only to prepare for crisis situations, but also
run a sensitivity analysis around the major constituents of a corporation in
order to beer anticipate reputation risk factors. This could be by seing up the
game revolving around the company and a handful of main competitors, and
instead of just having a market team, actually playing different “response cells”
such as a team representing the market, the workforce and their preference
for each of the competitive teams as well as public interest groups and the
investment community and where they would invest their money. The control
team could probe for specific events that would have a potential impact on the
reputations of the played companies such as product flaws, legal issues in the
workplace, IT problems, boycos etc. The objective would be to find out what
the potential sensitivities are with the different stakeholders as well as training
the participants in coming up with effective countermeasures to mitigate such
reputational risks.
The difficulty may be that unless you understand the reputational risks
for a company and their interdependencies in sufficient detail to quantify
them, justifying the cost of a wargame may be hard work. On the other hand,
104 B U S I N E SS WA R G A M I N G
This chapter describes a wargame in the automotive industry based around the
concept of future management.
The Situation
One of the world’s largest automotive suppliers wanted to analyze a
number of dynamic competition scenarios for the business units of its most
important division by means of a business wargame. A strategically significant
acquisition made by a competitor had caught the executives by surprise and
made them anxious to know more about potential competitors in the future.
FutureManagementGroup AG was asked to prepare, facilitate and lead the
wargame project.
1 Dr. Pero Mićić is the chairman of the FutureManagementGroup AG, Eltville, Germany.
106 B U S I N E SS WA R G A M I N G
Identifying blind spots, thereby reducing their number and developing eventual
counter-strategies, implies making the corporate strategy more robust against
the effects of possible surprise. One of the core purposes of future management
is to enable management to be less likely to be surprised, which means looking
for possible surprises and prepare yourself for them, at least mentally.
WA R G A M I N G I N T H E A U TO M OT I V E I N D U S T RY 107
5. The nine groups were formed: three market groups, each with three
competitor groups. It was a particular challenge to mix participants
within each group who had prior knowledge about the respective
competitor(s) and market(s) with participants who had fresh minds.
Attacks by competitors
(Be the enemy) A1 A2 A3 B1 B2 B3 C1 C2 C3
Analyze impacts A3 A1 A2 B3 B1 B2 C3 C1 C2
Develop counter-attacks A3 A1 A2 B3 B1 B2 C3 C1 C2
Replies to counter-
attacks (Be the enemy) A2 A3 A1 B2 B3 B1 C2 C3 C1
The Wargame
The wargame took place in a secluded hotel which had enough rooms for the
groups and the plenary sessions. The chief executive officer welcomed the
participants, presented the core elements of the company’s current strategy
and provided the rationale for the wargaming project. The consultants set the
scene with stories about wargames through history and in recent times as well
as with a basic introduction to future management.
The participants were acquainted with the structure of the groups and they were
first sent as three market groups to their respective rooms. These groups rehearsed
separately the business unit’s current strategies. Questions from the participants,
especially those from outside the unit, were answered in a brief session.
The three market groups were then split into three groups representing
three types of competitors:
At the end of the first workshop (round one), a member of the group was
appointed “ambassador.” The ambassador was required to present the strategy
to one of the other groups and to join this group during the second turn in order
to explain the thinking and intentions of his or her original group through the
presentation and wrien documentation.
This point represented the end of day one and the participants were given
the opportunity to think about the impacts and possible elements for counter-
strategies overnight. The following day, the working groups gathered to develop
counter-strategies which might be either defensive or offensive. These elements
were deliberately separated from the current strategy in order to provide more
room for innovative approaches.
As before, the results were recorded and passed back to the competing
group for the next turn.
Reduce Reduce the potential loss or damage (e.g. by insurance). Preventive strategy
Preventive or acute
Anticipate Take the feared action yourself.
strategy
the following scenario: the results of their strategy session were fortuitously
transferred to the “own company.” By chance the competitors received an
intercepted email describing the company’s counter-strategies. The ambassador
filled the role of the person who received the email and presented the content,
following which the impact was analyzed, the aack strategies adapted and
further elements added.
IMPACT ANALYSIS
The impacts of the new strategies were again analyzed by the competitor
groups. At this point the participants were allowed to abandon their roles and
“become themselves again.” They now agreed and recorded the most important
lessons from their group. Following this the three working groups reformed in
the market groups to present and discuss their lessons for the business unit
and for the company as a whole. Finally, all three market groups rejoined the
plenary session to summarize the findings for their business units and the
whole company as well as the implications for the current strategy.
What was potentially the first critical success factor—the need to gain the top
executives’ time and aention—was irrelevant in this case since it was the
CEO himself who had triggered the project. Consequently, the real first critical
success factor was to achieve and maintain the kind of open mindset needed
112 B U S I N E SS WA R G A M I N G
for a wargame of this kind. Many of the moves and strategies were extremely
challenging since they went beyond the imagination of many of the participants.
One example involved imagining a competitor who had developed an injection
pump with a much lower pressure than is currently regarded as possible. It is
only when participants focus their thinking on “why not” rather than on “that’s
impossible” that they achieve the prerequisite for liing blinkers, opening their
minds and expanding horizons of their thinking. The psychological problems
associated with wargames are as follows:
3. Blind spots: People cannot see what they do not know. Therefore
the client searched to reduce the number and significance of blind
spots as described in the goals above
specifically for this project and we made sure that each group workshop was
led by an experienced facilitator.
Lessons Learned
The executives identified several vulnerabilities in their strategy which they
admied had not been on their radar screen before. In addition, they discovered
opportunities for improving their competitive position by anticipating the
possible future actions of their competitors.
Results
The results of the wargame triggered several strategic initiatives to improve the
company’s strategy and to make it more robust against the impact of possible
surprises. Several projects were started or changed to put the lessons learned
and the new decisions into action. On the basis of the substantial results, similar
wargaming projects were planned for other parts of the group.
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PART III
Business Wargaming
in Practice
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CHAPTER
Design and
Execution
11
We have provided you with an overview of the history and the basic methodology
of business wargaming and have given you insights into a number of past,
present and future applications of it. We will now spend some time on how to
design and execute business wargames. The specifics may vary significantly
depending on the type of game and the underlying questions, which need to
be answered, which means that this chapter can only offer a general guide to
the process.
Experience has shown that a typical strategy testing game can be put
together and played over the course of approximately 8–12 weeks. The majority
of the time required is used for preparing the game, collecting information,
structuring the documents and seing up the models, boundaries, logistics and
schedule. The 8–12 weeks’ schedule assumes that a mixed team of consultants
and clients work on seing up the game. Typically this will involve a senior
wargaming expert and a project manager, as well as two or three consultants,
who work together with a handful of client representatives. The overall time
for preparing a game can be significantly reduced depending on how much
competitive information is already available in the organization and how much
work needs to be done to translate this data into game books and models.
Design Phase
The most important aspect of the design phase is to determine the objectives
of the game clearly and more specifically distil the key questions, to which the
team will need to have found answers to by the end of the game. Perla (1990:
165), for instance, argues, when describing the objectives of a wargame:
Since wargames do not come cheap—the average sticker price for a fully
fledged game, which is developed from scratch, is well in the half-a-million to
million dollar range—the client sponsor oen finds themselves in a dilemma.
While they know that conducting a game will provide valuable insights and
help the company avoid costly mistakes or optimize its strategy, conducting
a game is an expensive process. Therefore the sponsor is taking a significant
personal risk in proposing an exercise of this kind.
• What are some of the most relevant and unaddressed issues in the
organization?
120 B U S I N E SS WA R G A M I N G
• Who should participate in the process during the design and play
stages? (From which business units, at what level and what should
be their role in the exercise, i.e. experts vs. participants?)
• What is the focus of the game? Rather than trying to model every
detail of the business, what products, stakeholders, competitors,
customers segments and markets are most relevant in order to
answer the set of questions?
Preparation
Once the design parameters have been set, you need to gather together the
requisite information about the main competitors, the market(s), customers,
current and pending regulation, technology trends, possible unexpected
events and so on, which are then distilled into the gamebooks (basically the
screenplays describing how to play the game) and into the market and control
models, which are designed in order to provide some objective measures to key
parameters for the game. The gamebooks contain information about the client
company and the competitors in the game and a market overview, as well as
the most important trends, regulation and technological developments in the
industry.
To give you a specific example: when simulating the portable audio device
market in the United States for the Booz Allen Hamilton CEO Challenge, we
prepared an elaborate model which used a wide variety of input parameters
and ratings to enable experts from the market team to assign market shares and,
DESIGN AND EXECUTION 121
at the second stage of the game, to calculate margins and net profitability for a
number of products. The assumptions used in order to estimate the cost levels
built into the model were based on industry research. This research estimates
material cost and R&D cost at various levels, depending on whether we were
dealing with an audio-only, mobile phone or hybrid product, based on certain
assumptions around the quality of components.
Once the basic model is in place, a so-called pre-test “mini” game should
be conducted, in which the sensitivities of the model are tested and any bugs
are detected and corrected. The “mini game” usually follows one or more likely
scenarios, which reflect today’s level of knowledge in the industry. The type
of base scenario for the game depends on the objective of the wargame. If for
instance, the aim is to prepare for crises or to assess the crisis management
system of an organization, the scenario needs to be reasonably elaborate and
will be introduced by the control team step by step.
If the focus is strategy testing, then the scenario may only consist of certain
key developments, which are likely to take place over the course of the next
couple of years. Take, for example, the opening up of the market for electricity.
The scenario in this case may simply indicate that by the year X, the market for
corporate clients will be open, followed two years later by the consumer market.
A common framework is wrien on top of this basic scenario, based on what is
known or assumed about market regulation. The framework is introduced as a
set of guidelines for all players to follow. Beyond that the teams are free to do
whatever they want within the boundaries of reality (defined by regulation and
their own financial strength and capabilities).
All games have a common starting point of today, unless you deliberately
choose to set at a different timeframe. What is known in reality today is also
what is known in the game. However, from the second move on anything goes
122 B U S I N E SS WA R G A M I N G
as long as it is within the boundaries set by the control team. The interesting
thing is that at the outset of the game, even the game developers do not know
where the game will be going aer move two. It is also interesting that if one
and the same game framework is given to two different participant groups, the
game may develop quite differently, yet the lessons learned will be similar—as
was demonstrated in the game series dealing with global power shis which
was conducted by the US government in the 1980s. The outcome of the initial
game seemed so implausible that the game was repeated several times only to
repeat the same outcome each time.
So the preparation phase provides the data set and rules for the game,
which are important to structure the game and make sure it can be kept on
track and focused on the questions relevant to the client. The objective of the
rules are to keep the game close to reality and also keep the game playable,
avoiding a wargame that becomes so complex that no one understands what
they are doing. The trick is to give the teams plenty of leeway within the rules
so they can experiment with everything that would be available to them in the
real world. In order to keep the balance between playability and complexity,
the control team needs to be experienced in running games, but also possess
a profound understanding of the industry and market so that it can take
corrective actions should they become necessary.
In order to get the most out of the game, the participants, regardless of
their team, need to receive a proper briefing. This briefing, which can make up
the last step of the preparation or the first step during the game’s execution,
will set the common ground for all parties involved. During the briefing the
teams receive a crash course in strategy and wargaming; typically including a
high-level summary of industry trends and facts, which may include a detailed
competitor briefing as well a detailed explanation on how to play the game.
During the “how to play the game” part of the session, participants are divided
into the various teams, assigned coaches and familiarized with the expected
deliverables, how to communicate with other teams and the market and given
a very detailed schedule.
Execution
The execution of the game is the fun bit. Typically three moves are played
out and the teams are busy trying to meet their schedule. In Chapter Two we
provided a detailed description of what happens during a wargame, but it is
worth emphasizing some points at this stage. First of all, although it is called
game, this is serious business and it is of utmost importance to the success of the
DESIGN AND EXECUTION 123
exercise that every individual involved gives the game their best shot and tries
to live the role they have been assigned. Only if the competitors try their very
best to beat their real-life company will they create the necessary pressure that
will drive their peers in the company team to perform at their best. Switching
roles and viewing the company from the perspective of competitors is itself
enlightening and helps many long-term managers take a fresh look at what
their company is good at and where it can improve. In this sense business
wargaming is also a means to overcome organizational blindness.
The second important aspect for successful execution is to stick with the
schedule and agreed deliverables. There is nothing more annoying than a
situation in which four out of five teams are on time and deliver their solution
to the agreed level of quality while one team then lags behind. If this happens
the entire wargame is in danger of running out of sync, which will jeopardize
the objectives. For this reason, wargames are ideally conducted by a dedicated
team of experts and supported by experienced coaches, who can keep an eye
both on the clock and on the quality of the deliverables. Typically you need to
present an initial summary of the lessons learned aer each move and certainly
at the end of the actual game (which usually lasts between two and three days).
This summary is assembled from the observations of the coaches and the
control team as well as from the input provided by the participants.
have a stronger focus on the group dynamics and what the key points were in
the decision process, where the group took quantum leaps or why mistakes
were made.
Summary
At this point, we would like to summarize what we believe are the critical
success factors for designing and executing a successful business wargame:
• Close to reality: The beer participants identify with their roles, the
beer the mutual learning experience. It is the role of the facilitators
to set the stage and make sure participants are motivated and
well prepared to take on their roles. The facilitators also need to
stay on top of all the actions and keep the participants within the
boundaries of reality.
Done well, participants and companies will get a great deal out of a
wargame. The most valuable aspect in our view is the unique ability to go
through a shared experience of seeing what is likely to happen. Managers will
see together what works well and what does not and learning takes place in
the group. It is not unusual that the energy experienced during a game will
continue to have a positive effect in facilitating cooperation within and across
departments. We believe the main drivers for this process are the intense
experience shared, the mutual learning and the common ground established
during the game and particularly during the debrief.
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BIBLIOGRAPHY 129
wargames origins 7
alternative names 1–2 political-military 14, 16, 18
in Cold War 78 post-World War II 17–18
public sector 78–80 prevalence 17
wargaming principles 10
benefits 7 Prussia 7, 11–13
in China (ancient) 8 realism 11, 13
computerized 15, 17, 18 sandbox 11
H.G. Wells’ influence 16 term, first use 12
hobby 7, 16, 17 topographical map 12
manual 17 US military 7, 14, 17–18
military 10–15 Vietnam War 16
miniature 16 see also business wargaming
mobilization scenarios 13–14 Wei-Hai game 8
non-military 16–18
About the Authors
Daniel F. Oriesek
If you would like to comment on the book, get in touch with us or keep
informed on our activities concerning business wargaming, please refer to
www.business-wargaming.com.
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