BSS063-6 Management Practice Assignment Sample

BSS063-6 Management Practice Assignment Sample

Introduction

In this assignment the researcher has designed business simulation games after beginning the game, the researchers must respond to a series of questions after watching a variety of films that are present throughout the module. The promotional and manufacturing initiatives of a fictitious corporation called Hercules would be assessed in this game. In the “marketplace simulation” game, in which the researchers were taking part in, they were in charge of planning the bicycles’ tactical marketing.

To access the reenactment, the scientists must first log in at the college entrance. The game must then start. After starting the game and watching a selection of films that are present throughout the module, the researchers must answer a number of questions.  In this case, all researchers have answered personally to bring progress. In the first quarter of the game, the researchers will eventually finish the case study for this task. The second and third modules are then divided into two separate portions.

Each question would require a different response from the researchers. A potent technique for modeling complex systems and simulating the behavior of people or groups within them is microsimulation. It entails the creation of a virtual world in which people interact with one another and their surroundings while having every action and choice dynamically modeled and recreated. Numerous disciplines, including economics, transportation, and health, and social sciences, can benefit from microsimulation.

Get Assignment Help from Industry Expert Writers (1)

Players should concentrate on producing visually striking ad content to differentiate themselves from the competition. This can entail utilizing captivating images, vivid colors, and concise messaging that communicates the advantages of the promoted good or service. The tone of their advertisement content should be considered by players.

They should refrain from using jargon or other sophisticated language that can confuse or turn off potential clients and instead use plain, succinct language that is compelling. Additionally, the content’s tone needs to be in line with the brand’s principles and messaging.

There are knowledge questions that must be answered after each quarter’s answers. The researchers would move on to the following quarter once the questions had been resolved. The case study will eventually be available to the researchers for this project in the first quarter of the program. Following that, the second and third modules are split into two separate halves, and the researchers are required to respond to the questions following the viewing of the films in each quarter. The outcome of the game is a percentage. Two sample snippets are shown below.

Snippets or results from the game:

The above figure has described the result of the microsimulation game showing the particular result of quarter 1. This section is encompassed with evaluation, microsimulation, and different sections where company name, responsibilities, team names purchase market and personal goal are editable options, and other parts are non-editable. If the player clicked on the microsimulation section they check the different percentages of games along with the score and varieties section.

The Marketplace game also simulates businesses offering a secure setting for learning. They enable participants to test their ideas and experiment with various business techniques without running the danger of suffering monetary loss or reputational harm. For students learning about business management or new entrepreneurs, this is very crucial. They can enhance their decision-making abilities and earn invaluable experience and knowledge by playing business simulation games.

The above figure has described the result of the microsimulation game showing the particular result of quarter 2. This section is encompassed with evaluation, microsimulation, and different sections where goal and strategy is only editable options, and other parts of market management, brand management, set up shops, sales, check division profitability, summary of decision, final are non-editable.

Get Assignment Help from Industry Expert Writers (1)

If the player clicked on the microsimulation section they check the different percentages of games along with the score and varieties section. The Marketplace game also simulates businesses offering a secure setting for learning. They enable participants to test their ideas and experiment with various business techniques without running the danger of suffering monetary loss or reputational harm. This is a useful game for learning about business management or new entrepreneurs, this is very crucial. They can enhance their decision-making abilities and earn invaluable experience and knowledge by playing business simulation games. The game is useful options to play along with providing options.

In the figure 3result of the microsimulation, the game shows the particular result of quarter 3. This section is encompassed with evaluation, microsimulation, and different sections where buy market research is only editable options, and other parts of market management, brand management, set up shops, sales, check division profitability,  summary of the decision, final are non-editable.

If the player clicked on the microsimulation section they check the different percentages of games along with the score and varieties section. The Marketplace game represents businesses that provide a safe environment for learning. They provide participants the chance to put their theories to the test and try out different business strategies without worrying about losing money or damaging their reputations. This game is helpful for teaching new entrepreneurs or business management, which is highly important. The game shows every time that your team’s decision is in.

In Figure 4 result of the microsimulation, the game shows the particular result of quarter 4. This section is encompassed with evaluation, microsimulation, and different sections where buy market research is the only editable option, and other parts of market management, brand management, set up shops, sales, check division profitability, summary of the decision, and final are non-editable. If the player clicked on the microsimulation section they check the different percentages of games along with the score and varieties section.

The Marketplace game represents businesses that provide a safe environment for learning. A crucial component of the game marketplace is brand management. Players have the option to develop their own brand or employ an already-existing one in the gaming market. Building and sustaining a good brand image is a key component of brand management since it can help draw in and keep customers. This can entail coming up with an instantly recognizable logo, applying consistent colors across all media, and establishing a distinctive brand voice.

In Figure 5 result of the microsimulation, the game shows the particular result of quarter 5. This section is encompassed with evaluation, microsimulation, and different sections where buy market research is the only editable option, and other parts of market management, brand management, set up shops, sales, check division profitability, summary of the decision, and final are non-editable.

In this game, another important element in the microsimulation of the game market is market research. Players must conduct market research and comprehend the tastes, needs, and habits of their target audience. This may entail data analysis, surveying the public, or tracking player behavior in the game. Players can develop goods and marketing strategies that entice consumers by understanding their target market.

In Figure 6 result of the microsimulation, the game shows the particular result of quarter 5. This section is encompassed with evaluation, microsimulation, and different sections where market social media, managing paid SEM, designing ad content, and buy market research are the only editable option, and other parts of market management, brand management, set up shops, sales, check division profitability,  summary of the decision, and final are non-editable.

In this quarter 5 result, the workspace section shows the graph view to analyze the data that shows industry average demand improvement. The section also provides a scheduled time monitor displayed where the date and time of playing the game are analyzed.

In Figure 5 result of the microsimulation, the game shows the particular result of quarter 6. This section is encompassed with evaluation, microsimulation, and different sections where buy market research is the only editable option, and other parts of market management, brand management, set up shops, sales, check division profitability, summary of the decision, and final are non-editable.

In the microsimulation of a gaming market, pricing is another crucial element. Players must set pricing that is not only profitable but also competitive. This may entail examining competition pricing, taking production expenses into account, and comprehending the worth of their items to the consumer. Players can draw consumers while also making money by choosing the proper price.

In Figure 8 result of the microsimulation, the game shows the particular result of quarter 7. This section is encompassed with evaluation, microsimulation, and different sections where market social media, managing paid SEM, designing ad content, and buy market research are the only editable option, and other parts of market management, brand management, set up shops, sales, check division profitability,  summary of the decision, and final are non-editable. Another important element in the microsimulation of a gaming market is advertising.

Players must design successful marketing efforts that communicate the worth of their items to their target market. This may entail developing captivating advertisements, utilizing social media to reach a larger audience, or collaborating with influencers or other companies to market their goods. Players may raise brand awareness and draw in new clients by developing powerful advertising campaigns.

The success of a player’s business in the microsimulation of a game’s “marketplace” depends on producing successful advertising content. To maximize their advertising approach and boost their chances of success, players should take into account their target audience, provide aesthetically appealing content, employ persuasion in their writing, and test their ad content.

In Figure 9 result of the microsimulation, the game shows the particular result of quarter 8. This section is encompassed with evaluation, microsimulation, and different sections where feedback, buy market research, finance, and project division profitability are editable options, and other parts of market management, brand management, set up shops, sales, check division profitability, summary of the decision, and final are non-editable.

Gamers can get opinions from other players, customers, and employees in the game marketplace (Brunetti et al. 2020). Players can use this input to pinpoint areas for development and alter their goods, advertisements, or business procedures. Another essential modifiable option in the microsimulation of a gaming market is market research. Players can learn more about their target market by performing market research, and then they can base their decisions on this knowledge.

Designing ad content is a key component in promoting a player’s goods or services to potential clients in the microsimulation of a gaming “marketplace”. Poor ad copy might fail to engage customers or even drive them away, while effective ad material can spark curiosity and draw customers.

Players must take into account a number of important criteria in order to build efficient in-game advertising content. The content should be customized to appeal to the target audience’s tastes and interests after they have identified who they are. For instance, if gamers are the target market, the ad material should be created to appeal to their passion for gaming.

In this above section, the researcher has earned different scores in the different sections of this game. In the 2nd quarter, the researcher scored 62% in the section on fundamentals of product design. In the next phase of the second quarter, it scored 54% in the sections of fundamental strategic planning.

The quarter phase which deals with online marketing has scored 77%. The fundamentals of pricing scored almost 86% in a similar quarter.  In the 4th quarter price elasticity in practice is 83% scored whereas in quarter 5 has scored 68% in online paid advertising. In the total game score, the profitability of the business has scored 49% in the quarter 6 phase of this microsimulation part of this game.

Figure 11 is representing the success of attempting the knowledge questions about the business game and the factors on which the game is based upon. The above-attached figure, is showing that the researcher had attempted two sets of questions and completed them sincerely. The above figure is also highlighted that there is a 5-time repetition of the competition of questions. Each and evaluation the attempts are successful in this microsimulation.

In Figure 12 result of the microsimulation, the game shows the particular result of quarter 8. This section is encompassed with evaluation, microsimulation, and different sections where feedback, buy market research, and design ad content is editable options, and other parts of market management, brand management, set up shops, sales, check division profitability,  summary of the decision, and final are non-editable. A crucial editable choice in the microsimulation of a game market is finance. To have enough money to invest in their firm and turn a profit, players need to manage their money wisely (Brunetti et al. 2020). Setting a budget, examining receipts and expenses, and making wise investments are some examples of how to do this.

In Figure 13 result of the microsimulation, the game shows the particular result of quarter 8. This section is encompassed with evaluation, microsimulation, and different sections where feedback, buy market research, and design ad content is editable options are editable options, and other parts of market management, brand management, set up shops, sales, check division profitability,  summary of the decision, and final are non-editable.

In the ad name section, there are multiple options like child fit, Hercules bike, etc. (Brunetti et al. 2020). The sections also provide the descriptive highest-rated speed bike to show the performance and development of this game “Marketplace”. Players can learn about the profitability of various aspects of their business by using the customizable option for project division profitability. Players can find opportunities to reduce costs or boost revenue by examining the profitability of various initiatives. This may entail redistributing resources or altering their product lineup.

Conclusion

In this microsimulation, the game is use to analysis because it enables the identification, assessment, and creation of methods for managing risks. When utilizing them in the context of business microsimulation, though, it is important to take into account their limits. To offer a thorough understanding of the system being investigated, it is crucial to combine these tools and theories with other research techniques. The game had been played college, university website, and online module in their course. Overall the result of the simulation is well described in this study.

Reference list

Journal

Akcigit, U. and Ates, S.T., 2019. What happened to US business dynamism? (No. w25756). National Bureau of Economic Research.

Brunetti, M., Mes, M. and van Heuveln, J., 2020, December. A general simulation framework for smart yards. In 2020 Winter Simulation Conference (WSC) (pp. 2743-2754). IEEE.

Cavalcante, I.M., Frazzon, E.M., Forcellini, F.A. and Ivanov, D., 2019. A supervised machine learning approach to data-driven simulation of resilient supplier selection in digital manufacturing. International Journal of Information Management49, pp.86-97.

Deng, W., Liu, H., Xu, J., Zhao, H. and Song, Y., 2020. An improved quantum-inspired differential evolution algorithm for deep belief network. IEEE Transactions on Instrumentation and Measurement69(10), pp.7319-7327.

Gatti, L., Ulrich, M. and Seele, P., 2019. Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students’ learning outcomes. Journal of cleaner production207, pp.667-678.

Geyik, S.C., Ambler, S. and Kenthapadi, K., 2019, July. Fairness-aware ranking in search & recommendation systems with application to linkedin talent search. In Proceedings of the 25th acm sigkdd international conference on knowledge discovery & data mining (pp. 2221-2231).

Ghazal, T.M. and Alzoubi, H.M., 2022. Fusion-based supply chain collaboration using machine learning techniques. Intelligent Automation & Soft Computing31(3), pp.1671-1687.

Laborde, D., Martin, W. and Vos, R., 2021. Impacts of COVID‐19 on global poverty, food security, and diets: Insights from global model scenario analysis. Agricultural Economics52(3), pp.375-390.

Papachristos, G., 2019. System dynamics modelling and simulation for sociotechnical transitions research. Environmental Innovation and Societal Transitions31, pp.248-261.

Poongodi, M., Sharma, A., Vijayakumar, V., Bhardwaj, V., Sharma, A.P., Iqbal, R. and Kumar, R., 2020. Prediction of the price of Ethereum blockchain cryptocurrency in an industrial finance system. Computers & Electrical Engineering81, p.106527.

Seebens, H., Bacher, S., Blackburn, T.M., Capinha, C., Dawson, W., Dullinger, S., Genovesi, P., Hulme, P.E., van Kleunen, M., Kühn, I. and Jeschke, J.M., 2021. Projecting the continental accumulation of alien species through to 2050. Global Change Biology27(5), pp.970-982.

Vosooghi, R., Puchinger, J., Jankovic, M. and Vouillon, A., 2019. Shared autonomous vehicle simulation and service design. Transportation Research Part C: Emerging Technologies107, pp.15-33.

Yang, J., Hu, X., Feng, H. and Marvin, S., 2021. Verifying an ENVI-met simulation of the thermal environment of Yanzhong Square Park in Shanghai. Urban Forestry & Urban Greening66, p.127384.

Yang, Y., Uy, M.C.S. and Huang, A., 2020. Finbert: A pretrained language model for financial communications. arXiv preprint arXiv:2006.08097.

Zulfiqar, S., Sarwar, B., Aziz, S., Ejaz Chandia, K. and Khan, M.K., 2019. An analysis of influence of business simulation games on business school students’ attitude and intention toward entrepreneurial activities. Journal of Educational Computing Research57(1), pp.106-130.

Know more about UniqueSubmission’s other writing services:

Assignment Writing Help

Essay Writing Help

Dissertation Writing Help

Case Studies Writing Help

MYOB Perdisco Assignment Help

Presentation Assignment Help

Proofreading & Editing Help

Leave a Comment