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Index

Prelude

Acknowledgments

Game 1: Know Thy-Self

Game 2: The Negotiator

Game 3: Break the Barrier

Game 4: The Visualizer

Game 5: The Orphaned

Game 6: Personnel Contriver

Game 7: Extrapolator

Game 8: Managing Difficult Conversations

Game 9: Resilient

Game 10: Sharp Business Proposal

Game 11: Sick to Sound

Game 12: My USP

Game 13: Crafting Human Pyramid

Game 14: Connecting Customer

Game 15: Stock-Star

Game 16: Diplomat

Game 17: Corporate Coliseum

Game 18: De-marketing Dare Devil (DDD)

Game 19: Fault Finder

Game 20: The Strategist


Game 21: Ad-War

Game 22: Handle the Whistle-Blower

Game 23: Marketing Quest

Game 24: Finnovation

Game 25: Branding Brigade

Game 26: Entrespire

Game 27: My Business Chronicle

Game 28: Selfie-Emissary

Game 29: Bright Brain

Game 30: Pretence

Concluding Words

About the Authors


Abbildung in dieser Leseprobe nicht enthalten

Dr. G.V.Chandra Mouli, currently working as Program Lead & Dean in the Department of
Commerce & Management Studies, SHDPG College, Andhra Pradesh, India. He is a person with
extolling academic track record; published articles in various National and International Journals
apart from ISBN books; presented more than 30 papers in various National and International
Conferences.

Abbildung in dieser Leseprobe nicht enthalten

Prelude
“Education is fruitful only when it is implemented to the practicalities of life. Likewise in
management education the opportunity for the students to implement the theoretical concepts
learnt in the classrooms by the means of curriculum in only through management games”.

21st century is meant for innovations and resourcefulness. In this competitive arena, every
management student learning should be based on contemporary pedagogy. In fact management
education focuses more on making the students industry ready. Here, the argumentative
statement is ‘would the management education alone brings a huge change in the thinking
perspectives among students’! Undoubtedly the answer from the teaching experts is quiet simple,
‘learning through experience’ and having ‘glocal’ (think global and act local) mindset is
prerequisite for the successful management education. Multinational companies captured almost
the entirety of world industry, under their ascendancy the workplace climate and culture is
absolutely changed.

The notion of classroom mores is to promote student understanding from the theoretical
perspective. Fundamental knowledge is base for any student, that acumen role is decisive in
future professional accomplishments. Irrespective of the students’ mindset, the educational
institutions must concentrate on encouraging the teaching fraternity and students to transform
themselves on par with academic excellence.

Specifically the third world countries are giving importance for industrialization. Since 1970, the
world has been witnessing a paradigm shift in industrial development and relations.
Globalization, liberalization and privatization concepts raised many questions about ‘adopting
global standards on the lines of local business norms’. Under this scenario, the management
student should get education on lines of practical orientation. Master of Business Administration
Degree is not only meant for creating industry ready people but also entrepreneurs.

Senior people from academics and corporate houses are deliberately talking about need for
creating ‘ambidextrous, dynamic, empathetic, highly motivated and innovative’ young managers.
In this regard the management games occupy a prominent place in materializing all the above
said concerns. The right assortment of theory, industrial exposure and management games
ensures the phenomenal success of a management graduate.

Compendium of 30 Management Games is a sound assortment of diverse management games,


which provides the management students with the latest techniques in understanding, analyzing
and solving the critical business tribulations, which are considered vital for making valid and
wise managerial decisions. This book is primarily intended as a text for Post Graduate students
of Management, which transforms the student’s classroom into real time business setup. Wherein
the students are made to experience the real time business situations and make valid and wise
decisions.

In this book, the authors listed 30 management games that have noticeable impressions in the
mind of management students. It is sincerely advised to go through the management games and
to incorporate these in the regular curriculum, in order to derive the basic objective of
management education. The book is not confined to MBA students alone; it is ready reckoner
which should be possessed by Academicians, Corporate Executives and UG students etc.

If any shortcomings are noticed, we welcome your suggestions to refine ‘Compendium of 30


Management Games’ in an enhanced manner in future editions.

Date: March, 2018 Dr. G.V. Chandra Mouli

&

Dr. Juturu Viswanath


Acknowledgments
Productive thoughts are the product of pleasant minds; Pleasant minds are the product of
congenial and supporting family; thus, we express our inner most and humble gratitude to our
family members and friends for their motivational encouragement and boosting support.

Any productive work expels out only by the means of contribution & cooperation extended by
generous & kind hearted people. ‘Compendium of 30 Management Games’ has got its existence
with the munificent and magnanimous contributions rendered by eminent academicians &
researchers because of whose cooperation this book is a reality. We thank from bottom of our
hearts those generous people for their valuable intellectual & motivational support.

Game 1: Know Thy-Self


Concept:

Self-analysis is the primary element for the success of every individual. Every management
student should understand him/her self in all the aspects.

Activity:

This game can be conducted in two ways:

a. Asking the participant to present Strengths and weaknesses. But the condition is the student
has to interact with parents, siblings, friends and teachers before presenting this. After collecting
the data, the student has to compare with his own level of understanding; must prepare a schema
of most effecting, importantly effecting, ineffective variables of individual strengths and
weaknesses.
b. The second way is posing questions such as ‘are you a trouble shooter’? Could you explain
this with an example (from your life experiences or through simulation).

Type of Game: Individual level participation.

Time Limit: Each candidate should be given 5 minutes.

Expected Outcome:

Practicing this game, improvises the student introspecting capacities and self-understanding.
Noticing where he/she is best and worst, assists in emerging themselves into confident and self-
made individuals.

Task:
On the other hand, organize the same game with fewer changes. Instead of asking the individual
to present the self-analysis, calling his/her friend to talk about participant and mentioning key
suggestions for improving the personality.

Game 2: The Negotiator


Concept:

A management professional should have the quality of negotiating people. Various management
practitioners also suggesting this attribute needed to be developed at the study phase itself.

Activity:

This game can be organized in this fashion:

The group should be divided into various groups, depending on the issue. On group shall act as
management and others may include managers, employees etc. Each team will be given one
management problem like employee disputes, problems relating to change management, salary
bargaining, retrenchment concerns and exit interviews and so on…..

Type of Game: Group Activity. Each group may consist of 5 to 9. No limit on maximum
number and it all depend on issue given to the team.

Time Limit: 15 Minutes

Expected Outcome:

The expected result of this game is increased negotiating and convincing skills. Moreover, it also
maximizes the quotient of finding amicable solutions to the problems through mutual
understanding.

Task:

Alternatively this game can be conducted like giving same issue to the different teams and
asking all the students to have a comparative analysis. Changing the roles instantly, like total
team is divided into two groups one is management and other is employees; the students who
acted as management might be shifted to the role of employees.

Game 3: Break the Barrier


Concept:

Organizations need the problem solvers. Problem solving is one of the most complicated tasks of
a manger. Time is vital element in problem solving.
Task:

In this game, the participant is given tricky organizational problems such as decreased product
demand and sales, financial losses, HR attrition etc. After receiving the topic the participant
expected to give a convincing answer. This is purely based on practical approach.

Type of Game: Individual Participation.

Time Limit: 15 Minutes

Expected Outcome:

This game ensures the participant competencies in resolving the issues in right time. In
management, quick and implementable solutions are always urged.

Activity:

A multi-dimensional assessment could be done, basing on the solution given by the participant.
Asking in-detail questions by the faculty and students may refine the thinking levels of the
participant.

Game 4: The Visualizer


Concept:

Observational skill is the most demanded quotient that should be present among the management
students. Perception makes and changes many things. Before framing a perception on any
individual or thing, the management intense is needed to be counted.

Task:

The base for this game is TAT (Thematic Apperception Test). Pictures are used as a basic
element and the participants are asked to observe and evaluate the picture. Finally, the participant
should attachment a meaningful explanation while addressing the crew. In TAT only one picture
will be given, in visualizer different picture on a single page / slide will be shown and the
participant expresses his/her opinion on the set of pictures after having a decisive assessment.

Type of Game: Individual Participation.

Time Limit: 10 Minutes.

Expected Outcome:

The participant mindset can be identified. With this game, the attitudinal tendencies of the gamer
might be assessed. How they perceive the things and interpret can be easily judged and
elimination of deficiencies may also be possible.
Activity:

This game can also be organized like, giving a plain paper to one participant and asking them to
put their notions symbolically and the other participant should be asked to attach meaning
conclusions on it.

Game 5: The Orphaned


Concept:

There are many products in the market belonging to one company and in which only some are
promoted and others not. Magically, still they exist in the market. In this game the focus is made
on those orphaned products of the companies.

Task:

The participants should give a presentation on identified orphaned product/products. They must
explain the following points like: the expected strategy adopted by the companies for launching
those products, reasons for the kind of treatment on those products etc.

Type of Game: Individual or Group (consists of 4 to 6 members).

Time Limit: 15 Minutes

Expected Outcome:

This game intensively expands the marketing acumen. The critical company strategies relating to
orphaned products could be assessed. Really, it’s a great achievement for any company; without
having an extensive promotional measures and existing in the market is a great art. This
understanding helps the participants to derive some interesting evaluations in strategic
marketing.

Activity:

Simultaneously, the participant may be given multiple products belongs to various companies for
critical assessment. The products are might be divided into local and global products and so
on…..

Game 6: Personnel Contriver


Concept:

This game intended to develop specialized knowledge in one particular aspect of management
specializations. Especially in Human Resource Management, there numerous aspects like
recruitment, placement, training and development, performance appraisal and social security
benefits etc. are the key practices. Getting in-detail knowledge in the preferred area is essence of
this game.

Task:

Each participant is expected to give an impressive presentation on any one area of HR


management. But, here the critical task is the candidate has to highlight gaps in that area in
relevance to the contemporary scenario.

Type of Game: Individual participation.

Time Limit: 15 Minutes

Expected Outcome:

The expected result of this game is the candidate realizes the scope and inclusions of the
identified area. Becoming proficient is the ultimate aim of the game i.e. in dream area.

Activity:

To achieve maximum results the interrelated functions of human resource management can be
given to different individuals. At the end all the participants called on to the dais to speak out the
importance of their identified areas in maximizing the organizational affluence & progression.

Game 7: Extrapolator
Concept:

This management game gives an immense opportunity to the candidate to explore their
weaknesses. Knowing own weaknesses and correcting those results in emerging one as the most
competent and flawless person.

Task:

Each participant has to come with a presentation about him/her self. Personality analysis is a part
of this game. No one is perfect, infact eliminating deficiencies and concentrating on finding out
most affecting weakness or weaknesses paves a path to emerge oneself as the confident person.
After disclosing the weakness, the candidate should express their plan of action in correcting it;
which one should have a design sense.

Type of Game: Individual Participation.

Time Limit: 10 Minutes

Expected Outcome:
The expected results of this game are: keen assessment of disabilities, estimating their influence
on personality and designing a perfect scheme to eliminate those as early as possible.

Activity:

On the other hand, the same game can be improvised through involving the other participants in
refining the plan of action revealed by the gamer.

Game 8: Managing Difficult Conversations


Concept:

In organizations the management professionals have to face many critical conversations. At this
momentum, the managerial cadre people should move cautiously. Difficult conversations in the
sense like conflicts, differences of opinions, disagreements in decision-makings, unwillingness
of the employee to continue his/her services etc.

Task:

The participants are asked to give answers to typical questions like settling disputes,
compromising employees those who are disinterested to work, work life balance, exit interviews
and so on…..

Type of Game: Individual Participation.

Time Limit: 10 Minutes

Expected Outcome:

The expected outcome of this game is improved decision making skills and spontaneous acting.

Activity:

Similarly, the game can be conducted through increasing the number of jury members. The jury
members will go on posing questions to the candidate, the questions may be relevant or
irrelevant. The candidate should listen and understand all those questions carefully and to answer
those in the most acceptable way.

Game 9: Resilient
Concept:

The decision-making game, participants must do brain-storming after listening to the


management concern disclosed by jury or management teacher. The concern may like ‘business
expansion’, ‘product line extension’, ‘acquisitions’, ‘customer relations’, ‘service quality’ etc.
Task:

All the participants should actively involve in group decision making. The team lead has to take
responsibility of directing the team in a right direction while discussions are going on.

Type of Game: Group level Participation (4 to 6 members per team).

Time Limit: 15 Minutes.

Expected Outcome:

The end result of this game is improved group communication and coordination. It increases the
stretch of commitment.

Activity:

Alternatively, the game can be held with adding number of teams and giving same issue to
discuss. The jury may compare and evaluate the noticeable aspects of each team with other
teams’ i.e. positive and negative concerns.

Game 10: Sharp Business Proposal


Concept:

Sharp business proposal aimed at developing entrepreneurial abilities among the students. Under
this game the participants are asked to present their business proposals and develop new business
ideas with the specializations listed by the jury.

Task:

The participants are not prior informed about business proposal concept. After the program
commencement, the jury will give a specific business idea. Depends upon the students areas of
interest, they must focus on materializing the business idea in an implementable form. Things to
be considered in this game are: Basic idea, SWOT analysis, Marketing aspects (product, price,
place & promotion), Capital estimation & sources of finance, BEP, Business environment
assessment etc.

Type of Game: Team participation (each team should comprise of 5 to 7 members).

Time Limit: 30 Minutes (15 minutes for preparation and 15 minutes for presentation).

Expected Outcome:

The outcome of this game is relies on the following objectives; prime objective is awakening of
entrepreneurial zeal among the students and secondly, to sustain the same in order to promote
them as proactive entrepreneurs.
Activity:

As an extension this game can be organized in this fashion: asking the participants to examine
the business proposals of other teams. Critical assessment rectifies the errors appeared in the
business proposals.

Game 11: Sick to Sound


Concept:

Reviving sick units is the key component in fostering the industrial progression rate. The units
may be temporarily or permanently closed. The participant should decide ‘what to do? When to
do? Where to do? How to do’? in dealing with these units.

Task:

The participant has to select any one sick unit and devise plans to revive it or jury will specify
the unit;

Type of Game: Individual level participation.

Time Limit: 15 Minutes

Expected Outcome:

The participant must discuss the most affecting reasons about sickness and expected to present
reconstruction strategies for its re-presence in the market.

Activity:

To extend this game the candidates may be asked to present world’s best mergers, acquisitions
and corporate restructures.

Game 12: My USP


Concept:

In this competitive panorama everyone should get prepared to give their best. USP stands for
unique selling preposition. Every product is brought into the market with an unbeatable USP.
Similarly, the management students should cultivate and promote their own USP in a methodical
way.

Task:
The Game is designed with an aim to find out their unique attributes that helps the management
students to exhibit their industry demanded KSA (Knowledge, Skills, Abilities). The participant
has to present about his/her unique quality/qualities which carries two-corn effect i.e. individual
and organization affluence.

Type of Game: Individual level participation.

Time Limit: 10 Minutes.

Expected Outcome:

The expected outcome of this game is to give a chance for the individual to find out where he/she
is best and in shaping that quality as per the industry requirements.

Activity:

Simultaneously, this game can be continued with having a comparative analysis of one’s USP
with others. Similarities and gaps could be examined.

Game 13: Crafting Human Pyramid


Concept:

The organization success relies on picking and placing the right candidates unerringly. In this
context, all the important functions of Human resource management are considered and the right
assortment results in ensured business accomplishments.

Task:

The candidates are given a specific task like: preparing a schema of doing job analysis,
recruitment, selection, placement, future training needs assessment, performance appraisal and
career planning & development for one specific candidate. So that, the participant can gets a
complete awareness on ‘how to craft the human pyramid in an extraordinary way’! through
minimizing managerial defects.

Type of Game: Two participants (one must act like HR manager & other would be the
employee).

Time Limit: 15 Minutes

Expected Outcome:

This game gives a real-time exposure to the student to understand the things like: performing
basic HR functions and evaluation.

Activity:
The game can be continued like this: Without changing the candidate (who is playing as an
employee and changing the HR role player (who is playing HR manager role). Hence,
differences in the practicing the things will be known.

Game 14: Connecting Customer


Concept:

Marketing urges figuring out the right strategies to promote the products and services; and to
reach the degree of optimal customer delightedness. In this ever changing marketing
environment addressing customer relations and convincing them with reasonable statements are
indispensible.

Task:

Pre or Post purchases in relation to the buyer behavior demands many aspects such as focusing
on target markets and customer relationship management. Here, the marketer should able to
convenience and convey the marketing message in a proper way. The marketer should attend the
calls from the customers and facing the queries and providing needful information about their
company product or service.

Type of Game: Team Activity (3 to 5 members per team; one should act like the marketer and
others are customers).

Time Limit: 15 Minutes.

Expected Outcome:

Connecting customer aimed at understanding the real-time problems faced by the customers
before or after the purchase of products/services. The tone and tenor of the marketing occupies a
significant part in making the right impressions among the minds of the customers.

Activity:

This game can be organized in another way: instead of receiving calls, arranging a face-to-face
meeting or video conferencing etc.

Game 15: Stock-Star


Concept:

It is a Stock market trading game. This game creates an opportunity for the participants to have a
real-time experience about investment management.

Task:
In this game, the participants are given virtual currency. A list of shares belonging to various
companies is displayed. The teams have to participate in two activities namely buying and
selling. At first phase, all the teams should buy the shares from other teams. At later phase, the
teams must sell their shares for other teams. The winners are identified based on the money
holds. Mean while, the participants are advised to follow market dynamics (NEWS) before
taking decisions.

Type of Game: Team Activity (3 members per team)

Time Limit: 45 Minutes (based on number of teams)

Expected Outcome:

This game enhances the investment acumen of the participant. It tends to improve the
speculation skills among the teams and creates a right platform to demonstrate the art of
investing.

Activity:

Stock-Star can be conducted in many forms: Simultaneously allowing the buying and selling
activities; one team may act as Bull another might be Stag speculator etc.

Game 16: Diplomat


Concept:

The People’s Officer Role in the company is considered as one of the most difficult job
fulfilments. The HR manager has to act innovatively and wisely to tackle job routines and
unruliness. Dealing complications and sustaining friendly environment is the ultimate activities
of a HR professional.

Task:

In this game, the participants are exposed to many critical situations such as performance
appraisal discussions, deadwood employees, HR separation programs etc. One will act as a HR
manager and other/others would be the concerned employees.

Type of Game: Team Activity (2 to 5 members)

Time Limit: 15 Minutes

Expected Outcome:

Being a Diplomat the HR manager dealing in various stressing organizational problems results in
maximized professional excellence. This virtual scenario provides a right exercise to exhibit HR
skills.
Activity:

This game can be extended by adding two or more HR issues with the same person or team. The
participant should try to present substantiating arguments in order to trigger the managerial
dilemmas and failures.

Game 17: Corporate Coliseum


Concept:

Board meetings are the routine of corporate affairs. The important decisions relating to the
company would be taken in the meetings. As per the company growth and development
concerned Board meetings matters a lot.

Task:

The participants should assume one company or they may take the existing one, the team lead
must divide the members into three groups namely Directors, Managerial Cadre and Investors.
All these people are allowed to talk on a company specific or any general issue.

Type of Game: Team Event (5 to 15 teams).

Time Limit: 25 Minutes.

Expected Outcome:

The game aimed at creating a corporate sense and culture among the participants. Through this
game the students can absorb and exhibit the corporate world strategies.

Activity:

Corporate meetings would be held, by creating different groups such as government, local
bodies’ etc. The groups may talk aggressively on any one issue and the Board has to address all
with a convincing and justifiable remarks.

Game 18: De-marketing Dare Devil (DDD)


Concept:

De-marketing is a kind of advertising intended to lessen demand for a product or service that is
in diminutive supply. It needs a strategic move to retain the existing customer, and to convince
them to limit the usage.

Task:
Under this game, the participants should design advertisements to public display in such way to
decrease the demand for the product or service. The type of advertisement must be unique in
nature and ultimately coin the managing present and ensuring customer sustenance in future.

Type of Game: Team Activity (5 to 10 members).

Time Limit: 20 Minutes.

Expected Outcome:

Routing advertising is different from de-marketing. De-marketing raises the need for new kind of
thinking in stabilizing present and future demand for the product.

Activity:

The students may be asked to quote some examples relating to de-marketing. Critical
examination of the typical companies’ advertisements assists in presenting effective de-
marketing based advertisements.

Game 19: Fault Finder


Concept:

Finding faults is an art. In corporate world, many were facing tuff problems regarding product
failures. Even world’s popular companies witnessed miserable collapses of the product in the
market.

Task:

Participants should choose any one failure product (existing or may not exist in market) and
demonstrate the reasons for that. To do this, the teams should search for the data from various
sources and need to substantiate the causes, those are mentioned.

Type of Game: Team Activity (3 to 6 Members)

Time Limit: 15 Minutes

Expected Outcome:

This game is expected to generate the following results: analyzing market environment, trends,
customers’ perceptions, promotional defects etc.

Activity:

The teams can also stretch this game through discussing similar products or one brand products
or fault recovered products and later proved their market success.
Game 20: The Strategist
Concept:

Devising and having in-detail plan of action (POA) and proactive decision makings are the key
for the success of any organization. Strategy is also known as a master plan, game plan etc.
Creating that intuitive among the students is the basic target of this game.

Task:

The game begins with noticing the issue relating to the business expansion, product line
extension, product diversification etc. The individual has to find out a right plan of action and to
have a pro-defensive mechanics to tackle perfectly the unknown business conditions.

Type of Game: Individual participation

Time Limit: 10 Minutes

Expected Outcome:

This game ensures the participant strategic methodical moves and touches the hidden out of the
box thinking.

Activity:

Alternatively the game can be played in the following way: The participant can discuss the
launching strategies adopted by the various reputed companies and noticeable moves concerning
strategic planning and control.

Game 21: Ad-War


Concept:

Comparative advertising has become a major threat to many branded products. It is type of
advertisement under which a specific product/service showcases a competitor by name for the
purpose of defaming or stating it as inferior one. These kinds of act alert the marketers to
concentrate more on advertising campaigns of competitors.

Task:

In this game the two teams are selected for each session. One team starts comparative advertising
of other team’s product. The immediate response and situational acting of victim product
marketers will be considered for evaluating the performance. The suffer product marketers has to
address perfectly the issue through marketing tactics.
Type of Game: Team based participation (4 to 6 per team).

Time Limit: 30 Minutes for each session.

Expected Outcome:

Ad-War alerts the marketers about comparative marketing and insists them always be conscious
and ready for the battle in order to have the right staying in the market.

Activity:

The game organizers can ask the students to present some practical examples about comparative
marketing.

Game 22: Handle the Whistle-Blower


Concept:

A whistleblower is an individual who brings out any kind of information that is deemed against
to legal, violates ethicality or incorrect happening or happened within an organization. These
whistleblowers should be handled with utmost care, because it is all about firm reputation and
value.

Task:

In the game one will act as a whistleblower and other include immediate superior, general
manager and BOD’s. The whistleblower should expose something went wrong or going on
wrong in the firm to all the above mentioned parties. The discussions or actions after against
whistle blowing have to be sensitively addressed.

Type of Game: Team Level Participation (7 to 12 per team).

Time Limit: 20 Minutes per team.

Expected Outcome:

The game gives an insight into the corporate affairs which are affecting severely on the firm’s
goodwill, unless they are given immediate treatment.

Activity:

Alternatively, this game can be conducted by taking real time examples along with the imaginary
situations. The teams could be asked to expose the implications of all these on organizational
survival and sustenance.
Game 23: Marketing Quest
Concept:

Marketing research is a multidimensional aspect and it gives a platform to devise new plans and
moves. Conducting in-depth study on a particular product/service gives an idea to explore
oneself into new marketing view or correcting the marketing errors might be possible.

Task:

As a participating team in the game, they tend to choose any one product or brand and to conduct
survey in a specific area. During the process of survey the team has to meet customers, retailers
and so on. All the responses of all these people should be analyzed in later stage.

Type of Game: Team based event (4 to 8 per team).

Time Limit: 15 Minutes.

Expected Outcome:

This game ensures the clear cut understanding about: perceiving critical marketing
accomplishments, aids in innovative marketing and being up-to-date will become a reality.

Activity:

Along with the survey, the teams should go with estimating market share of the product and
highly, moderate and less influencing elements for the failure of other similar competitor
products.

Game 24: Finnovation


Concept:

In every business the term ‘finance’ plays a decisive role. Apart from the age old sources of
finance (long term, mid-term and short term), the changing business dynamics stressing the need
for finding new kind of source of finance like crowd funding etc. Fortunately this game helps the
participants in inventing a new form of finance source beside the traditional approaches of
dealing funds.

Task:

In this game the teams are given the capital estimation of a proposed business. The team
members should work-out on finding new and quick source/sources of finance.

Type of Game: Group Event (4 to 7 per team)


Time Limit: 20 Minutes.

Expected Outcome:

This game is one of the tuff assignments for the student; innovating new source of finance is not
easy as said! The game transforms the participant mindset of conventional thinking about
business finance to proactive decision maker.

Activity:

Finnovation can be extended through giving more than one business proposal. Based on the
presentation given by the team, best finance proposal will be picked out and plan of action could
be drafted in the later stage.

Game 25: Branding Brigade


Concept:

Brand is an identity, design, name, symbol or other element that differentiates a product or
service from its competitors. Branding has a lot of significance in this competitive scenario. The
process of branding is a knotty task. In this game the participants are expected to create a brand
from the zilch.

Task:

The participants should observe the existing brands and start creating own brand with an
impressive note. Brand planning and execution have to be presented in the session by the teams.

Type of Game: Team level participation (4 to 7 per team).

Time Limit: 15 Minutes.

Expected Outcome:

Branding Brigade is aimed to sensitize the participants about process of brand creation and re-
branding etc. This activity ensures the participants to equip with pros and cons of branding.

Activity:

This game can be improvised through promoting the new brand name and logo in the social
media. So, that the teams will be known perceptions of social media users and to gain knowledge
about further modifications or may think about re-branding.

Game 26: Entrespire


Concept:

Becoming entrepreneur rests with the taking initiation and responding in right time to the
environment and people. The zeal or aspiration is a key drive in materializing the dream of
entrepreneurial transformation. In this game the students are asked to visit a given place and they
should develop a best idea.

Task:

This game begins with choosing a local and known place and the students are given a task of
keen visiting of that place; they are required to notice various business opportunities and explore
the best they can do. It is purely an untested business idea. This game required a great time and
involvement.

Type of Game: Individual participation.

Time Limit: 15 Minutes for presentation.

Expected Outcome:

The expected outcome of this game is about to inculcate and develop the entrepreneurial
aspiration. Untested business ideas are the basis for this game. After the presentation is over, the
jury and audience can pose various questions for the refinement of the business idea.

Activity:

The game can be extended through replacing the individual with teams. The students may be
asked to present multiple business ideas instead of sticking to one business option.

Game 27: My Business Chronicle


Concept:

There are no limitations for imagination. Visualization has a greater impact on individuals’ goals
design and attainment. In this game the individuals are asked to narrate a story by assuming their
future as an entrepreneur or administrator.

Task:

The individuals are expected to present a story of them by anticipating future basing on their
present efforts. Some may express their dream of becoming entrepreneur, and some may speak
about their preferred employment and for achieving it the kind of hardships they are ready to
face.

Type of Game: Individual based participation.


Time Limit: 15 Minutes.

Expected Outcome:

This game gives a platform to express views and concerns about goals realization in future. The
game strengthens the visualizing skill among the students.

Activity:

My business chronicle game might be organized through dividing long term mid-term and short
term objectives of the participants. While narrating the self story by the participants the queries
may be posed in order to get concrete conclusions.

Game 28: Selfie-Emissary


Concept:

Taking selfie photos is trending now. Here, this concept is mixed with marketing. All of us
known about Ambassador’s role in promoting the products/services. In this game the participant
should choose any one product and take selfie along with the product (just like how popular
personalities give stills while promoting the product).

Task:

The participants are asked to present a selfie, which shows the endorsing of a product/service.
Selfie should be impressive and informative.

Type of Game: Individual participation.

Time Limit: 10 Minutes

Expected Outcome:

This game ignites the creativity quotient which is hindered among the participants. The kind of
difficulties involved in promoting a product will be known.

Activity:

Selfie-Emissary can be refined by adding teams instead of individuals. Asking the participants to
have a corporate walk, giving product description (like how celebrities do) and analyzing steps
which are intended to rightly positioning the product in the minds of the consumers.

Game 29: Bright Brain


Concept:
First impression is always best impression. A right start obviously ends with right result. The
struggles faced by new entrant in the corporate world are unexplainable. In order to over ride all
those difficulties it can be considered as a kind of defence mechanism; whenever the candidates
are able to show their capacities and demonstrating higher degree of ability to deal critical
situations ultimately aids in withstanding from the callous reality of business globe.

Task:

It is like a question and answer round. The candidates should answer or tackle the questions with
perceptively. Some questions may be insensitive, disturbing, irritating and so on….. The
participant should handle all the questions with an open mind and address them all with an
impressive notions.

Type of Game: Individual level participation.

Time Limit: 10 Minutes.

Expected Outcome:

Bright Brain aimed at developing the skill of handling stressful conditions and harsh realism of
corporate world.

Activity:

Answers must balance both the logic and sense of humour in some cases. The answers should
not miss the link. The questions may be repetitive in nature and while answering the candidates
should be cautious to avoid giving multiple answers.

Game 30: Pretence


Concept:

Management students should have a greater empathetic sense. Understanding others is more
important than prioritizing self for a leader. This game is creates a simulated environment to the
participant and simply he/she should wear a thinking cap on.

Task:

In the game the participants will be given two or more roles like manager and employee. Here,
the candidate has to divide the session under two heads; in the first session management version
is disclosed by playing a manager role and second session demonstrates the employee version.

Type of Game: Individual level participation.

Time Limit: 10 Minutes.


Expected Outcome:

This game emphasizes more on understanding others, keeping in mind the various obstacles
while making decisions for others.

Activity:

The game can be revised by adding query session. Questions are posed for the candidate on the
basis of roles played by him/her.

Concluding Words.
The battles are fought and won not on the basis of strength of army, but depends on the ability to
think and act wisely. Thus an efficient manager is the person who does not act mere on his
intuition, but reacts after clear understanding, inculcation and making the wise decision apt to the
situation. In the same way the management students should not act on their intuition, rather they
should act on the basis of detailed understanding, analysis and scrutiny of the situation and make
decisions wisely.

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