Monday, July 9, 2018

Multimodal Logistics Game Goes Global to Educate the Next Generation of Supply Chain Professionals

Business on the Move Launches Latest International Version
Shipping News Feature
UK – WORLDWIDE – Seven years after first getting the idea to start a not-for-profit social enterprise to inspire 9 to 19 year olds about business and international supply chains, and four years after its initial launch, Business on the Move, the educational board game which we have watched evolve, has been unveiled in its latest incarnation, designed to put across the concepts and processes of multimodal logistics and the supply chain to a competitive and globalised world, without losing the essential simplicity and fun of the popular UK edition.

That 2014 edition brought out a gaggle of top level companies with interests in the freight and logistics market to support the initiative and, having stuck with the project, all were present to see the new Global Edition of the game launched recently at the offices of international law firm HFW in central London. With few of the 2,800 copies of the original version left, a cross-section of 42 supply chain organisations from around the world have come together to make the new Global Edition of Business on the Move a reality.

The game’s core concept remains the same with players running multimodal businesses delivering freight as quickly, profitably and responsibly as they can. Players must make the same decisions businesses make every day. How do I deliver? Will I make a profit? How should I grow? How can I cut my carbon footprint? The new game aims to retain the original versatility and meet the needs of widely differing players, from pupils in primary school to post-graduates in international supply chain management, as well as seasoned professionals looking to convey the ‘big picture’ of logistics to trainees new to the sector.

The new global edition brings with it some new and significant features, opening up to global rather than a UK-centric concept whilst trade flows are both west-to-east and east-to west and the currency used is US dollars. New dimensions such as being able to invest in ‘Skills training’ or ‘Electronic Data Interchange’ enable players to shape their own fortunes and make the game even more interactive than the first edition. Patricia Smedley, one of the game’s two co-creators and a Director of the social enterprise behind Business on the Move, comments on the game’s relevance:

“At a time of skills shortages and increasing globalisation it has never been more important to build the curiosity and interest of young people in supply chains from an early age. It is important that ‘Logistics & Supply Chains’ become a career of choice rather than a fortunate accident. This requires those businesses and organisations in the sector to connect with young people, celebrating the importance of the industry, its relevance to their learning and its intrinsic ‘wow’ factor.”

The game contains a Development Opportunity’ space on the new game board which offers businesses a simple and cost-effective way to donate branded game sets to their local school(s). By adding their logo to this dedicated space on the game board and on the accompanying cards, an organisation can become an active part of playing the game. Very much as planned, some two thirds of the first edition games, funded by business sponsors, were donated to primary schools, secondary schools and colleges all over the UK. What was certainly not envisaged back in 2014 was that Business on the Move would prove so popular elsewhere.

Even before this new version Business on the Move has found a place in more than 90 universities across the world including higher education establishments in America, Africa, Asia, Australia and, for reasons still unclear, especially Finland! The game is often used by big transport operations as a way of demonstrating what they actually do and many in house trainers see the game as providing an overview of the sector which new apprentices and graduate recruits really value.

Production of the new Global edition has received steadfast support from the game’s six headline sponsors, namely CHEP/Brambles, Clipper Group, DP World, Heathrow Cargo, HFW and Kuehne+Nagel. The focus for the new edition is to use the global sponsorship to reduce the selling price by some 30%, making the game more widely accessible to all forms of education and training institutions across the world and developing a more sustainable business model. An initial 5,000 copies of the game are being produced.

Organisations, either interested in games for their own internal training use or wishing to donate a class set of four games into their local school, are invited to purchase the new global edition through the SHOP page of the game’s website.

Photo: Pupils at Woodlands School, Essex absorbed by the game.