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    The marketplace simulation game was an overall great experience in terms of understanding how an organization works‚ what aspects should be considered while making decisions and how to coordinate between various departments. It was an excellent platform for me to learn how various functional departments in an organization work and how are they dependent on one another. Working in a team and coping with various challenges collectively helped me understand the importance of team work. I believe

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    Marketplace Stimulation March 29‚ 2011 Table of Contents Report to Executive Board of Corporate Headquarters 6 Financial and Market Performance for Second Year 7 Brief Business Plan 7 Brand Strategy 7 Pricing Strategy 8 Advertising Strategy 8 Sales Strategy 8 Business Strategy and Performance for Second Year 8 Overall Business Strategy 8 Departures from the Marketing Plan 8 Significant Events that Affected the Company 8 Current Situation in the Market 9 Competing in the Future 9 Lessons

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    Simulation Game Report

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    Introduction We‚ as co-managers of Club z Inc.‚ used differentiation strategy which “seeks to provide products or services that offer benefits that are different from those of competitors and that are widely valued by buyers”(Johnson‚ Scholes and Whittington‚ p.229‚ 2008) in order to meet the shareholders/investor’s expectations which were: 1. Grow earnings per share(EPS) 7% annually through year 15 and 5% annually thereafter. 2. Maintain a ROE(Return On average Equity) investment of 15%

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    Marketplace Report

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    To: Bob CEO From: Robert Buffone‚ President‚ Iron Re: Marketplace Report Date: November 20‚ 2012 The market segments that were targeted are Travelers and Mercedes. The first brand I tried to sell was a portable laptop for the Travelers market. I assumed that it would have been a big hit since none of the other competitor brands created a laptop‚ only desktops. Compared to my competitors‚ Travelers accepted the laptop with the least amount of software instead of my product with all of the

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    This simulation game was developed by Sisk (1976). Basically‚ there are ten imaginary countries (Shima‚ Myna‚ Ila‚ Usa‚ Pam‚ Bonay‚ Shivey‚ Lani‚ Ranu and Bili) and each of these countries has three key elements to be considered: defense‚ resources and demography. The main purpose of this game‚ understanding the importance of negotiation and interdependence between countries. I would like to make some changes in the game for my class. Every student or group will choose their imaginary country.

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    SUPPLY CHAIN TASK 2 Cheri Jill Upshaw August 12‚ 2014 Task two is the second task that applies the results of the Marketplace Simulation. In my simulation I named the company Airborne. I used a very conservative approach in all four quarters. The company did not have to borrow any money or pay any carrying charges for inventory. I did however‚ lose sales in all quarters due to higher than expected sales and product demand. Loss of sales can cause ill will and can cause you to lose customers

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    Simulation Game

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    Walmart Group Supply Chain Game Conclusion This time‚ the game was more complicated. We need to plan and control production capacity‚ shipment method and further distribution to different areas. Our performance was not as good as last time. The distribution network of the company consists of a single factory and a single warehouse‚ both in Calopeia. We can build extra factories and warehouses in other places. Actually at first‚ our goal was increasing the manufacturing capability

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    ------------------------------------------------- SIMULATION REPORT The objective of the project was to trade on a Market Simulation “STOCK TRACK”‚ from 2/13 to 4/20. We were supposed to try to trade different types of instruments in order to gain more knowledge about they are trade in the real world; and how a strategy which seems good can be overturned by the market circumstances. During this period as a conservative‚ I tried to trade less risky instruments. The qualities that I used to

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    EXECUTIVE SUMMARY PepsiCo gained entry to India in 1988 by creating a joint venture with the Punjab government-owned Corporation (PAIC) and Voltas India Limited. This joint venture marketed and sold Lehar Pepsi until 1991 when the use of foreign brands was allowed; PepsiCo bought out its partners and ended the joint venture in 1994. PepsiCo’s’ Indian products are divided into 3 categories‚ namely ”The fun for you” products that includes soft drinks and snack foods. “The better for you” products

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    Business Simulation Game

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    Competition and Strategy Business Game 15th April 2014 The aim of the Competition and Strategy course is to provide students with deep knowledge on strategic decision-making in a business environment and the strategic principles behind it. Within this course my team members Kristijan‚ Yaniv‚ George and me (Team KUGY) had the opportunity to apply our academic and theoretical understanding and knowledge in an online business simulation game‚ wherein we created our own car business and competed

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