Running Supply Chains is Like a Massively Multiplayer Online Game

A session at GDC Game Developers Conference 2012

Monday 5th March, 2012

3:00pm to 3:25pm (PST)

Supply chains by definition involve many different companies each with their own interests and agendas. Yet they must find ways to work together because individual company success depends on the success of the supply chain as a whole.

In this session, business agility expert Michael Hugos presents a case study from his work where he applied gaming principles to turn the operation of a 5,000 store supply chain into a massively multiplayer online game. The surprising success this achieved fueled creation of a next-generation game-based supply chain system, SCM Globe, which he will demonstrate. How it was built and how it is compatible with the workflows and tech stacks of modern day enterprises is addressed.

TAKEAWAY: Developing games that can be run across organizations requires taking key game design patterns and making them work for hardware, systems and work styles that are different then what games normally target. Attendees to this session will get a good look at how one project adheres to the needs of enterprise games.

About the speaker

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Michael Hugos

Admirer of lean and agile business, technology and art. Mentoring teams in agile development; briefing management in agile strategies. bio from Twitter

Next session in 2009

3:35pm Game Mods as an IT Resource for Getting Things Done by Walt Scacchi

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Time 3:00pm3:25pm PST

Date Mon 5th March 2012


2009, Moscone Center

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