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The Magnetic Sentences Industry Game: A Competitive In-Class Experience of Business-Level Strategy
Maureen Casile and Jane V. Wheeler
Journal of Management Education 2005 29: 696
DOI: 10.1177/1052562905277315
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JOURNAL
10.1177/1052562905277315
Casile,
Wheeler
OF MAN
/ MAAGEMENT
GNETIC SENTENCES
EDUCATIONINDUSTR
/ OctoberY2005
GAME
Maureen Casile
Jane V. Wheeler
Bowling Green State University
The Magnetic Sentences Industry Game is a high-energy in-class exercise
designed to help students gain hands-on experience with setting, implementing, evaluating, and revising business-level strategy. Students compete in
teams to create and market sentences using Magnetic Poetry (a product of
Magnetic Poetry, Inc.). Revenues earned are highly dependent on the successful development and implementation of a cohesive business-level strategy. The
game experience should create opportunities for the class to discuss a variety
of strategic issues including external environment, internal environment, competitive dynamics, the advantages and disadvantages of various generic business-level strategies, organizational learning, and strategic groups.
Keywords: business-level strategy; differentiation; low-cost leadership; inclass exercise; Magnetic Poetry
Increasingly, employers are demanding that college graduates have integrative skills (Stephen, Parente, & Brown, 2002) and an interdisciplinary
understanding of the organization (Hartenian, Schellenger, & Frederickson,
2001). These qualities are necessary to help organizations achieve the timely,
yet broad-based decision making and problem solving that they need to
Authors Note: Please direct all correspondence regarding this article to Maureen Casile,
Department of Management, College of Business Administration, Bowling Green State University, Bowling Green, OH 43403; e-mail: mcasile@cba.bgsu.edu
JOURNAL OF MANAGEMENT EDUCATION, Vol. 29 No. 5, October 2005 696-713
DOI: 10.1177/1052562905277315
2005 Organizational Behavior Teaching Society
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compete (Hartenian et al., 2001). They are also critical building blocks for a
learning organization (Dumaine, 1994), that is, an orientation in which the
acquisition of skill and knowledge, and the sharing of these across the organization, are continuous (Kieman, 1993; Quinn, 1992). Yet employees generally maintain an affinity with their functional background, remaining socalled experts in their chosen field (Hartenian et al., 2001).
Business schools have begun to respond to industrys demand for employees who can span professional boundaries but only slowly (Hartenian et al.,
2001; Mosca & Howard, 1997). The delay in this response has been costly for
business schools, causing recruiters to disregard much of a students education, placing far more emphasis on his or her work-related experiences
(Employer Survey, 1995). In addition, other sources of employee training,
such as suppliers and consultants, have displaced 4-year colleges and universities as providers of employee training (Employer Survey, 1995). What is
needed to close the gap between employer needs and business-school offerings are learning experiences that integrate concepts from the different functional areas of the business school (Hartenian et al., 2001). Of equal importance, these experiences should involve what Mosca and Howard (1997)
called grounded learning, that is, learning inductively from interactive
involvement with the phenomena to be studied. In other words, the Magnetic
Sentences Industry Game (the Game) provides a learning experience about
business-level strategy in which students are active participants.
The Game is designed for use in a capstone undergraduate course in business strategy. It is intended to draw on a variety of skills and acquired knowledge and to provide a highly interactive learning experience about the formation, implementation, evaluation, and adjustment of business-level strategy.
The Game is similar to the popular Words-in-Sentences Company Exercise
(as found in the text by Bowen, Lewicki, Hall, & Hall, 1996) in that students
compete with one another in groups that represent organizations. However,
the Game does not emphasize organizational structure as the Words-inSentences Company Exercise does. Rather, a small group of students (generally from three to five) is charged with acting as a top management team.
Their charge is to evaluate the internal and external environments of the organization and to make and implement strategic decisions accordingly. Information about the external environment comes in a rather complicated set of
instructions (Appendix A). To this the students must add knowledge of the
respective strengths and weaknesses of the members of the group to determine what core competencies they may be able to parlay into competitive
advantage. At the beginning of the game, some differences in team capabilities and resources will be inevitable. Some teams will have persons strong in
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grammatical or game-playing ability while others are weak. Some teams may
organize well and quickly while others take more time to work out their relationships. Some teams may try to enhance their internal capabilities by bringing in definitions and even examples of prepositional phrases downloaded
from the Web. These attempts should be viewed as personal initiative and,
therefore, a legitimate source of potential competitive advantage for the firm.
Finally, the teams must choose and implement a business-level strategy. The
Game is designed to offer four of the five strategic options from Porters
generic strategy model (Porter, 1998). The four strategic options represented
within the game are cost leadership, differentiation, focused cost leadership,
and focused differentiation. The game does not accommodate Porters
(1998) integrated business-level strategy.
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sentences. The game is designed to offer students a variety of choices of business-level strategies. For example:
Cost leadership strategy: A team could choose to make and sell a large volume of short (three to six word) sentences. These sentences take less time
and fewer words to make and so can be equated during the processing phase
to a cost leadership strategy. They also sell for relatively low prices as noted
in Appendix A.
Differentiation strategy: A team could choose to make and sell long sentences (10 words or more). These take considerably more time to make than
shorter sentences and require greater coordination among group members.
They also use up more of the firms limited supply of words and syllables.
However, the game is designed so that consumers are willing to pay for this
value added, and so these sentences sell for considerably more than short
sentences do.
Focused strategy: A team could choose to market sentences of any length to
one or more of three specialty markets. The three specialty markets are purchasers specifically interested in
Commands (e.g., Sit down here. and Go to the store.)
Questions (e.g., Is that you? and Are we there yet?)
Sentences including prepositional phrases. (e.g., He is [around the corner]. and They went [to the movie] [with Rob].)
There are additional rewards for carving out a market niche in a specialty
market. However, to sell in a specialty market, the team must establish a reputation in that market by producing at least 10 marketable sentences for that
market within the round. This constraint can be used in the processing phase
to illustrate the fact that significant resources must be devoted to this strategy.
In particular, a decision to pursue a focused strategy may force the firm to
forego other opportunities because of the investment of time, words, and
organization required to achieve a reputation in the specialty market.
In the strategy formation stage, teams must also consider the prospect of
selling in a hypercompetitive market. This is operationalized in the game as a
market glut, which occurs when too many companies pursue a specific strategy. Any market, focused or general, except the 10-and-up-word so-called
luxury market, may be thrown into glut. In the event of glut, sentences must
be sold at a greatly reduced price. During the discussion phase, the glut can be
used to exemplify why it is important to locate a profitable market niche.
Stage 2: Implementation: After the 15-min planning phase, the instructor should
request one representative from each team to come to the front of the class to
collect one set of Magnetic Poetry magnetized words and one metallic cookie
sheet. The teams will then have 25 min to implement the strategies they have
set for themselves. At the end of the 25-min production run, the instructor
should give each team only 30 sec to send a representative to the instructors
station with the following materials:
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members in Round 2. They revised their strategy to compensate for the labor shortage. Specifically, they changed from a strategy of producing longer (differentiated) sentences in Round 1 to one of producing many small
(low-cost) sentences in Round 2. As a result of this adjustment, their revenues dropped by only 6% even though their labor force had declined by one
third.
2. The risks of strategic change: Although strategic flexibility can produce strong
competitive advantages, a willingness to change strategy to follow every
fad can have the opposite effect in the Game just as it can in real life. For example, if many teams choose cost leadership or focused cost-leadership
strategies, it is likely that one or more markets will go into glut. If this happens in Round 1, then it is likely in Round 2 that these teams will either
switch to a differentiation strategy or target a market that did not go into glut
in Round 1. If, in Round 2, many teams target the one or two markets that
did not experience gluts in Round 1, then these markets are likely to experience gluts in Round 2. A differentiation strategy is a good way to avoid gluts
in this game. However, if the team lacks the internal capabilities to pursue
this strategy, this strategy will probably not be very successful for them.
3. Risks because of changing consumer tastes: This is a risk for any businesslevel strategy but is particularly salient to firms pursuing a differentiation
strategy (e.g., Calvin Klein jeans) or a focused strategy (e.g., boy bands targeted specifically to the teen girl market). Payout rates and glut levels may
be altered in Round 2 to reflect changes in consumer tastes. For example, an
imaginary recession similar to the actual one that began in 2000 could reduce consumer demand for high-end sentences and make it possible for
these to go into glut. At the same time, discounters (such as Wal-Mart and
Southwest Airlines) might not suffer as much as their high-end competitors). In the Game, this would equate to higher payments for short sentences
and lower payments for longer sentences. Or it could be operationalized by
raising the glut ceiling for short sentences and creating one for long sentences. In addition, some focused markets could be eliminated or made less
attractive while others might be created due to changing consumer tastes.
Questions students may ask during the exercise:
Q: What is a preposition?
A: If you have to ask that question, you should probably evaluate your internal
environment to help you decide in which markets you can compete
successfully.
Q: Can we compete in more than one specialty market?
A: Yes, this can be done and has been done. However, you need to manage your
resources carefully to achieve it.
Q: May we ask other teams which markets they are going for?
A: Yes, but they are not required to tell you the truth.
Q: Can we sabotage other teams?
A: What did you have in mind? (Note: Destroying the outputs or raw materials of
other teams is illegal. However, one team discovered a form of legal sabotage
by creating sentences for their true target market while simultaneously creating a large number of very small sentences in other markets to throw those markets into glut. This same team also chose to work very loudly. Most teams work
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as close as the game can come in one round to the real-life risk of being
out-focused by a competitor.
3. The importance of having an overarching strategy to help direct effort and
functional-level decision making: The instructor might begin by asking
something such as What was your groups strategy going into the production run? While many groups develop fairly specific strategies and means
for implementing them, some will generally start out with a fairly general
strategy. For example, a team might answer the question above by simply
stating just to make as many sentences as we could. With this latter type
of group in particular, it is helpful to ask how they would change their strategy if another round were played. This question also works well with
groups that abandoned their initial strategy during the production run. After
students have had a chance to consider the strategies of their specific
groups, the instructor can ask if they perceive a value to having a strategy
for this exercise and, if so, what is that value. Students can generally see at
this point that an unclear strategy reduces their ability to exploit the design
of the game and their natural abilities to earn above-average returns.
4. The need for strategic flexibility as implementation issues (e.g., availability
of raw materials, time constraints, or skill of workforce) arise: Particularly
salient in Round 1, since the strategy session occurs before teams have examined the Magnetic Poetry Words and syllables, students often find that
managing the raw materials (words, letters, and syllables) is difficult and
central to their success. During the production run, they may begin to develop coordinating mechanisms to help one another find words. If the instructor observes this type of behavior during the production run, he might
ask a series of questions such as the following:
(a) Was it more difficult than you anticipated finding words you could use?
(b) How did you cope with this obstacle?
(c) What changes did you make to your strategy or to your tactics when you
ran into this problem?
5. How different strategic groups can coexist within the same industry: The
instructor can do this by identifying two or more teams with similar scores
but very different strategies. For example, one team may have excelled in
the prepositions market because they correctly predicted that few others
would successfully enter it. Another team may have achieved a high score
by pursuing another specialty market or the high-end market.
Variations
Having students evaluate and tally outputs: The Game is designed to fit into a 50min class time frame. However, if the instructor has the luxury of a longer time
frame, she or he may choose to have students do their own quality control and
tallying of scores. To do this, the instructor should call time and have a representative of each group bring to the front of the class the results and the sheet of
paper identifying specialty markets targeted as in the shorter version of the
game. The instructor should then instruct the representatives to exchange cookie
sheets and conduct quality control review for one another. The instructor
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should also provide students with tally sheets to complete. Using the completed tally sheet, the instructor can quickly enter data to the computerized
score sheet.
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as sources of intrinsic motivation. Generally, these have been enough to generate considerable enthusiasm for the exercise. As one student stated during the
second round of play Were on flames here!
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Class time required: The exercise cannot be successfully administered and processed in one regular class period. Two to three sessions are the minimum to
run and process the exercise.
Level of complexity and realism: Although the Game is a simulation, it is a highly
simplified one. It is not intended to replace more complex Web-based business
simulations that can run for part or all of the semester as part of a Business
Strategy course. Rather the exercise is designed to provide insight and handson experience with a few fundamental aspects of business-level strategy.
Relating the game experience to strategic concepts: While some students can easily discern which game options represent a cost leadership strategy, a differentiation strategy, and a focused strategy, others need help to do so. Therefore, it
is important to begin processing the exercise at a fairly basic level before moving into nuances such as how a strategy was chosen or revised.
Conclusion
The Game is an active and competitive exercise. It creates an enjoyable
and personal experience of setting and implementing business-level strategy,
even for students with little or no real-world business experience. To succeed
at the Game, teams must accurately assess their own skills and respond to
complexity, uncertainty, and dynamism in the external environment. To successfully process the Game, an instructor must show students how their personal experiences with the game reflect the challenges faced by top managers
in real-world organizations as they attempt to set, implement, evaluate, and
revise business-level strategy.
Appendix A
Instructions for Playing The Magnetic Sentences Industry
Game (50-Min Class Format)
Today you will develop a strategy for, and operate, a company in the Magnetic
Sentences Industry. Your raw materials are 440 words and syllables provided by the
instructor. You will not lose or misplace a single one of these objects. You will arrange
the words on the cookie sheets provided into English language sentences. These sentences will be the finished products that you will then sell in the market at the prices
listed below.
All sentences must make sense and must be grammatically correct.
Your goal in this exercise will be to develop a business-level strategy that will
enable you to maximize revenue for the first period and to revise your strategy as
appropriate to maximize revenue for the second period as well.
Beyond the 440 words and syllables that are allocated to you, no additional raw
materials will be provided.
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MARKET PRICES
Unless there is a glut (as discussed below under that subheading), your finished
products will sell out on the market at the following prices:
Any sentence of 3 to 6 words will sell for $7 per word.
Any sentence of 7 to 9 words will sell for $8 per word.
Any sentence of 10 or more words will sell for $9 per word.
There is no market for sentences of fewer than 3 words.
GLUT
If the industry average of 3-to-6-word sentences produced exceeds 5 per company,
there will be a glut in that segment of the market. In that case, your finished product
inventory will sell for $4 per word instead of the customary $7.
If the industry average of 7-to-9-word sentences produced exceeds 4 per company,
there will be a glut in that segment of the market. In that case, your finished product
inventory will sell for $5 per word instead of the customary $8.
Historically, there has never been a glut in the 10+-word luxury market.
Please note that producers that hold a recognized market position in one or more of
the specialty markets can continue to sell in these specialty markets at regular prices
unless a glut also occurs in that market.
SPECIALTY MARKETS
Although nearly everyone needs magnetic sentences of all kinds, three distinct
groups of consumers are especially interested in specific sentence types. These consumer groups are considered specialty markets. These three specialty markets are discussed below. A company cannot sell product in a specialty market unless it has an
established reputation in that market. To establish a reputation and sell in a selected
market, an organization must produce 10 or more sentences that are appropriate to the
category within the period. If fewer than 10 sentences are produced in a given specialty market, then these sentences must be sold on the general market and not to the
specialty consumer group.
SPECIALTY MARKET #1: COMMANDS
A number of military and paramilitary organizations purchase command sentences in bulk from recognized suppliers. A command sentence must be directive in
the sense that it tells someone to do something. Examples are:
John, go to the store.
Get out of here and dont come back.
Watch out for trucks.
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3. Specialty markets (if any) in which the group intends for its outputs to be sold.
(Please clearly segregate sentences for each market. However, sentences of different lengths can be ordered in any way within a market grouping).
Because of the time limitations of this class, the instructor will review finished goods
inventories after class to ensure that:
1. sentences make sense.
2. sentences are grammatically correct.
3. sentences belong in the specified category (general 3 to 6, general 7 to 9, general 10+, specialty market 1, 2, or 3)
4. reputation has been appropriately established in any specialty market in which
the organization is operating (10 or more acceptable sentences produced).
Nonsense sentences and grammatically incorrect sentences will be discarded in their
entirety with no opportunity granted to the producing company to repair them.
Sentences that do not qualify for a given market may be moved to another market
and sold there at market prices.
If, as a result of quality control screening, the number of acceptable sentences produced in a given specialty market drops below 10, then none of the sentences produced for this market may be sold there. They may be moved to other markets for
which they are applicable and sold there at market prices.
Tabulation of Results
For each firm, the instructor will record:
1. number of sentences passing quality control in each of the 7 categories
2. number of words in accepted sentences in each category
3. if appropriate, number of prepositional phrases accepted in sentences in that
category.
The instructor will combine results for all firms to determine which markets have
gone into glut. She or he will then tabulate total revenue by firm and place this information, with calculations, on the course Web page. In addition, one selected representative from each organization will receive a typed copy of all sentences submitted.
This list will identify disqualified sentences and will give the reason for disqualification. In addition, if the instructor removes any sentence(s) from the intended market
and sells them in another market, reasons will be given on this listing (e.g., sentence
does not contain a prepositional phrase or fewer than 10 sentences accepted in this
category).
YOU MUST DOCUMENT YOUR GROUPS
BUSINESS-LEVEL STRATEGY PROCESS
A well-thought-out business-level strategy is essential to success in the Magnetic
Sentences Industry Game. Whether your strategy is effective or ineffective at the start
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of the game, it is likely to change during the course of the game as you learn more
about your competitors and yourselves. To help ensure group-wide understanding of
your strategy, and to help you recall the evolution of your strategy throughout the
game, please take notes or minutes during strategy sessions. Ideally, these minutes
should contain the following information:
our companys goals
our planned means of achieving those goals
our selected target market(s)
what we considered in setting our goals and means and in selecting target markets (What did we see as our strengths and weaknesses, threats and/or
opportunities)
what (if anything) came up during each of the production periods that caused
us to reevaluate our strategy.
how (if at all) did our business-level strategy change from Period 1 to Period 2.
If we were to play this game for another period, would we change our strategy? If so, how.
GAME AGENDA:
Day 1:
1.
2.
3.
4.
5.
Day 2:
3.
1.
2.
3.
Day 3:
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# Sent.
3 to 6
7 to 9
10+
General Market
3 to 6
7 to 9
10+
Command Market
3 to 6
7 to 9
10+
Questions Market
3 to 6
7 to 9
7 to 9
10+
10+
Words P. Phs Words P. Phs Words P. Phs
3 to 6
1. Ensure that the sentence passes quality control and so can be counted. Sentences that do not pass quality should not be included on this
form.
2. Determine whether the sentence can be sold in the general market or any of the specialty markets.
3. Count the number of the words in the sentence.
4. Enter the word count for the sentence in the correct column based on items 2 and 3 above.
Instruction: For each sentence in the output you are reviewing, please:
Appendix B
Magnetic Sentences Industry Game: Sentence Tally Worksheet
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