Logistics  

Creators of Supply Chain Game seek industry support

Two innovators have created a supply chain board game, and are seeking industry investment to produce the product
 Following investment, the game will become self-financi..
 
 

Two ex-school teachers are currently seeking business partners from the logistics community to help develop a ‘Supply Chain Board Game’, which has been devised to teach young people about logistics.

Creators Andy Page and Pat Smedley hope that their game, dubbed ‘Business on the Move’, will develop young people’s understanding of environmental, broader business and enterprise issues.

“The game is unique in that it combines the essence of succeeding in business with acting responsibly towards the environment,” says creator Andy Page in a statement to the press.

“Players must make the same decisions businesses make every day. How do I best deliver? Will I make a profit? How should I grow? How can I cut my carbon footprint?” he explains.

In the next step of their development, Page and Smedley are seeking support from the logistics community in order to provide UK schools with free copies of the board game.

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Hoping to raise enough cash to fund the production of 2,800 copies, the duo hope to use half to provide UK schools with free copies of the game, selling the other half at a reduced price. In return for their support partner companies will be able to feature their corporate branding as an actual part of the game.

The pair plan for  the game to become self-financing as it rolls out across UK, as they reinvest s

urpluses in further production runs and seek to sustain the flow of free games into schools without any further cost to business partners.

As part of their plan to bring Business on the Move to market, Page and Smedley have formed a social enterprise which means that any profits from the game will automatically be ‘locked in’ for the benefit of the community.

Page said: “By being featured in Business on the Move, our partners will be aligning their business with the education of our young people and highlighting their concern for the environment.”

He added: “The game offers a novel way to demonstrate corporate social responsibility, reinforcing business reputation with key partners and networks. By featuring our sponsors will enhance their corporate identity in 400 schools and reach 12,000 pupils within 12 months and, we estimate, over 100,000 young people over five years.”


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