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Enhancing digital transformation towards virtual supply chains: a simulation game for Dutch floriculture
Production Planning & Control ( IF 6.1 ) Pub Date : 2020-12-15 , DOI: 10.1080/09537287.2020.1858361
G. Salvini 1, 2 , G. J. Hofstede 1, 3 , C. N. Verdouw 1, 4 , K. Rijswijk 5 , L. Klerkx 5
Affiliation  

Abstract

Supply chains are increasingly being virtualized in response to globalization and emerging market challenges. Virtualization requires technical innovation using IoT technologies such as smart sensors, and it allows to transmit quality information across the chain. Associated organizational innovation is complex, especially in SME-dominated supply chains, and relies upon intensive knowledge exchange, discussions and negotiation. However, the development of solutions to address socio-institutional barriers to virtual supply chains has been under-researched up to now. This study analyses barriers to virtualization faced in SME-dominated supply chains, that is, the Dutch floriculture. The second step is developing a solution to core barriers in the form of a dedicated simulation game, the ‘Virtual Flower Chain’. Design and experiences are shown. The barriers that the game addresses are a sector-wide lack of cooperation, consumer focus, and sense of urgency, as well as a limited understanding of virtualization. The validation through game sessions shows that 87% of the participants gained more insights about the benefits of virtualization technologies and the willingness to collaborate, rather than blaming others, increased to 89% after the game. Game participants achieved more awareness of their position in a larger system, rather than as an isolated business.



中文翻译:

加强虚拟供应链的数字化转型:荷兰花艺模拟游戏

摘要

为了应对全球化和新兴市场的挑战,供应链正越来越多地被虚拟化。虚拟化需要使用智能传感器等物联网技术进行技术创新,并允许跨链传输质量信息。相关的组织创新是复杂的,尤其是在中小企业主导的供应链中,并且依赖于密集的知识交流、讨论和谈判。然而,到目前为止,解决虚拟供应链的社会制度障碍的解决方案的开发尚未得到充分研究。本研究分析了以 SME 为主导的供应链(即荷兰花卉栽培)面临的虚拟化障碍。第二步是以专用模拟游戏“虚拟花链”的形式开发核心障碍的解决方案。展示了设计和经验。该游戏解决的障碍是整个行业缺乏合作、以消费者为中心、缺乏紧迫感,以及对虚拟化的理解有限。通过游戏会话进行的验证表明,87% 的参与者在游戏结束后对虚拟化技术的好处以及协作而不是责备他人的意愿有了更多的了解,这一比例增加到 89%。游戏参与者对自己在更大系统中的地位有了更多的认识,而不是作为一个孤立的企业。通过游戏会话进行的验证表明,87% 的参与者在游戏结束后对虚拟化技术的好处以及协作而不是责备他人的意愿有了更多的了解,这一比例增加到 89%。游戏参与者对自己在更大系统中的地位有了更多的认识,而不是作为一个孤立的企业。通过游戏会话进行的验证表明,87% 的参与者在游戏结束后对虚拟化技术的好处以及协作而不是责备他人的意愿有了更多的了解,这一比例增加到 89%。游戏参与者对自己在更大系统中的地位有了更多的认识,而不是作为一个孤立的企业。

更新日期:2020-12-15
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