The bullwhip effect
in the supply chains

We help you to simulate a supply chain with the Wine Game.
The purpose of the simulator is to visualize the problems
that occur in a supply chain when the members do not
communicate with each other and there are significant
delays in the delivery of products.

WineGame

Why WineGame?

Wine Game is a virtual simulation.
Similar to the game beer game, developed by
Professor Jay Forrester from MIT in 1960
to illustrate the dynamics of supply chains.

Recommended for operations and logistics disciplines, especially for the subjects of:
• Supply Chain Management,
• Operations Strategy,
• Inventory management,
• Marketing Channels,
• Product distribution,
• Supply and demand,
• Economic forecasting

The game has applications for both manufacturing and service companies. The goal of the simulator is to visualize the bullwhip effect.

In case of any failure, if a student does not write a command, the computer will answer for him, (according to what the teacher configures: with zero, the same as the previous week or according to a prediction model). Allowing the rhythm of the game to be maintained.

It shows that the "bullwhip effect" of demand distortion occurs when there is no communication between the different parts of the chain, with the consequent deterioration of the level of service and erratic behavior of inventories with moments of excess and shortages.

At the end of the simulation, the debrifing, will be displayed, which provides an instant evaluation for both teachers and students of the performance results of each player. In it you can visualize the results of stock/backorder, costs and orders in different roles and in all groups/strings.
The teacher can download part of the debriefing to work with the data later.

You will also have access to the platform's evaluative tests hat will allow you to complement the student's evaluation with theoretical questions, such as true to false, multiple choice, etc.
We have created a perfect quiz to use after the live session. You can create your own. Just let us know the questions you would like to ask.

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How are we different from our competitors?


Features GameLab Competitors
Easy to set up in less than five minutes
Quick to implement
User-friendly interface
Instant debriefing evaluation
Bots (PC) that allow the continuity of the game by answering for the student when he/she cannot.
Possibility to configure parameters such as demand, lead times, add costs, transport lots, etc.





Do you want to have a more complete experience?

Sodapop Game

We recommend you to try SodaPop Game, the most used interactive simulator to teach operations, inventory management and more in an entertaining way.

Read more

Check our prices

Live session
Access to the instructor's platform (with user manuals)
Teaching notes and didactic presentations
Access to the instructor's platform (with user manuals)
Customizable scenarios: reporting time, delivery time, visibility, batches and more.
Student status in real time
Immediate and downloadable debriefing
Unlimited live sessions during the semester
Real-time support during live sessions
Live session setup (with account creation, course and live session option)
Preliminary instruction to get to know the simulator (video call)
Price per student: $14.99

If the price fits your needs...

Try our simulator and get to know WineGame better.

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What will students learn?

They will be able to simulate a supply chain, understanding the bullwhip effect.

They will discover the effect of variability, where small variations in end-consumer orders can have large repercussions in the chain.
Generating a changing and uncertain demand.

They will learn how to manage lead times
and consider them in their supply chains, where the more delays in the system the more delays there are in the system, the greater the variability and delay in and information delay, resulting in distorted and delayed material flows.

They will be aware of the long paths your order must travel before being fulfilled, where because of the structure of the system, each delivery to the consumer is the result of a demand order sent weeks in advance.

How does the game work?

Each group, composed of four participants, will represent the supply chain. One student will be the retailer, one the wholesaler, one the distributor and one the factory.

They will aim to obtain the lowest possible cost, ordering the right amount of wine to satisfy their demand, managing inventory, lead time, transport lot information, warehouse, order and transport costs.

Each week, the retailer orders wine from the wholesaler. So does the wholesaler with the distributor, and the distributor with the manufacturer. Whatever your role, you must avoid running out of stock, while keeping inventory costs down and balancing the supply chain as quickly as possible.

It will be possible to play with as many groups as desired simultaneously. Teams will compete indirectly, as they will all face the same game conditions but there will be no interference between them.



The game conditions that students will face can be customized by teachers by defining different parameters for each simulation which will lead to different levels of complexity.

For example, you can play a first (introductory) scenario with zero visibility of chain information, with constant demand with no variability and with lead times for request of one week and delivery of 2 weeks, with no cost, no transport lot restrictions.
Then, incorporating some of these characteristics in other sessions and in the debriefing of each one, you will be able to show how all this influenced the bullwhip effect.



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Debriefing

What does it show?

Final fill rate, final costs and their relation. In a ranking to compare the different chains.

It will graph the bullwhip effect, showing the values in information orders, costs and also stock.

The participation commitment will be shown, visualizing when a student responded and when the PC did it for him/her.


What will you find?

First you will see a ranking with the results of the chains in each group. You will be able to choose whether to sort them by fill rate, by accumulated costs or by costs per fill rate points.

You will be able to show teams the bullwhip effect on their chains, displaying orders, stock and costs for each one over time. You will also see by chain and compare the information between teams. Facilitating the process of learning the effect that small variations in demand have on a supply chain.

You will select a group from the lowest cumulative cost ranking and their cumulative costs and end-consumer demand will be plotted.

You will also be able to compare the results of stock/backorder, cost and order information of a role, retailer for example, across all groups.

Want to know how debriefing is generated?

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What is a scenario in the game?

They are configurations of the game, each with different characteristics, designed to put into practice the principles of the supply chain and the bullwhip effect. You will be able to choose which one to use when creating a live session.

Changes in the scenario

If you want to analyze the effect of other variables in the game we propose to change the scenario by changing: the variability in demand, lead times in orders and orders, you will also be able to add transportation costs and batches.
We recommend: to occupy other scenarios with full visibility of the chain.

Which scenario do we recommend?

The introductory scenario that you will be able to try in the demo when you register as a teacher, will be prepared to give you the first approach to the game. It will be the same scenario that we recommend you use first with your students to learn how to play the game and have a better experience.

This scenario has a retailer demand with no variability, no chain visibility, no transportation cost and no batch limit. There is an information leadtime of one week among all agents and a leadtime of two weeks for delivery among all agents. This type of configuration shows that a small change in demand produces a bullwhip effect.

Setting up the introductory scenario

*You will be able to modify it, if you duplicate it first. You can also create your own scenarios if you wish.

Want to try a scenario?

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options using our free demo.

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What parameters are configurable?

General information:

• Name
• Shifts (weeks to play)
• Time for each to decide the action to be taken by the bot when a learner does not respond
• Whether to show information from your string to the participant (visibility)

Retailer demand

• Weekly configured demand
• The variability configured per week
• You will be able to generate random demands: 3 options that we recommend you to test different variables that will create more or less bullwhip effect.

Characteristics of each role separately or the whole chain together
• Stock/backorder, initial orders, cost per stock, cost per backorder, order leadtime, order leadtime, order leadtime, previous orders, previous orders, lot size, transportation cost, visibility to arrive.

Need help setting up a scenario?

From GameLab we help you to create or modify a scenario and to prepare everything you need before the live game. Do you want to know more?

Schedule a meeting

Frequently Asked Questions

It is also important to consider that GameLab simulations must be played on computer through Google Chrome, Mozilla Firefox or Safari browsers.

In addition, we recommend ensuring that you have a stable, dedicated internet connection of more than 5 Mbps for wi-fi connections and 40 Mbps for wired connections.

The game simulates a supply chain of four roles per group (retailer, wholesaler, distributor and factory). Each role will be automatically assigned to a student.
There is no limit to the number of groups, so several supply chains can be played in one game at the same time.

If you have fewer participants than the total number of roles, don't worry,
the computer will play where one participant is missing.
And you can choose the way the bot will respond, according to your preference.

In case the internet is disconnected or there is a problem that interrupts the session of one of the participants or the instructor, the game continues, the bot responds for the players. Depending on how it has been chosen:
-With zero
-With the same answer as the previous week
-With a prediction model
When the problem is solved, the person can access the game and continue playing on his own
by clicking on "continue game".

The duration of the games is defined by the teacher, but a typical session
lasts about an hour (50 weeks lasting approximately 1 minute).


The number of weeks or shifts to play, and how much time you have to place the order, are part of the configuration that you can modify.

In addition, you will be able to choose the time to order an order by segments of weeks,
which will allow you to make the first ones with more time for the students
who are playing for the first time to adapt to it.

Do you have any other questions?


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