Skip to product information
1 of 1

The Centre for Management Practice

Stranded: A Spark of Hope

Stranded: A Spark of Hope

By: Rani Tan , Lakshmi Appasamy
Discipline: Organisational Behaviour and Leadership

Description

The ‘Stranded’ game is an experiential platform to learn lessons on team leadership in a situational context based on sudden changes of events. It is modelled primarily upon variables associated with contingency theories of leadership. The setting is a future dystopian world where resources are scarce and different cities are at war with each other as they compete for resources. The player (the student) has to assume the role of a leader of a team now stranded in a desert because their vehicle in the form of a van is damaged. If not repaired quickly, they may be raided by their enemies, thus delaying or diminishing the hope of escape.

The team comprises three males, Bastian, Daya, and Jiro, and one female, Jessa; all, including the leader, are strangers to each other. They all have different personality traits and respond differently to tasks and instruction. During the course of the game, the player (the student), has to discover the followers’ personalities, assess the availability and limitation of resources, prioritise and assign tasks appropriately so that the van is repaired on time for them to escape from the dangerous situation. The daily tasks involve repairing the van, growing food, building a shelter and scavenging for resources, namely, provisions for food and materials to repair. Meanwhile, the camp must also be guarded from the enemies who would attack and raid the camp’s food and materials.

The game progresses in number of days. During the nights the leader interacts with the followers to gauge the energy, motivation and temperament of the team. The leader rations the provisions and motivates the followers. At the start of each day, the leader has to choose from three different leadership styles and assign task to the followers. When the Van is restored to 100% driving condition they all can escape to safety.

The game engages students in a digitised fictional setting, in which they can apply the concepts learnt in contingency theories of leadership. Through the game strategies, students can learn to assess people, resources and situational context and adapt leadership styles accordingly. Besides, understanding the issues involved in leading a team towards a goal, they will also learn the significance of interpersonal skills such as communication, conflict resolution and motivation in team-building.

Inspection copies and teaching notes are available for university faculty. To receive an inspection copy and teaching note, please email cmpshop [at] smu.edu.sg with your registered faculty email ID and a link to your contact information on the faculty directory at your university as verification. An inspection copy and teaching note will then be sent to your faculty email account.

Download Information

SMU Faculty/Staff can download the case & teaching note on iNet with your SMU login ID & Password via the following links:

· The Case (SMU-19-0021)

· Teaching Note (SMU-19-0021TN)

For purchase of the case and supplementary materials via The Case Centre, please access the following links:

· The Case (SMU-19-0021)

· Teaching Note (SMU-19-0021TN)

For purchase of the case and supplementary materials via Harvard Business Publishing, please access the following links:

· The Case (SMU-19-0021)

· Teaching Note (SMU-19-0021TN)

Industry

Retail

Temporal Coverage

2018

Year Completed

2019

Education Level

Executive
Postgraduate
Undergraduate

Data Source

Generalised Experience

Geographic Coverage

Singapore

Published Date

Price

Regular price S$6.00
Regular price Sale price S$6.00
Sale Sold out
Taxes included.

(Please note you are purchasing the case only.)

View full details