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Modeling the “Profitable-Product Death Spiralâ€

Author

Listed:
  • James N. Cannon
  • Hugh M. Cannon
  • Manfred Schwaiger

Abstract

Business simulation game designers typically ignore product line interactions in the design of marketing simulation games. This article addresses the failing by modeling Rust, Zeithaml, and Lemon’s concept of the profitable-product death spiral, a product-mix interaction theory based on the concept of customer lifetime value (CLV). According to their theory, marketers often enter a cycle of decreasing demand by deleting less profitable products. When customers seek multiple products from the same company, the deletion of less profitable ones will often reduce demand for more profitable products as well, rendering them less profitable. Unchecked, the cycle continues until the company fails. This article discusses how to model the “death-spiral†effect by adapting Teach’s gravity-flow model to evaluate the product mix as a kind of “meta-product,†where desired products function as product attributes.

Suggested Citation

  • James N. Cannon & Hugh M. Cannon & Manfred Schwaiger, 2012. "Modeling the “Profitable-Product Death Spiralâ€," Simulation & Gaming, , vol. 43(6), pages 761-777, December.
  • Handle: RePEc:sae:simgam:v:43:y:2012:i:6:p:761-777
    DOI: 10.1177/1046878111434474
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    References listed on IDEAS

    as
    1. Steven Gold, 2005. "System-dynamics-based modeling of business simulation algorithms," Simulation & Gaming, , vol. 36(2), pages 203-218, June.
    2. Hugh M. Cannon & Manfred Schwaiger, 2005. "An algorithm for incorporating company reputation into business simulations: Variations on the Gold standard," Simulation & Gaming, , vol. 36(2), pages 219-237, June.
    3. Hugh M. Cannon & James N. Cannon & Manfred Schwaiger, 2010. "Incorporating Customer Lifetime Value Into Marketing Simulation Games," Simulation & Gaming, , vol. 41(3), pages 341-359, June.
    Full references (including those not matched with items on IDEAS)

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