Modeling the “Profitable-Product Death Spiral”

Author:

Cannon James N.1,Cannon Hugh M.2,Schwaiger Manfred3

Affiliation:

1. Iowa State University, Ames, USA

2. Wayne State University, Detroit, MI, USA

3. Munich School of Management, Germany

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.

Publisher

SAGE Publications

Subject

Computer Science Applications,General Social Sciences

Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Mathematical Law for Assessing Outcome Values of Games;Simulation & Gaming;2014-06

2. Improving Learning in Business Simulations with an Agent-Based Approach;Journal of Artificial Societies and Social Simulation;2014

3. Modeling Tactical Product-Mix Decisions;Simulation & Gaming;2013-10

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