MARKETER: A SIMULATION GAME 3rd Edition

Jerald Smith and Peggy Golden

This business simulation game is designed for students enrolled in a marketing course or management development program. Student players experience simulated real world experience in managerial decision making enabling them to see the relevance of the principles being taught in the course. This business simulation is simple enough to learn in about an hour and yet includes all of the variables a student needs to know to understand the major concepts of the marketing process. An additional benefit for players of MARKETER: A Business Simulation is that they experience the complexities of competition early on the simulated game. Although the scenario described in the student manual concerns the home entertainment industry, the instructor can substitute another scenario, if desired.


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Jump to Overview and Decisions to be made

Jump to Changes in the 3rd Edition

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Jump to Instructor Information and Ordering

Click Here for Information on Other Simulations


OVERVIEW

In playing the simulation game, students acting as management teams make a variety of decisions that will have an impact on their company's operations. The decisions each team must make include price of the product, various marketing budgets, ordering levels, quality and product development budgets, and market research. A unique and optional feature of MARKETER: A Simulation is the inclusion of mini-cases in marketing (these are termed incidents in this manual). Student decisions are recorded on Decision Forms and can be quickly analyzed and evaluated on a personal computer by the instructor. The instructor needs no heavy-duty computer knowledge to administer the game.
The objectives of this simulation game are:

To allow students with different academic interests to make marketing mix decisions and to consider the multidimensional aspects of these decisions

To provide the opportunity for student interaction in organization teamwork

To improve students' communication, leadership, and interpersonal relation skills

To help students develop rational decision making skills

To demonstrate the importance of such management tools as budgeting, forecasting, strategic planning, break-even, and other types of data analyses

To introduce students to various environmental, ethical, and social responsibility problems that may occur in a firm and to show the consequences of the decisions they make

Unfortunately, no simulation can duplicate real life. This simulation, however, attempts to build a marketing model that is as close as possible to actual conditions. It is suggested that student teams approach the simulation as a real-world environment in which they must compete against other firms, not play against the computer.

The instructor's manual, which is only available to the administrator, has been installed on the administrator's floppy disk. It explains how to administer the simulation and provides suggestions for grading the performance of student teams.

DECISIONS MADE IN THE SIMULATION

These decisions are made for both a domestic market and an export market

Order products

Price domestic product

Advertising budget

Sales Promotion Budget

Distribution Improvement

Bonus Paid to sales force( per unit)

Product Development/Quality

Number of Salespersons

Select an Export Area

Select Market Research studies

Respond to an ethical or marketing incident

Name the business

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CHANGES IN THE 3rd EDITION

New incidents have been added.

International aspects have been increased.

The instructor has the ability to arrange the incidents in any order.

Quality management has been added as a budget item.

The product (formerly a home entertainment center consisting of an AM/FM stereo radio with cassette player) has been enhanced to include a compact disc (CD) player.

Market research studies have been expanded and are now easier to purchase.

The student manual has been rearranged to follow the order of decisions on the Decision Form.

The traditional four Ps of marketing (product, price, place, promotion) have been expanded and enhanced in the simulation variables.

A floppy disk has been furnished in case the instructor wants student teams to enter their decisions on disk rather than on a paper Decision Form.

Templates for spreadsheets allow "what if" scenarios by students.

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A  NOTE FOR INSTRUCTORS:

My bookstore has Marketer, 2nd Edition manuals even though my syllabus specified the 3rd edition. Can I use these books?

No. The simulation is quite different in the third edition including an export area for your product and new incidents. The old manual does not match the new software.

I would like to download the pro forma spreadsheet for Marketer, 3rd Edition. How can I do this?

Just click on the item below and it will transfer to you as an Excel worksheet. You can read it easily with Excel, Quattro Pro for Windows, or recent versions of lotus.

Click here for an Excel version.

Click here for a Lotus version.

Click here for a Quattro Pro version.

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DESK COPIES

Instructors who would like to order a desk copy of the student manual should contact their Houghton Mifflin representative. Their names are listed at http://tolkien.hmco.com/hmco/college/pubrep.html

An adoption copy of Marketer may also be ordered from the Houghton Mifflin Catalog:
http://www.hmco.com/ColCat/main.html

Instructors may also contact the authors for additional information (no student calls please!)

Jerald Smith Office: 954-462-5220     Email:  simulations@worldnet.att.net

Peggy Golden  Office: 954-762-5220 E-mail:  golden@fau.edu

Our Home Office Fax: 954-462-5202
 

KNOWN ERRORS or TEXT TYPOS and SUGGESTED ACTION:

None at this time

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Revised 4-22-03