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Marketing simulation games provide participants with an interactive method of testing out marketing decisions in an environment which is virtual or which has game characteristics. Common game topics belong to categories such as:
marketing strategy Marketing strategy allows organizations to focus limited resources on best opportunities to increase sales and achieve a competitive advantage in the market. Strategic marketing emerged in the 1970s/80s as a distinct field of study, further buil ...
,
product positioning Positioning refers to the place that a brand occupies in the minds of the customers and how it is distinguished from the products of the competitors and different from the concept of brand awareness. In order to position products or brands, comp ...
, pricing strategies,
consumer behaviour Consumer behavior is the study of individuals, groups, or organizations and all the activities associated with the purchase, use and disposal of goods and services. Consumer behaviour consists of how the consumer's emotions, attitudes, and p ...
. Marketing games usually focus on the marketing landscape of a certain business industry or a company . A marketing simulation game usually contains a number of scenarios and provides participants with results in response to their decisions. The games can be played either by individuals or teams. The learning environment is usually a collaborative and/or competitive market in which participants represent companies which need to take decisions in an iterative manner, usually on a round-by-round basis.


In education

Faria and Wellington (2004) found that 64.1% of 1,085 faculty members surveyed in American Universities were using games with a focus on marketing. Pedagogical expectations are that students using these simulations will learn more about marketing strategy concepts through the application of marketing knowledge as well as gain marketing application skills. The advance of digital technology in marketing has led to a gap in digital literacy among marketing professionals. Consequently, there is increasing pressure on marketing educators to help their students develop
digital marketing Digital marketing is the component of marketing that uses the Internet and online based digital technologies such as desktop computers, mobile phones and other digital media and platforms to promote products and services. Its development duri ...
skills. Computerized marketing simulation games have been widely used as teaching and learning resources in Marketing Strategy and Management courses – and continue to be adopted as a meaningful pedagogical tool. The usage of computerized marketing simulation games is consistent with learners' growing interest in acquiring and developing digital skills. Research has found that students can use both marketing simulation games and real marketing projects with comparable feelings of reality and enhanced perceptions of learning. Between 2008 and 2017 Google ran the "Google Online Marketing Challenge" (GOMC), an online competition aimed at higher education students. The format of the competition allowed student teams to work with SMEs and nonprofit organizations in recognition that many marketing students are employed by one such organization. The goal of the participants was to develop a precampaign report followed by online marketing campaigns. According to research, for an effective experiential learning activity instructors should emphasize that students need to plan, execute, and assess their actions, which requires the provision of feedback mechanisms as part of the experience.


Instructional design considerations

There is a need for more empirical research to examine the varying characteristics of existing marketing simulations in light of various course requirements and various student groups. There is emerging instructional research on the learning framework proposed by marketing simulation games which focuses on how game analytics and learning analytics provide students with personalized experiences and how this increases their engagement. Often this research is focused on just one marketing simulation game platform used in a small number of universities coming from the same country or region. Acceptance of computer-based simulation devices in learning can affect learning outcomes. It has been argued that computer-based simulation games, involving the use of technology that users are less familiar with, can place an additional burden on learners and generate frustration and low satisfaction that can negatively affect learning outcomes Valid criticism appears when students are involved in ‘gaming’ the simulation algorithm in search of higher returns. In this mode of play, students typically manifest behaviour where they adopt high-risk decisions, often giving little thought on the decision-making process itself, thus reducing learning outcomes.


Other usages of marketing simulations

Additional usage for marketing simulations has been identified: as an aid in decision making and as a means for gaining further insight into a system as well as a guideline for research.


See also

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Business simulation Business simulation or corporate simulation is simulation used for business training, education or analysis. It can be scenario-based or numeric-based. Most business simulations are used for business acumen training and development. Learning o ...
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Serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, he ...


References

{{Reflist Educational games Marketing software