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2008 - Marketing Educators' Association

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week semester, the author is able to comfortably<br />

schedule and play eight simulated “years” in class,<br />

one each week, after spending about three weeks<br />

on orienting students using game-related<br />

presentations placed in the WebCT site for the<br />

class. The first four game years are played at Level<br />

1 and the next four at Level 2 which requires an<br />

expanded set of decisions.<br />

The author distributes results to each team via their<br />

private WebCT (Discussion Area) folder by the next<br />

day. In addition to the six market research reports<br />

specified in the game book, the author makes up<br />

additional market research information to enable the<br />

teams to make a very comprehensive analysis of<br />

their competitors’ performance, if they choose to.<br />

The author prefers to see how well the teams make<br />

use of all Market Research information (as opposed<br />

to whether they buy and use some information), and<br />

hence MR is provided free of cost. The results,<br />

however, have been mixed.<br />

Yearly budget shortfalls (compared to the best<br />

performing team) are required to make up by<br />

depleting a $1 million reserve fund available to each<br />

team at the beginning of Year 1.<br />

The game is graded each year by averaging two 0-<br />

100 index numbers for (1) $ Gross Margin, which<br />

measures effectiveness, and (2) $ Net Contribution,<br />

which measures efficiency. The author typically also<br />

varies the weights for the performance in different<br />

years and incorporates subjective criteria, to soften<br />

the sometimes brutal impact of the objective game<br />

performance criteria on course grade. This<br />

recognizes the role of luck in the game, which is a<br />

class assignment, not the real market place!<br />

CUSTOM RESOURCES FOR THE CLASS<br />

The author provides custom Excel workbooks for all<br />

case analyses. These differ from canned Excel<br />

templates by requiring students to first hunt for and<br />

input relevant case data and then write their own<br />

formulae for obtaining the correct answers that<br />

match the clues on the worksheet.<br />

The author has also built three custom game<br />

resources that did not come with the book. The<br />

GreenYellowPinkBlue.xls workbook (named for the<br />

27<br />

color paper used when the analysis used to be done<br />

by hand, instead of Excel) helps student teams<br />

extrapolate forecast demand and production<br />

quantity, do the breakeven analysis of last year’s<br />

company performance and allocate and spend their<br />

budget for the upcoming year, while examining<br />

alternative breakeven scenarios. The second<br />

custom game resource is the Diagnostic Analysis<br />

(DA). This takes students through a “what happened<br />

and why” detailed diagnosis of the just concluded<br />

year. The third custom resource is the “Jumbo”<br />

game worksheet that accumulates key input and<br />

output data year after year. In the past, this<br />

completed industry worksheet has provided the data<br />

for end-of-semester game presentations by the<br />

teams and/or the author.<br />

The author has found that typically, in each<br />

semester, there are at least two “winners” in an<br />

industry out of the four companies. Sometimes, all<br />

four do quite well, by flanking rather than going<br />

head- to-head with competition in the same<br />

segments and cutting each other’s throats.<br />

STUDENT FEEDBACK ABOUT THE CLASS<br />

Student feedback has been collected since the early<br />

1990s, in various formats. The evidence, especially<br />

for the case analyses and the game, is clearly<br />

positive. Future plans for this course include web<br />

implementation, 60 percent online and 40 percent<br />

face-to-face.<br />

SUMMARY<br />

The MEA <strong>2008</strong> special session describes a different<br />

way of teaching the undergraduate <strong>Marketing</strong><br />

Capstone Case Course. By combining a dynamic<br />

marketing simulation game with traditional case<br />

analyses, students are exposed to making as well as<br />

implementing decisions. The intensely competitive<br />

environment of the game seems to add a lot to the<br />

class experience. Student feedback about this<br />

format of the course has been overwhelmingly<br />

positive and the author strongly recommends it.<br />

Complete details of the approach will be made<br />

available to colleagues who wish to use the same<br />

approach.

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