Abstract
This game provides a classroom setting for the strategic planning of the marketing mix over the life of a product's exis ence in the marketplace. The students are required to track a product through four phases of its product life cycle--INTRODUC TION, GROWTH, MATURITY, and DECLINE. For each period the student makes four decisions concerning price, and expenditures for pro motion, distribution, and product quality. The elasticities of these four decision variables change in each time period, as they might during a "typical" life cycle. The "best" decisions for each period can be approximated by adherence to life cycle theory concerning the dynamics of the marketing mix variables.
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