PARTICIPANT IDENTIFICATION OF COMPETITORS IN A MARKETING SIMULATION COMPETITION Developments in Business Simulation and Experiential Learning, Volume 29, 2002 PARTICIPANT IDENTIFICATION OF COMPETITORS IN A MARKETING SIMULATION COMPETITION Faria, A. J., University of Windsor ad9@uwindsor.ca Wellington, William J., University of Windsor r87@uwindsor.ca ABSTRACT It is clear that a marketing manager for Coca-Cola would view Pepsi-Cola as a direct competitor. In the same fashion, Procter & Gamble marketing managers would view Kimberly-Clark as a direct competitor, General Motors' management would view Ford as a direct competitor, etc. Many examples, like these, would seem to be clear. However, competition can come from companies that are not exactly like us (product, generic and total budget competitors). When identifying competitors, what criteria do marketing managers use? Despite extensive academic research on how to classify competitors, little is known about how managers identify competitors in practice. This paper examines how student managers in two different marketing simulation games identified their strongest competitors and how these managers evaluated their competitors in terms of the level of threat they posed and their relative importance as competitors. The findings from 96 simulation teams indicated that simulation game players used many of the same criteria as practising marketing managers but the scope of the criteria used were influenced by the nature of the simulations being played and the evaluation approaches being employed. PAST RESEARCH When analyzing and describing competitor performance in the marketing literature, researchers have generally followed two approaches to competitor identification. The supply-based approach classifies competitors on the basis of the characteristics of the competing firm. Firms would be deemed to be competitors if there was a similarity in products offered, marketing strategy employed, production technology, size, and similar characteristics. A review of some of the research following this approach to competitor grouping can be found in McGee and Thomas (1992) and Thomas and Venkatraman (1988). INTRODUCTION A clear identification and understanding of a firm's major competitors is central to formulating marketing strategies (Aaker 1995). In all industries, customers have choices as to whom they will patronize. Thus, when marketing managers identify a target market that the firm will serve, the manager is also bringing a group of competitors, serving similar markets, into the firm's external environment. To be successful in the marketplace, the current and future actions of these competitors must be monitored and even anticipated. One of the problems in understanding competitors is simply identifying them. That is, how do marketing managers answer the question, "Who are our current and future competitors?" The demand-based approach classifies competitors on the basis of the target markets, or customers, that are being served. In this approach, competitors are identified based on customer attitudes and behavior towards the supplying firms. Firms whose offerings customers perceive as similar, the offerings are substitutable for one another, are deemed to be competitors. Marketing has a long history of examining industries and companies from a market perspective. A review of articles using this approach can be found in Day, Shocker and Srivastava (1979) and Cooper and Inoue (1996). The marketing literature conceptualizes a number of different varieties of competitors (Ferrell, Hartline, Lucas and Luck, 1998). Brand competitors are those who market products exactly like ours with similar prices selling to the same customers (Coca-Cola and Pepsi-Cola are good examples). Product competitors are those who sell products similar to ours but with different features and benefits and at different prices (Coca-Cola and Anheuser-Busch). Generic competitors are those who market different products that satisfy the same consumer need (Coca-Cola and water). Total budget competitors are those who sell different products from ours but are competing for the same limited financial resources of the customer (Coca-Cola and potato chips). Several characteristics, generally supply-based in nature, have also been used to group competitors. These include firm size, firm success and threatening behavior of the firm. Several authors have suggested that managers tend to view the largest firms in their industry as their competitors (Chen and Hambrick 1995; Walton 1986) while others suggest that managers view those companies of a similar size as their most direct competitors (Porter 1979). 38 mailto:ad9@uwindsor.ca mailto:r87@uwindsor.ca Developments in Business Simulation and Experiential Learning, Volume 29, 2002 The success of other firms is another characteristic that is likely to attract attention to a firm and result in it being viewed as a competitor. Certainly, as many authors suggest (Greve 1998; Miller 1994; Tucker, Zivan and Camp 1987), when it comes to benchmarking performance, we look at the most successful firms in our marketplace environment. Finally, it's reasonable to assume, as many researchers have, that firms that are viewed as a direct threat to us, or have taken threatening behavior towards us, would be viewed as competitors (Heil and Walters 1993; Robertson, Eliashberg and Rymon 1995). While research into, and analysis of, competitor performance exists using both the supply-based approach and the demand-based approach to group firms, the competitor groupings in the marketing literature are based on writers' views of what makes up the competitive environment. The groupings are not based on how managers of the firms included would necessarily identify competitors. In fact, little is known about how marketing managers identify competitors in practice. To get some insight into competitor identification, Clark and Montgomery (1999) conducted a survey among 37 second year MBA students, all of whom had previous work experience, and 20 business managers in an executive training course. These 57 subjects were asked to identify all "major competitors" for a firm for which they had worked or currently work. "Major competitor" was not defined for the subjects. The research subjects were then asked to explain why the listed firms were deemed to be major competitors. Across all respondents to Clark and Montgomery (1999), the average number of competitors named was 6.46. The top ten reasons given for identifying a firm as a competitor are shown in Table 1. Eight of the reasons given can be classified as supply-based attributes (as described above) while only two (identified with an asterisk in Table 1) are demand-based attributes. While some ABSEL papers have examined certain aspects of the competitive environment of simulation teams, such has whether or not simulation teams monitor and emulate industry leaders (Wellington and Faria 1997), an examination of all ABSEL papers in The Bernie Keys Library showed no matches with "competitor identification", "competitor analysis" and similar related terms. As well, no articles examining competitor identification when using simulation games could be found in the complete history of Simulation & Gaming articles. As such, this is an area ripe for some exploratory research which could add to the rich history of simulation gaming research. TABLE 1 TOP TEN COMPETITOR IDENTIFICATION ATTRIBUTES FROM CLARK AND MONTGOMERY (1999) STUDY Percent Respondents Attribute Identifying Products offered 60% Product positioning 51% Geographic scope of market* 46% Resources 39% Customer perception of firm* 39% Price 33% Competitor size 28% Distribution 25% Financial strength 25% Competitor behavior 23% METHODOLOGY AND HYPOTHESES A study was undertaken during one semester at a large university involving two separate marketing classes. The subjects of the study were drawn from a total of 360 students in an introductory marketing course and 112 students divided into thirty teams of three or four participants each in an associated application focused follow-up marketing class. The subjects played two different marketing simulation games. PAINTCO V: A Marketing Simulation (Galloway, Berman, Evans and Wellington 1997) was used in the introductory marketing course while COMPETE: A Dynamic Marketing Simulation (Faria, Nulsen and Roussos 1994) was used in the follow-up marketing course. The PAINTCO players competed as individuals in 60 six- team industries. These student/companies were evaluated in the PAINTCO simulation by being asked to maximize an efficiency ratio comprised of their earnings divided by manufacturing costs. The thirty COMPETE simulation companies were divided into six industries of five companies each. The COMPETE participants were told that they would 39 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Based on the findings from the only study of the nature to be undertaken here, as with Clark and Montgomery (1999), it has been hypothesized that simulation competitors will more often identify supply-based attributes as the reason for selecting a company as its most important competitor than demand-based attributes. Due to the limited number of companies in the simulation competitions used in this study, and in line with the marketing literature, it is hypothesized that simulation competitors will most often look to the largest team in their industry (as measured by market share or dollar sales) and the leading earnings team in their industry as their major competitor. Finally, the more astute simulation competitors, analyzing the simulation competition more intensely, will identify those teams using similar strategies and who are most threatening to their target markets as their most direct competitors. be evaluated based on their companies' earnings per share with the objective of being the highest earnings team in their industry. In COMPETE, at the end of each year of a three-year simulation competition, participants on each company were asked to rank all other firms in their industry from strongest to weakest competitor. Each company was also asked to indicate why it had selected the firm it did as its strongest competitor. The PAINTCO competitors were asked to undertake a similar ranking at the end of every third period of a nine period competition. Across the 60 six team PAINTCO industries, only eleven industries (66 teams) submitted all three requested surveys. As such, only these industries were included in the analysis. In contrast, all thirty teams in the COMPETE competition submitted all three surveys and all of them were included in the analysis. The findings presented, therefore, are based on an analysis of the competitor reports submitted by ninety-six simulation companies. In these reports the simulation participants: (1) ranked each of their competitors from strongest to weakest; (2) awarded points to each of their competitors using a 100 point, zero-sum point allocation scale with each competitor being given a point total in relation to the perceived importance of that competitor; (3) ranked each competitor on a seven-point Likert scale as to the perceived direct threat of that competitor to the respondent company's sales and market share; and (4) described in words why the company identified as the most direct competitor was selected as such. FINDINGS The findings from this study will add to the very limited knowledge of how competitors are identified in practice. In this instance, the how and why of competitor identification in a simulation competition will be compared to the findings from 57 business managers in the Clark and Montgomery (1999) study. The overall findings from the PAINTCO and COMPETE simulation competitions are reported on in Tables 2, 3 and 4. H1, H2 and H3 were evaluated using a simple comparison of Table 1 findings from the literature with the Table 2 findings of this study. These findings support the acceptance of H1. The simulation players report ten supply-based variables which are the same as, or very similar to, seven of the eight supply-based attributes reported on by Clark and Montgomery (1999). A number of hypotheses, based on the available marketing literature, were formulated for testing. H1: Student teams will most frequently identify competitors using supply-based attributes similar to those identified in the Clark and Montgomery (1999) study. The one Clark and Montgomery (1999) exception is product positioning. However, the simulation teams did identify advertising and sales force strategies which might represent product positioning within the context of the simulation competitions and in the minds of the simulation participants. As such, H1 is accepted. H2: Student teams will identify major competitors based on the absolute size of the competitor as measured by dollar sales or market share. H3: Student teams will identify their most important competitor based on the earnings of that competitor. With respect to H2, an average of 31.6 percent of the simulation respondents reported using market share as the means of identifying major competitors. This was the second most frequently cited reason for competitor identification. On top of market share, an additional 10 percent of the respondents reported sales volume as the means of identifying major competitors. Sales volume would represent the same concept as market share. Market share is more often identified by the simulation participants than sales volume, likely, as market share data is reported to the simulation participants every period while dollar sales volume of competitors had to be purchased as a market research study. As such, H2 is supported. H4: Student teams will identify their most important competitor based on the similarity of the marketing strategy of that competitor. H5: Student teams will identify their most important competitor based on the threatening behavior of that competitor. There is some literature that suggests managers tend to identify a limited number of firms as their competitors (Gripsrun and Gronhaug 1985; DeChernatony, Daniels and Johnson 1993). Generally, managers tend to list no more than seven firms as their most direct competitors. This was not an issue in the current study as the PAINTCO industries were limited to six companies and the COMPETE industries were limited to five companies. H3 is strongly supported with an average of about 70 percent of respondents reporting earnings as the major variable used to identify their most important competitor. This is more 40 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 than double the next most reported attribute which is market share. The findings with respect to H4 are reported on in Table 3. This hypothesis is also fully supported. In response to the issue, on what basis do you determine your closest competitor, an average of 32 percent of the respondents reported that overall competitor strategy was the key consideration in determining their closest competitor. H5 was tested by examining the correlation between the importance rating of competitors as measured with a 100 point constant sum scale versus how the competitors were rated as a competitive threat on a one to seven semantic differential scale (1 being a strong threat and 7 being a weak threat). The results of this rating, reported on in Table 4, show a high correlation (ranging from -.551 to -.788) between the importance ranking of a competitor and the perceived marketplace threat of the competitor. The correlations found between competitor ranked performance and perceived threat of the competitor are all highly significant (.000). As such, H5 is accepted. TABLE 2 COMPETITOR IDENTIFICATION ATTRIBUTES REPORTED BY PAINTCO AND COMPETE SIMULATION PLAYERS Matches Clark & Report 1 Report 2 Report 3 Montgomery Earnings 69.8% 70.8%* 72.9% Yes-Indirectly Market Share 33.3% 31.3% 30.2% Yes-Indirectly Pricing Strategy 27.1% 14.6% 19.8% Yes Return on Sales** 25.0% 24.0% 32.3% Yes-Indirectly Product Quality 14.6%* 9.4% 5.2% Yes-Indirectly Advertising 13.5% 14.6% 11.5% No Manufacture Costs** 11.5% 9.4% 4.2% Yes-Indirectly Marketing Strategy 10.4% 6.3% 7.3% Yes Sales 9.4% 11.5% 9.4% Yes Salesforce Strategy 6.3% 6.3% 4.2% No Distribution** 4.2% 6.3% 6.3% Yes Efficiency Ratio** 4.2% 8.3% 13.5% Yes-Indirectly N=96 respondents * Significant difference between PAINTCO and COMPETE respondents ** COMPETE groups did not report these 41 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 TABLE 3 ATTRIBUTES CONSIDERED IN COMPETITIVE ANALYSIS REPORTED BY PAINTCO AND COMPETE SIMULATION PLAYERS Report 1 Report 2 Report 3 Pricing 34.3% 41.7% 28.1% Competitor Strategy 31.3% 29.2%* 35.4% Earnings 30.2% 31.3%* 36.5%* Advertising 25.0% 33.3% 16.7% Product Quality 25.0% 20.8%* 17.7%* Market Share 24.0%* 20.8% 15.6%* Salesforce Strategy 13.5% 13.5%* 9.4% What-If-Software** 13.5% 9.4% 8.3% Market Research 12.5%* 10.4%* 12.5%* Distribution** 12.5% 12.5% 8.3% Sales 11.5% 7.3% 5.2% Manufacture Costs** 8.3% 11.5% 5.2% Efficiency Ratio** 4.2% 6.3% 4.2% Return on Sales** 2.1% 3.1% 13.5% N=96 * Significant difference between PAINTCO and COMPETE respondents ** COMPETE groups did not report these TABLE 4 CORRELATION BETWEEN THREAT EVALUATION AND THE 100 POINT CONSTANT SUM SCALE BY COMPANY Report 1 Report 2 Report 3 Company 1 -.669* (77) -.644* (79) -.639* (79) Company 2 -.551* (79) -.597* (78) -.613* (79) Company 3 -.788* (77) -.625* (79) -.686* (79) Company 4 -.629* (77) -.590* (79) -.772* (79) Company 5 -.759* (76) -.617* (78) -.603* (79) Company 6 -.732* (52) -.717* (55) -.685* (54) * Significance < .05 Note: Company 6 data for PAINTCO only, COMPETE industries had a maximum of 5 teams. CONCLUSIONS AND IMPLICATIONS While the marketing literature is filled with discussions on competitor analysis, little is truly known about how business managers identify their direct competitors. Clark and Montgomery (1999) used a group of 57 business managers taking MBA and Executive Training courses to identify a number of attributes used by this sample of executives to isolate major competitors to the companies for which the executives currently, or formally, worked. This added some important knowledge to the marketing literature on competitor identification. 42 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 The current study was formulated to examine whether students participating in a simulation competition would use similar attributes as described in the marketing literature and as reported by Clark and Montgomery (1999) to identify competitors. An issue long debated in the simulation literature is the relative merit of simulation games as a learning tool (see Faria 2001 for a review of this literature). If simulation participants use the same criteria in the selection of competitors as business managers do in practice, this would add additional support to the realistic nature of this form of instructional tool and its educational merit. The findings from this study indicate that student simulation players developed essentially the same set of attributes to identify competitors as a group of experienced managers reported on by Clark and Montgomery (1999). This finding would support the relevance of simulation play for developing an understanding of competitive behavior on the part of future business managers. Arguably, one could take the position that simulation games are the most appropriate and unique exercises available to assist managers in learning how to develop an understanding of competitors and what attributes to use when identifying competitors. Consistent with the marketing literature, in general, and the Clark and Montgomery (1999) study, in particular, simulation game participants tended to use supply-based attributes rather than demand-based attributes to identify competitors; most frequently used absolute size, as measured by earnings or market share/sales, to identify major competitors; used similarities in marketing strategy variables to identify competitors; and viewed those companies that were the most direct threat to them as the most direct competitors. All of this suggests behavior on the part of simulation participants that is similar to the behavior of practising marketing managers. One interesting finding from this study, outside of the major thrust of the study, was that simulation participants used one set of criteria to identify major competitors but a separate set of criteria to analyze their competitors. For example, while earnings and market share topped the chart in identifying competitors, these attributes, once used for identification, were not then analyzed further. Instead, the simulation participants then concentrated on analyzing competitor strategy in the form of marketing mix variables such as prices charged, advertising strategy, sales force, etc. The distribution of firms was barely considered for competitor identification, less than 10 percent of firms used it, while it was an area for competitive analysis for 18 percent of the simulation players. In retrospect, the finding that competitor classification variables are different from competitor analysis variables may not be surprising. After all, identification of competitors mainly involves selecting attributes for classifying them while the analysis of their activities would involve much deeper deliberation and consideration. One of the key limitations of this study was that, by their nature, simulation games lend themselves to supply-based approaches to classifying competitors. Simulation participants are usually given, and can acquire through market research reports, many details about their competitors. However, in most simulation games, far less information is available about the markets being served by the competitor companies. The real world indeterminance of purchasers and the complexities involved in product demands are usually too difficult to model in simulation games. As such, it would be less likely that demand-based attributes would be described by simulation participants in competitor identification than might be the case in the real world. REFERENCES Aaker, David (1995). Strategic Market Management, New York: John Wiley & Sons. Chen, Ming-Jer, and Hambrick, Donald (1995). "Speed, Stealth and Selective Attack: How Small Firms Differ from Large Firms in Competitive Behavior," Academy of Management Journal, 38 (April), 453-482. Clark, Bruce and Montgomery, David (1999). "Managerial Identification of Competitors," Journal of Marketing, 63 (July), 67-83. Cooper, Lee and Inoue, Akihiro (1996). "Building Market Structures from Consumer Preferences," Journal of Marketing Research, 33 (August), 293-306. Day, George, Shocker, and Srivastava, Rajendra (1979). "Consumer-Oriented Approaches to Identifying Product Markets," Journal of Marketing, 43 (Fall), 8-19. DeChernatony, Leslie, Daniels, Kevin, and Johnson, Gerry (1993). "A Cognitive Perspective on Managers' Perceptions of Competition," Journal of Marketing Management, 9 (4), 373-381. Faria, A.J. (2001). "The Changing Nature of Business Simulation/Gaming Research: A Brief History," Simulation & Gaming, 32 (1), 97-111. Faria, A.J., Nulson, Ray and Roussos, Dean (1994). COMPETE: A Dynamic Marketing Simulation, Burr Ridge, IL: McGraw-Hill/Irwin, Fourth Edition. Ferrell, O. C., Hartline, M. D., Lucas, George and Luck, David (1998). Marketing Strategy, Harcourt Brace & Company. Galloway, John, Berman, Barry, Evans, Joel and Wellington, William (1997). PAINTCO V: A Marketing Simulation, Scarborough, Ontario: Prentice-Hall Canada Inc. Greve, Henrich (1998). "Performance, Aspirations, and Risky Organizational Change," Administrative Science Quarterly, 43 (March), 58-86. Gripsrud, Geir and Gronhaug, Kjell (1985). "Structure and Strategy in Grocery Retailing: A Sociometric Approach," Journal of Industrial Economics, 33 (March), 339-347. Heil, Oliver and Walters, Rockney (1993). "Explaining Competitive Reactions to New Products: An Empirical Signaling Study," Journal of Product Innovation and Management, 10 (1), 53-65. McGee, John and Thomas, Howard (1992). "Strategic Groups and Intra-Industry Competition," in International Review of Strategic Management, D.E. Hussey, ed. New York: John Wiley & Sons, 77-98. 43 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 44 Miller, Danny (1994). "What Happens After Success: The Perils of Excellence," Journal of Management Studies, 31 (May), 325-358. Porter, Michael (1979). "The Structure Within Industries and Companies' Performance," Review of Economics and Statistics, 61 (2), 214-227. Robertson, Thomas, Eliashberg, Jehoshua, and Rymon, Talia (1995). "New Product Announcement Signals and Incumbent Reactions," Journal of Marketing, 59 (July), 1-15. Thomas, Howard and Venkatraman, N. (1988). "Research on Strategic Groups: Progress and Prognosis," Journal of Management Studies, 25 (6), 537-555. Tucker, Francis, Zivan, Seymour, and Camp, Robert (1987). "How to Measure Yourself Against the Best," Harvard Business Review, 65 (January/February), 8-10. Walton, Eric (1986). "Managers' Prototypes of Financial Firms," Journal of Management Studies, 23 (May), 680-698. Wellington, William and Faria, A.J. (1997). "The Impact of an Artificial Market Leader on Simulation Competitors' Strategies," Association for Business Simulation and Experiential Learning, New Orleans, LA, March 1997, pp. 152-158. Table of Contents Volume 29, 2001 Threshold Marketer A Family Of Marketing Simulations: Basic Marketer And Advanced Marketer Team Mode And Solo Mode Globalization As An Extended Experiential Exercise The Benefits And Planning Considerations Of Short Term Study Abroad Programs How 2 Setup Your Office Computer To Run Linux For Teaching E-Commerce Without Messing Everything Else Up Incorporating Cosmopolitan-Related Focus-Group Research Into Global Advertising Simulations Demonstration Of Advanced Features In Computer-Assisted Gaming Of International Business A Comparison Of Discrimination-Based Versus Conventional Simulation Game Scoring A Universal Mathematical Law Criterion For Algorithmic Validity The Impact Of Public Policy On Innovation: A Simulation Project For Research And Teaching Participant Identification Of Competitors In A Marketing Simulation Competition Simulation Research In The Hospitality Industry "Computer Simulation, Games And Roleplay: Drawing Lines Of Demarcation" Simulation Distribution Alternatives: Author/User Considerations Managing The Curiosity Gap Does Matter: What Do We Need To Do About It? Use Of External Interventions In A Computer Based Simulation Putting Service Learning Into Orbit It's A Wonderful Life: Simulating The Golden Years Adventures In Creating An Outdoor Leadership Challenge Course For An Emba Program Vbotz: A Pedagogical Cross-Disciplinary, Multi-Academic Level Manufacturing Corporate Simulation Use Of Computer Modeling In Management Accounting Is Simulation Performance Related To Application? An Exploratory Study Learning Cooperatively May Not Be Learning Collaborately! Perception Is Reality: Sharing Frames International Management Virtual Teamwork: A Simulation Financial Plan For Your Life And Career Goals Using Project-Based Experiential Learning Groups In The Principles Of Marketing Course Futures Course: Learning How To Anticipate The Future Of Business Interactive Online Strategic Market Planning With The Web-Based Boston Consulting Group (BCG) Matrix Graphics Package Strategy Learning In A Total Enterprise Simulation Investigation Of The Impact Of Decision Parameters For A Dutch Auction Simulation For Ipo Issues Integrating In-Class Learning With Out-Of-Classroom Experiences Through A Managerial Competency Development Framework War And Peace: Managing Students Learning Experience In A Competitive Simulation Game Virtually Experiential Classrooms Exercise: Conducting Role Plays Using Student Generated Cases Procedural Justice And Acceptance In Group Decision Making The E-Commerce Game: A Strategic Business Board Game Does Student Preparation Matter In A Simulation? A Comparison Of Pedagogical Styles The Game Of Business - A Weekend MBA Course Volume-Dependent Money Exchange Model For Gaming Simulations Implementing Service Learning For Accountants: The Not For Profit Project To Teach Vikings To Behave Among Mandarins: Lessons From Teaching With A Simulation Model Of Applied Business Ethics In International Management Maze Bright Teachers In The Classroom The Validity Investigation Of A Test Assessing Total Enterprise Simulation Learning What Makes Strategy Possible: An Illustration Using Paper And Scissors Learning Micro-OB Skills While Making Top Management Decisions In A Multinational Industrial Firm The Absel Research Heritage And The Bkl: Leveraging Their Value For Future Research New Product Development (Npd) Simulations: Some Challenging Questions And Tough Modeling Issues The Biofeedback Stress Test The Power Circle Exercise Total Enterprise Simulation Learning Compared To Traditional Learning In The Business Policy Course A Business Game Distance Education Application: Learning Outcomes And Experiences Is the Tobin's Q a good Indicator of a Company's Performance? A Critical Examination of the "Experiential" Premise Underlying BUsines Simulation Usage