• Simulated Test Markets
• Simulated Test Markets
Companies also can test new products in a simulated shopping environment. The company or research firm shows, to a sample of consumers, ads and promotions for a variety of products, including the new product being tested. It gives consumers a small amount of money and invites them to a real or laboratory store, where they may keep the money or use it to buy items. The researchers
note how many consumers buy the new product and competing brands. This simulation provides a measure of trial and the commercial's effectiveness against competing commercials. The researchers then ask consumers the reasons for their purchase or nonpurchase. Some weeks later, they interview the consumer by phone to determine product attitudes, usage, satisfaction and repurchase intentions. Using sophisticated computer models, the researchers then project
national sales from results of the simulated test market. Recently, some marketers have begun to use interesting new hightech approaches to simulated test market research, such ,is virtual reality and the Internet (see Marketing Highlight 14.2),
Simulated test markets overcome some of the disadvantages of standard and controlled test markets. They usually cost much lews, can be run in eight weeks and keep the new product out of competitors' view. Yet, because of their small
samples and simulated shopping environments, many marketers do not think that simulated test markets are as accurate or reliable as larger, realworld tests. Still, simulated test markets are used widely, often as 'pretest' markets. Because
620 • Chapter 14 Product Development and LifeCycle Strategies
Marketing
Virtual Reality allowing as many as 40 people
at one time to participate in a vir
Test Marketing:
Highlight
tual reality experience. The
The Future is Now
14.2 VisionDome is like an [MAX the
atre, but with one big difference It's a steamy summer Saturday
it's interactive. According to an afternoon. Imagine that you're
ARC executive, when conducting stopping off at the local supermar
research on a ear, 'we can go into a ket to pick up some icy bottles of
VisionDome, sec that car in three your favourite sports drink before
dimensions, look at it from every heading to the tennis courts. You
angle, take it out for a test drive park the car, cross the car park
and allow the customer to config and walk through the shop's auto
ure that car exactly the way he matic doors. You head for aisle 5,
wants it'. Caterpillar sees enor passing several displays along the way, and locate
mous potential for the Dome. 'We can put one of your usual sportsdrink brand. You pick it up,
our tractors in a VisionDome and actually have a check the price and take it to the checkout
customer sit in it and test it under whatever con counter. Sounds like a pretty typical shopping
ditions they would use it for, 1 says a Caterpillar experience, doesn't it? But in this case, the entire
design engineer. 'The ability to immerse people in experience took place on your computer screen,
the product makes it a phenomenal [research and not at the supermarket.
sales] tool.'
You've just experienced virtual reality the Virtual reality as a research tool offers several wave of the future for testmarketing and concept
advantages. It's relatively inexpensive. For exam testing research courtesy of Gadd International
ple, a firm can conduct a SimulShop study for Research. Gadd has developed a research tool
only about ecu 20,000, including initial program called SimulShop, a CDROM virtualreality
ming and the actual research on 75—100 people. approach that recreates shopping situations in
This makes such research accessible to firms that which researchers can test consumers' reactions
can't afford full markettesting campaigns or the to such factors as product positioning, store lay
expense of creating actual mockups for each dif outs and package designs. For example, suppose a
ferent product colour, shape or size. Another cereal marketer wants to test reactions to a new
advantage is flexibility. A virtual reality store can package design and storeshelf positioning. Using
display an almost infinite variety of products, SimuliShop on a standard desktop PC, test shop
sizes, styles and flavours in response to con pers begin their shopping spree with a screen
sumers' desires and needs. Research can be con showing the outside of a grocery store. They click
ducted in almost any simulated surroundings, to enter the virtual store and are guided to the
ranging from food store interiors and new car appropriate store section. Once there, they can
showrooms to farms, fields or the open road. The scan the shelf, pick up various cereal packages,
technique's interactivity allows marketers and rotate them, study the labels — even look around
consumers to work together via computer on to see what is on the shelf behind them. About
designs of new products and marketing pro the only thing they can't do is open the box and
grammes.
taste the cereal. The virtual shopping trip Finally, virtual reality has great potential for includes full sound and video, along with a guide
international research, which has often been dif who directs users through the experience and
ficult for marketers to conduct. With virtual re answers their questions.
ality, researchers can use a single standardized Virtual reality testing can take any of several
approach to evaluate products and programmes forms. For example, Alternative Realities Cor
worldwide. For example, a multinational com poration (ARC) has created a virtual reality
pany conducting virtualshopping studies in amphitheatre called the VisionDome. The Dome
North and South America, Europe, Asia and offers 360 by 160 degrees of film projection,
Australia can create virtual stores in each coun
NewProduct Development Process • 621
try and region using the appropriate local prod interactions with consumers interactions that ucts, shelf layouts and currencies. Once the
encompass not only research, but sales and ser stores arc online, a product concept can be
vice as well. They see great potential for conduct quickly tested across locations. Research results,
ing this type of research over the Internet, and revealing which markets offer the greatest oppor
virtual stores have become a reality on the Web. tunity for a successful launch, can be communi
As one observer notes, 'This is what I read about cated to headquarters electronically.
in science fiction books when I was growing up. Virtual reality research has its limitations.
It's the thing of die future.' For many marketers, Simulated shopping situations never quite match
that future is already ;» virtual reality. the real thing. It is not clear how true test partici pants' responses are in a simulated experience. So what's ahead for virtual reality in marketing?
SOURCES: Quotes and extracts from Raymond It. Hurke,
Some pioneers are extremely enthusiastic about
'Virtual shopping: breakthrough in marketing research',
the technology not just as a research tool, but as
Harvard Business Review (MarchApril 1996), pp. 12031:
a place where even real buying and selling can Tom Dellacave, Jr, 'Curing market research headaches', Sales
and Marketing Management (July 1996), pp. 845; Brian
occur. They predict that the virtual store may
Silverman, 'Get 'ein whilo they're hot', Sales and Marketing
become a major channel for personal and direet
MtnutgemtMt (February 1997), pp. 478, 52.
they are fast and inexpensive, they can be run to assess quickly a new product or its marketing programme. If the pretest results are strongly positive, the product might be introduced without further testing. If the results are very poor, the product might be dropped or substantially redesigned and retested. If the results are promising but indefinite, the product and marketing programme can be tested farther in controlled or standard test markets. 17