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Wander Jager University of Groningen (NL) Dept. of Marketing

Simulating consumer behaviour a perspective on how to model consumer behaviour for environmental policy. Wander Jager University of Groningen (NL) Dept. of Marketing. Environmental relevant behaviour. Environmental problem awareness plays at best a limited role

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Wander Jager University of Groningen (NL) Dept. of Marketing

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  1. Simulating consumer behavioura perspective on how to model consumerbehaviour for environmental policy Wander Jager University of Groningen (NL) Dept. of Marketing

  2. Environmental relevant behaviour • Environmental problem awareness plays at best a limited role • Finances and daily hassles play a dominant role in deciding to behave environmentally friendly

  3. Environmental (relevant) behaviour • We have to realise that environmental outcomes often hardly affect the decision-making of consumers. • Consumers may behave environmental friendly without environmental concern playing a (relevant) role as driver of that behaviour. • Labelling behaviour as ‘environmentally relevant’ does not provide additional understanding of the drivers of that behaviour, nor does it provide extra cues for effective policy measures. • Hence, in analysing and changing environmental relevant behaviour, standard behavioural analysis applies.

  4. Behavioural analysis • Needs as motives of consumer behaviour • Consumer decision making: cognitive effort & individual and social dimensions

  5. Human needs: Maslow (1954)

  6. Human needs: Max-Neef (1992) • Subsistence • Protection • Affection • Understanding • Participation • Leisure • Creation • Identity • Freedom

  7. Human needs • Lower needs (related to daily hassles) are experienced on a more frequent basis and more directly than higher needs • Higher needs, especially related to the environment, are more cognitive (not directly and personally experienced), and are more likely to dominate cognitive responses (questionnaire) • Lower needs are more emotionally driven, and may have a strong effect on behaviour without cognitively being experienced.

  8. Human needs • Behaviour may have effect on different needs simultaneously: • destroyers or violators • pseudo-satisfiers • inhibiting satisfiers • singular satisfiers • synergistic satisfiers

  9. Human decision-making • Cognitive effort • Social versus individual orientation

  10. Decision-making People have limited cognitive resources. The allocation of our limited cognitive resources depends on a.o: • Consumer involvement (relevance of needs) • Complexity of the decision • Newness of the decision • Constraints (e.g. time, cognitive capacity) Low involvement will result in the use of simple strategies using limited amounts of information.

  11. Decision-making Using social information is often a smart strategy to save on cognitive effort. Social decision-making is more likely when: • Lack of clear information (complex, social relevant) • Visibility of behaviour is high or communication is easy • Higher social susceptibility (personality)

  12. Decision-making • Exchange of information is more likely if people are similar on the relevant dimension of comparison - Network effects play a pivotal role

  13. Why multi-agent simulation? Complexity Many interacting people/consumers Heterogeneity of population Easy experimentation with policy measures

  14. GLM versus social simulation SocSim: what are more and less likely routes? SocSim: How to respond to different (unanticipated) developments? SocSim: How to sail? GLM: where do we arrive given the current situation? GLM: How do changes in the instrumentarium affect the expected arrival? GLM: Where do we arrive?

  15. What behaviour to simulate? • Environmental behaviour does not exist • We should model consumer behaviour in general

  16. Why not to use too simple rules • Simple rules – e.g., as used in econophysics – do not represent the behavioural drivers and dynamics that typify consumer behaviour • Many policy measures are aimed at changing behavioural drivers and processes • A simple (too) model may mimick the real system (calibration), but that does not guarantee that testing ploicy measures in such a context lead to realistic behavioural changes

  17. What to include in agent rules? • Human needs • Human decision-making

  18. Example • Lakeland

  19. Goals of market simulation • Understand market dynamics emerging from individual consumer behaviour (micro-macro dynamics) • Explore the effects of various interventions/producer behaviour on these dynamics

  20. Market dynamics and social simulation • Several simulation models have been developed to model market dynamics • These models generally lack an integrative perspective on marketing strategies • Marketeers (and policy makers in general) would benefit from having simulation tools that also allow for testing marketing strategies

  21. Market dynamics and social simulation • Agent architecture has to reflect the key-drivers of consumer behaviour • Marketing strategies can be implemented as affecting these key drivers

  22. The four P’s of Marketing (McCarthy, 1960) product pricing placement promotion

  23. Product • brand name • functionality • styling • quality • safety • packaging • repairs and support • warranty • accessories • Services

  24. Price • pricing strategy (skimming, penetration) • retail price • volume discounts and wholesale pricing • cash and early payment discounts • seasonal pricing • bundling • price flexibility and price discrimination

  25. Placement • use of distribution channels • market coverage • specific channel members • inventory management • warehousing • distribution centres • order processing • transportation and reverse logistics

  26. Promotion • promotional strategies (push & pull) • advertising • personal selling & sales force • sales promotions • public relations and publicity • the marketing communications budget

  27. Formalising the four P’s • Formalising all the factors just mentioned would – if possible – result in a model not accessible for research • A simplification is required for developing a transparent simulation model • The formalisations as presented are meant as a framework, simpler models can (and should) be used, and if necessary extended using the framework

  28. Product • Product characteristics relate to individual preferences • Vector model of preferences: the more, the better (quality, service) Uinj = Ajn With: Uinj = Utility of consumer i on attribute n for product j Ajn = Score of product j for attribute n

  29. Product • Ideal point model of preferences: relative position on a scale(design, colour, taste) Uinj = 1 - |Ajn - Pin| With: Uinj = Utility of consumer i on attribute n for product j Ajn = Score of product j for attribute n Pin = Preference of consumer i for attribute n

  30. Product • Besides individual preferences, consumers also have social preferences for products • Networks play a critical role in social effects Uinj = Nj/N With: Uinj = Utility of consumer i on attribute n (here the social attribute) for product j Nj = Number of neighbours consuming product j N = Number of neighbours

  31. Product • The utilities (vector, ideal point and social) are summed to constuct a total utility. Beta indicates the relative weight of each utility in the total utility With: Uij = Utility of consumer i for product j, ranging from 0 to 1 ßn = Weighting of attribute n, ranging from 0 to 1 Uijn = Utility of consumer i for product j for attribute n

  32. Product • The weighting of utilities can be different for different agents, thus including heterogeneity in the consumer population With: Uij = Utility of consumer i for product j, ranging from 0 to 1 ßn = Weighting of attribute n, ranging from 0 to 1 Uijn = Utility of consumer i for product j for attribute n

  33. Product • The decision process of consumers can be represented by the values of the betas • Cognitive effort: the number of product aspects taken into account (involvement) • Social v.s individual orientation: weighting of social utility

  34. Product • Note! The formulation of utility has the lay-out of a regression formula • But: for each simulated consumer this formula may be different. Moreover, the utilities and their weigting are subject to change

  35. Price • The concept of value-for-money is being used to link price to utility • the value for money will be closer to the utility of the product the lower its price and the higher the consumers budget With: Vij = Value for money of product j for consumer i Uij = Utility of consumer i for product j Pj = Price of product j, ranging from 0 to 1 Bi = Budget of consumer I, ranging from 0 to 1

  36. Placement Focus on distance: - Simple formalization: distance as additional attribute in the model - Heterogeneity in distance score expresses the distance to a buying location. - Weighting the distance attribute (with a ß) distinguishes between markets where distance is important (e.g., groceries) versus unimportant (e.g., e-commerce)

  37. Promotion – by producer • Convince consumers to attach more weight to a product attribute on which the product scores well (increasing the ß) • Convincing the consumers that their utility for attribute n would be higher than they currently believe (increase Uinj). • Inform consumers about other consumers (famous role models) that already use a product, thus affecting the social attribute.

  38. Promotion – by producer • Who to address? • Mass media • Random consumers • Consumers with particular characteristics (segments) • Clusters of connected consumers • A mix of strategies?

  39. Promotion – consumers: word-of-mouth - Specific information: exchange information concerning the product utilities (Uinj), e.g. fuel consumption of a car - Generic information: discuss the importance of certain attributes (weighting of attributes), e.g. the importance of safety of a car. - Norms: consider the number of neighbours consuming a particular product without considering further information (social attribute as defined in product)

  40. Promotion – consumers: word-of-mouth -Network effects are critical Regular lattice Small World Scale Free

  41. Empirical data • Macro level sales data (& timing of marketing strategies) – development of market shares over time and indication of marketing effects • Micro level sales data (loyalty card data) – how do consumers behave in a market • Micro level data on decision-making – getting grip on the decision-making process of consumers (attributes & weights)

  42. Conclusions • Formalising the four P’s provides a perspective on: • modelling complexities in markets • implementing and testing marketing strategies in complex markets • The linkage of simulation models to emperical data on both the micro and macro level

  43. Research organisation formalisation Micro level data (networks) Agent & product characteristics hypothesising experimentation Macro level data (markets) validation Simulation of market dynamics

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