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Gandolfo Dominici/ Elixir Marketing 36 (2011) 3524-3528
Available online at www.elixirjournal.org
Marketing
Elixir Marketing 36 (2011) 3524-3528
Game theory as a marketing tool: uses and limitations.
Gandolfo Dominici
Faculty of Economics, University of Palermo.
A R TI C L E I N F O
A B ST R A C T
Art i c l e h i st ory :
Received: 18 May 2011;
Received in revised form:
8 July 2011;
Accepted: 18 July 2011;
The growth of complexity of the business environment in which firms operate, calls for
more effective tools, able to consider the effect of the strategic choices of the actors of the
market and to supply information useful for managerial decision process. Game theory
seems to be an ideal candidate for this scope. Nevertheless, because of its axiomatic
approach, its validity to highlight and define marketing issues has many critics. This paper
analyses the main literature about the use of game theory for marketing management
decisions and highlights its limits in this field in order to answer to the question: Can game
theory be an effective marketing tool?
K ey w or d s
Game theory,
Marketing management,
Rational choice in marketing.
Introduction
Game theory has been traditionally used in military strategy
(Siiman & Cruz, 1975; Bacharach, 1977). Kotler and Singh
(1981) pointed out that competition in markets is somehow
similar to competition in the battlefield. Since the first
formalisation of game theory by Von Neuman and Morgastern
(1944), researchers have been debating about the possibility to
apply game theory to solve marketing problems, and in
particular to use it as a tool to predict competitive behaviour
(Herbig, 1991). Later on the debate has been extended to all the
other possible uses of game theory in marketing. Management
decisions about marketing mix have to be taken in situation of
competition and variability in the business environment. Porter
(1980) clearly states the relevance to consider the possible
effects of competitor’s strategic decisions on every level of
managerial decision process.
According to many authors the assumption on which game
theory is based are too constrictive and is too theoretic to be
widely employed in managerial practice (Wagner, 1975; Lazer
& Thomas, 1974; Moorthy, 1985; Tullock, 1987). Furthermore
the axiomatic approach to define the player of the game clashes
with the marketing research approach which is based on
empirical observation, measurement and analysis of consumers’
response. Although game theory has apparently a great potential
for marketing (Re, 2000), its role is still controversial in the
marketing literature and its use as a marketing tool is very rare.
This paper, through a literature overview, sheds the light on
the criticalities and highlights the limits of the application of
game theory to marketing management, trying to answer to the
questions:
Why the use of game theory in marketing is rare? Can game
theory be an effective tool for marketing decisions?
Basic assumptions of Game Theory
The aim of game theory is to: “provide a formal language to
describe conscious and goal-oriented decision processes that
involve one or more players” (Shubik, 1972). In its original
formulation, game theory includes some of the assumption of
neoclassic economic theory (Herbig, 1991):
I. Complete information: every player knows all the rules of the
game and the preferences of the other players for each result.
Tele:
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© 2011 Elixir All rights reserved.
II. Perfect information: every player is exhaustively informed
about all the choices foregoing the time of his decision.
III. Rationality of decision process: every player takes decisions
based on the maximization of his utility function; in case of
uncertainty the player makes subjective predictions based on
probability in order to calculate his utility function.
IV. Intelligence: every player is rational and able to predict the
choices of other players, thinking about what would be the
rational choice he would take if he was in the same situation of
an other player.
V. Competitive and non cooperative behaviour: as a
consequence of the previous assumptions, individual choices are
based on the maximization of each individual utility function
and not on that of all the players as a whole. There is a non
cooperative bias which, from a systemic point of view, brings to
non optimal choices, like in the prisoner’s dilemma.
VI. Dynamism: player’s situations, as well as environmental
factors, are changeable; therefore most games are non-static and
do not supply a single move solution.
VII. Interdependence: the results of each player are mutually
related with decisions of other players; thus unilateral decisions
are not possible.
VIII. Time: the result is affected by the length of the game.
IX. Interactivity: game theory attempts to establish equilibrium
between different players.
Criticisms about the basic assumptions of game theory
Despite of the possible analogies between some of the
assumptions of game theory and the situations in which the
management has to take strategic marketing decisions
(dynamism, time, interactivity and interdependence), marketing
professionals do not use game theory to take decisions.
As already pointed out, the axiomatic approach to define
the player of the game clashes with the marketing research
approach, which is based on empirical observation,
measurement and analysis of consumers’ responses.
The main reason of the scarce use of game theory for
marketing decisions has to be found in the strong limitations
given by its basic assumptions (Wagner, 1985; Lazer & Thomas,
1974; Kreps & Wison, 1982; Herbig, 1991). The hypotheses on
which game theory is founded are considered far from reality,
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Gandolfo Dominici/ Elixir Marketing 36 (2011) 3524-3528
hence game theory is considered useless in the complex world of
marketing.
The most common criticisms regarding the application of
game theory in marketing are:
Game theory analyses the behaviour of rational players. As
Harsanyi (1982) points out: if a psychologist attempts to explain
a player’s move in a game, he has to describe his behaviour
according to a rational- normative approach or as an
understandable deviation from it. In marketing, instead, the
relation between price and objective quality of a good is not the
main driver of consumer’s purchase. Intangible and irrational
factors prevail on physical and price factors as determinants of
consumers’ choice, for almost all the markets (with partial
exception for few undifferentiated product). Marketing exists
because the consumer is not a homo oeconomicus; consumer is
mainly irrational. Moreover it happens often that managerial
strategic choices do not aim to the maximization of profit or
market share and that their goal are not the same of those of
other competitors (for example they can have different time
horizons or different concern about reputation).
In the real world, the environment is not known and certain
and not completely knowable. Managers have to take marketing
decisions in markets with increasing levels of uncertainty. It is
not possible for all the players to surely know the rules of the
game, hence the assumption of complete information in not
realistic and game theory is not suitable to be used for marketing
decisions.
In many games the results are not fixed but they are
articulated in terms of probability. Managers do not like to use
tools which express unsure results.
Competition prevails on cooperation. This is not what often
happens in the market.
Game theory doesn’t consider the process of creation of
firm’s image and its effect on the market.
Arguments in favour of game theory for marketing decisions
Despite the strong criticisms, we can find also several
authors supporting the value of game theory for marketing,
giving partial answers to some of the criticisms.
According to Di Benendetto (1986), it is possible to
demonstrate, with few logical revisions, the relation between the
economic definition of game and marketing decision process.
According to Bacharach (1977), game theory has the
following attributes:
a) a well defined set of possible ways of action for each player;
b) Each player has well defined preferences within the possible
results of the game;
c) Relations and results are determined by the choices of the
ways of action made by the players;
d) Every player has complete knowledge of the attributes above.
According to Di Benedetto (1986), the choices about marketing
mix taken by middle management coincide with the ways of
action (a); player’s preferences correspond to the product’s
objective decided by top management (b); relations and results
depend on competitors’ choices in the market (c); the best
information optimizes the decision process (d).
The assumption of rationality is the main limit for the
application of game theory to marketing. However, irrationality
can be comprised in game theory model using the “bluff and
threats” (Chatterjee & Lilien, 1986; Herbig, 1991; Kreps e
Wilson, 1982b). An irrational action can be included in the game
if the player is able to assert the bluff. Hence, a behavior that
would be considered irrational by game theory with complete
information becomes possible in situations of incomplete
information (as for bluff and threats).
Kreps and Wilson (1982) included the reputation factor in
their game model, stating the effect of a player’s reputation on
the behavior of other players.
Regarding the assumption of complete information, it is
very difficult to think backwards to determine the intents of each
single manager and translate them in payoffs of a game matrix.
To solve this problem some authors (Chatterjee & Lilien, 1986;
Di Benedetto, 1986; Cho e Kreps, 1987), proposed that game
theory model could be extended to comprise incomplete
information about payoff functions.
Di Benedetto (1986) points out that it is possible to integrate
information about competitors’ intentions with qualitative
interviews and surveys submitted to managers and experts in the
industrial sector. The results of these surveys can then be used to
test the empirical soundness of the model.
Cho and Kreps (1987) highlighted that it is possible to
establish equilibrium also in case of games with incomplete
information, gathering information from marketing signals (as
defined by Eliashberg & Robertson), which indicate the
preference of a player for a specific move and his possible
reactions.
From the point of view of competition, game theory gives a
rewarding model to analyze interdependences and the effects of
competitors’ interactions. Interesting development in this field
are those coming from the coopetition approach (Branderburger
& Nalebuff, 1995 e 1996), which brought to the creation of winwin games, widening the horizons of game theory beyond the
mere description of competitive scenarios.
These “mixed strategies” can be considered as interesting
attempts to overcome the limits of complete information of the
classical game theory, thus making it more suitable to be used in
marketing decisions concerning competitive strategy.
Game theory for pricing decisions
While we can find a wide literature about the application of
game theory to auctions, there is very little about its possible use
to price decisions of firms operating in the business to consumer
market. This is probably due to the difficult application of game
theory in scenarios including a great number of players.
An attempt to use game theory for pricing is that of Rao and
Shakun (1972), which developed a quasi-game theoretic model
for price fixing model for the introduction of a new product.
They used the concept of “acceptable interval of prices” (Gabor
& Granger, 1966) and several postulates.
They hypothesized the existence of two groups of
consumers: one believing that price is an indicator of quality,
thus they are prone to pay for the most expensive product; and a
second group of consumers which believe that all products in the
market have an acceptable level of quality, as a consequence
they buy the cheapest product. They derived the probabilities of
purchase for each product as a function of price for two products
and for three products. Then they developed their “quasi game
theoretic model” (In this model the authors regard information
as not complete and they apply game theory thinking without
considering complete information) considering the possible
behaviours of the two groups of consumers for each of the two
or three products. From this they calculated the optimal price for
the introduction of a new product for each of the consumer’s
behaviour options.
There are several other studies about the application of
game theory considering price as a quality indicator. When it is
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Gandolfo Dominici/ Elixir Marketing 36 (2011) 3524-3528
not possible for the consumer to judge quality before the
purchase the only factors on which consumer can establish his
choice are price( Kreps & Wilson, 1982), reputation of the seller
(Milgrom & Roberts,1986) or both of them (Bandyopadhyay et
al. 2001).
Milgrom and Roberts (1986) created a model with several
parameters. They set cost of production of high quality products
beside to the cost of production of low quality products and they
considering also the level of advertising expenditure. According
to this model, for some of the levels of cost, price is a good
signal of quality, while for other levels of cost (as for example
when costs are the same for both high quality and low quality
products) it is necessary to budget a certain level of adverting
expenditure to obtain higher prices.
Bandyopadhyay et al. (2001) highlighted that price can be
an imperfect indicator of the quality of an experiential good, if
supported by producer’s reputation.
Argoneto (2007) analysed the case of the music band Radiohead
who in 2007 gave access to download their new album from
Internet at a price chose by the customers; the consumer could
choose how much to pay to download the album, could also
decide to pay nothing. A rational player would not pay to
download the album, but results showed that consumers are not
rational. About 50% of consumers decided to pay and the
average price payed for the download was of 6.00. Consumers
do not follow the axiom of homo oeconomicus.
Game theory and advertising
There are quite a few outdated models that attempt to
determine the optimal advertising budget using game theory.
Montgomery and Urban (1969) described five models of
advertising budget allocation based on the assumption the best
way to allocate advertising budget was to apply game theory to
what other competitors do. Shakun (1965) used a mathematical
approach creating an exponential function to sales response to
advertising, which is similar to that of Vidale and Wolfe (1957).
Shubik and Leviatan (1980) proposed a matrix for advertising
expenditure decisions as in figure 1.
Figure 1. Decision matrix for advertising expenditure
low expenditure
high expenditure
Player 1
Player 2
low expenditure
high expenditure
Payoff1 10
Payoff1 6
Payoff2 10
Payoff2 12
Payoff1 12
Payoff1 7
Payoff2 6
Payoff2 7
Source: Shubik e Levitan (1980) p.46
In the matrix in figure 1, the payoffs can be considered as
gains in term of short term profit for each firm. The matrix
shows that if only one firm spends a lot in advertising, it obtains
an advantage on the other firm, but if both firms spend a lot both
the payoffs decrease. The profit is maximized if both firms
decide to cooperate. According to the authors if the equilibrium
is known it is possible to think backwards to determine the
behavioral assumptions of the players.
But in the real world firms do not need to think backward!
Game theory and product decisions
According to Weiner (2002), theoretically, game theory can
be applied to decisions about the introduction of new products. It
can be useful to understand if there is a first mover advantage,
the possible moves of competitors about new products and to
take decisions about defensive strategies.
In spite of this theoretic possibility there is very little
literature about new product decisions using game theory.
Among the best studies in this field there are those of Mitchell &
Hustad (1981) and Kaiser (2001).
Kaiser (2001) states that product innovation increases
consumer’s utility but is effective only if the investments of the
innovating firm in marketing are conspicuous so that the
communication about the new product can reach the target of
consumers. He applies a game based on Cournot’s oligopoly for
the innovation expenditure and demonstrates that both the
tendency to marketing activity for new products and that to
introduction of new products decrease when the number of
competitors and the level of interchangeability of products
increase.
The most prolific research field on game theory and product
is that of “patents” (Muto, 1987; Gallini & Winter, 1985;
Fudenberg & Triola, 1987; Park, 1987), which is of minor
interest for marketing management.
Game theory and distribution
We can find several studies utilizing non-cooperative game
theory to analyze the relations among producers and dealers
along distribution channels. The approach used is usually the
“leader-follower” (Weitz & Wang, 2004). Other studies
approach the problem of competition along distribution channel
and demonstrate that the double marginalization is reduced by
the increase of competition at retailer level (McGuire & Staelin,
1983; Chouglan, 1985). Chouglan (1985) approaches the
problem of channel choice in a duopolistic market and shows
how the integration of distribution function along the
distribution channel creates higher price competition and lower
prices compared to the utilization of dealers.
Starting from these results Choi (1991) analyzes a distribution
channel structure with two producers and one retailer selling
both products. Choi approaches the problem using three kinds of
non-cooperative games (two with Stackelberg duopoly and one
with Nash’s equilibrium) and shows how the results depend by
the shape of demand function:
In case of linear demand function:
o It is convenient for the producer to have more exclusive
retailers;
o The retailer is stimulated to deal with several producers;
o It is convenient for all the operators in the distribution channel
and for consumers that none dominates the market;
o In case of symmetrical reduction of production costs, the
retailer gains more than the producer;
o If products are less differentiated, prices grow.
− In case of non linear demand function:
o It is convenient for all the operators in the distribution channel
that producers have exclusive retailers;
o When product’s differentiation raises, if producer uses an
exclusive retailer his profit increases, if retailers are not
exclusive profit declines.
Other studies which analyze the behavior of operators in
distribution channels are those of Lee and Stalin (1997) that
focus on strategic interaction more than on linearity of demand
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function and Jeuland and Shugan (1983) approaching the
problem with non-cooperative games. A recent study of
Esmaeili et al. (2009) approaches the problem of buyer – seller
relations extending the field of study to the whole supply chain
using both cooperative and non-cooperative approaches.
The research on this field followed the evolution of marketing.
The focus shifted from “leader-follower” models, where retailer
where prone to producers choices towards new model describing
equal relations and coordination between producers and
retailers.
Conclusions
There are several possible applications of game theory for
marketing management decisions, but they are all limited to
specific cases. Game theory can be of some utility in marketing
decisions when the number of players is little. This is a big
limitation which excludes it effective application to business to
consumer markets. Moreover game theory cannot be used to
provide precise solutions to marketing problems for the
following reasons:
− In most cases it cannot provide a single answer;
− The reality of the market and of the behavior of its players
implies a number of possible strategic solution that is too high to
be summarized in a game;
− The rationality postulated in game theory has no place in the
market.
The bias of rationality is probably the main limit of game
theory for marketing. The whole marketing theory is based on
the statement that intangible and irrational aspects are prominent
for consumers’ choice. In marketing the consumer doesn’t
choose by considering tangible costs and benefits but thinking
and choosing according to the emotional and symbolic value of
the goods.
Emotional and symbolic issues of the purchase process can
hardly be harmonized with neoclassical rationality of the homo
oeconomicus on which game theory id founded.
In a famous experiment, Jensen et al. (2007) applied game
theory (ultimatum game) to chimpanzees and pointed out how
these primates act in a perfectly rational way according to the
postulates of homo oeconomicus. Chimpanzees are rational,
human beings are not, chimpanzees would not pay for
something they can have for free, men do (as for the album of
Radiohead). This is because evolving the homo sapiens acquired
the aptitude to empathy and to abstraction, which differentiates
his behaviour from that of monkeys; consumers are homo
sapiens and not chimpanzees.
This explains also why, although game theory exists since
more than 60 years, it didn’t raise much interest for marketing
researchers and professionals.
Nevertheless, if we keep in mind its limits, it is possible to
use game theory in specific areas for marketing decisions.
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