Computer
Simulated Shopping Experiments for Analyzing Dynamic
Purchasing Patterns: Validation and
Guidelines
Katia Campo, Els Gijsbrechts and Fabienne Guerra (1999)
Abstract
Computer simulated shopping experiments open up new
opportunities for marketing research, allowing researchers
to collect purchase data in a tightly controlled yet
realistic environment, at relatively low cost and with a
high degree of flexibility. While a number of authors have
used computer simulations to generate purchase data,
research on the validity of these outcomes is scarce. The
present paper aims to improve insights into the validity of
computer simulation experiments, by providing a replication
and extension of the work by Burke et al. (1992).
Experimental purchase data are generated and compared with
real life scanner data to provide additional evidence for
major biases examined by Burke et al., and to assess the
effect of repetitive choice tasks and incomplete product
assortments on the realism of purchase quantity and choice
data. The results show that, overall, the experimental data
correspond quite closely to actual purchase data. Consumers
exhibit realistic purchase variation, and provide
meaningful data throughout the experimental periods. Yet,
some biases are found in category purchase quantities
-which are overestimated - and in purchase shares of
generic products - which are underestimated. While
promotion quantity effects appear to be slightly
overestimated, more research is needed on this issue.
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