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La Máquina del Boca a Boca

The brand manager of a fictional Spanish direct-to-consumer maker of cleaning tablets and a reusable bottle, with 60,000 subscribers, loses its paid-media budget and has half a year to make customers bring in new customers.

4 rondas Ejecutivo

Vista previa

Sobre la simulación

The brand manager of a fictional Spanish direct-to-consumer maker of cleaning tablets and a reusable bottle, with 60,000 subscribers, loses its paid-media budget and has half a year to make customers bring in new customers. Only 7 percent of customers recommend the brand today, and each recommended customer costs more than the 45 euros of paid media.

Stage 1: what gives people something to talk about (features, a provocative video or practical value and social currency), what reminds them and who sees the product. Stage 2: the referral programme, the story and the emotion. Stage 3: how to win over a hesitant segment loyal to the supermarket brand: the approach, the trial and the evidence.

Stage 4: a customer's public complaint, the advocates and next year's budget. The model is deterministic: each option has fixed effects on three indices (talk value, prompts and visibility, trust), the programme cost and the conversion of the people reached; the share of the talk value that becomes recommendations is set by prompts and trust, and pushing too hard lowers trust.

The share rate, new customers, net sentiment, the cost per customer against paid media and a net result follow. The score combines the quality of each decision with four outcomes and is capped when a decision breaks the law (commercial SMS to contacts who never consented, fake reviews). Inspired by published research on word of mouth, virality, referral programmes and psychological reactance.

Spanish (primary, peninsular register) and English.

Para quién es

Una simulación avanzada para participantes acostumbrados a trabajar con los principales marcos y dilemas de la materia, pensada para formación de directivos y profesionales con experiencia.

Cómo funciona una sesión

  1. El docente crea una sesión desde el panel de Eureka e invita a los participantes.
  2. Los participantes juegan 4 rondas. En cada una envían sus decisiones y la simulación calcula los resultados. La primera ronda arranca con: Qué da que hablar.
  3. El docente sigue el progreso y los resultados de cada participante desde el panel, y usa los resultados de la clase para el debriefing.

Decisiones que toman los participantes

Las decisiones que toman los participantes durante la simulación:

  • Qué da que hablar
  • Qué lo recuerda
  • Quién lo ve
  • La recomendación
  • La historia
  • La emoción
  • Cómo se acerca a los que dudan
  • La prueba del producto
  • Las pruebas que ven
  • La respuesta a Rosario

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