Learning to Identify and Satisfy Consumer Wants: A Classroom Game

Autores/as

  • David W. Finn
  • Raymond J. Smead

Resumen

This paper describes a classroom game being developed for consumer behavior courses. A description of the game follows an introduction that explains the reasons for developing this experiential tool, and a discussion of the students’ background before beginning the game.

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Publicado

1978-03-13