Marketing and the Computer |
Contents
THE COMPUTER AND THE FLOW | 15 |
eight | 23 |
THE INFORMATION NEEDS OF DECISION | 34 |
Copyright | |
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A. C. Nielsen activity advertising allocation alternatives analog analog computer analysis analytical application approach Bayesian behavior brand business games business planning changes characteristics company's competitive complex computer program consumer courses of action Crit Critical Path Method curve data processing decision maker decision theory demand determine discussion dollars economic effects effort environment estimates evaluation example expedited schedule expenditures factors Figure firm forecast function increase indicate industrial dynamics input INTOP inventory linear programming magnetic tape management science manufacturing market research market share Marketing Game marketing management mathematical model ment methods operational gaming operations research organization period physical distribution policies possible potential procedures product line profits Project Cost project duration punch card purchase quantities relationships retail selection specific statistics strategy structure sumer techniques tion utility variables warehouse



