Exam 4 Flashcards

Pricing Concepts

Markup on Selling Price

  • Definition: The percentage of the selling price that represents markup.
  • Calculation:
    • If the selling price (SP) is 1000 and the cost is 700, the markup is 300.
    • The markup percentage on the selling price is 30\%, because \$300 (markup) is 30\% of \$1000 (selling price).
    • Markup \% = \frac{Markup}{Selling \ Price} \times 100
  • Understanding:
    • 30\% of the selling price is markup, and 70\% of the selling price is the cost.
  • Visualization: Use a rectangle to represent the selling price and divide it proportionally to represent cost and markup.

Calculating Markup Percentage

  • Formula: Selling \ Price = Markup + Cost
  • Determine the markup in dollars, then calculate what percentage of the selling price that markup represents.
    • Example: If the cost is \$50 and the selling price is \$200, the markup is \$150. The markup percentage is 75\% (\frac{150}{200}).

Sample Problems

  • Problem 1:
    • Retailer's cost: \$200
    • Retailer's markup on selling price: 50\%
    • Selling price: \$400 (since 50\% of the selling price is markup and 50\% is cost).
  • Problem 2:
    • Manufacturer's selling price: \$100
    • Manufacturer's cost: \$35
    • Markup on selling price: 65\%.

Additional Practice Problems

  • Selling Price = \$1,800, Cost = \$600. What is the markup ?\%$?
    • Answer: 66.7\% (Cost is 1/3, so markup is 2/3)
  • Cost = \$100, Markup = 75\%. What is the selling price?
    • Answer: \$400 (3/4 of the selling price is markup, 1/4 is cost)
  • Selling Price = \$300, Markup = 33.3\%. What is the cost?
    • Answer: \$200 (Cost is 2/3 of \$300 selling price)

Break-Even Pricing

  • Scenario: Company X sells video games to retailers for \$30. The cost to make each video game is \$20. The total fixed costs are \$20,000.
  • Calculation:
    • Profit per product: Selling \ Price - Variable \ Costs = \$30 - \$20 = \$10
    • Break-even point in units: \frac{Fixed \ Costs}{Profit \ per \ Product} = \frac{\$20,000}{\$10} = 2,000$$
    • Company X needs to sell 2,000 products to break even.

Selecting a Basis for Pricing

  • Cost (markup and break-even)
  • Demand: Flexible/variable pricing

Product Pricing Strategies

  • Market Skimming
  • Premium
  • Overcharging
  • Market Penetration
  • Good-value
  • Economic

Other Pricing Strategies

  • Everyday low prices
  • Reference pricing (selling against the brand)
  • Portfolio Pricing
  • Price bundling
  • Captive-product pricing
  • Multiple-unit pricing
  • Single-price
  • Loss leader (same as Leader pricing)

Substitutes and Complements

  • Definition:
    • Substitutes: If the price goes up for one product and sales of a second product go up, they are substitutes.
    • Complements: Products that are used together.

Marketing Channels

  • Channel Strategies

  • Intensity of Distribution

    • Intensive, selective, exclusive
  • Channel Choice Factors

    • Product, producer, market factors
  • Modes of Transportation

    • Consider: Cheapest, most accessible, most reliable
  • Push/Pull Strategies

    • Push: Promoting to others in the distribution channel.
    • Pull: Promoting to consumers.

Retailing

  • Definition
  • Formats
  • Direct Retailing vs. Direct Marketing
  • Retailing Mix, Customer Service
  • Atmospherics

Promotion

  • Integrated Marketing Communications

  • Marketing Communications Process

  • AIDA Concept

  • Advertising

    • Impacts attitudes, best at the beginning of the process.
  • Sales Promotions

    • Impacts behavior, best at the end of the process.

Goals and Tasks of Promotion

  • Informing
  • Reminding
  • Persuading

Promotional Mix

  • Promotional Mix Elements
    • Definitions
    • Strengths/weaknesses of each.
    • Control: Which elements do we have the most control over?
    • Credibility: Which ones are the most credible?

Sales Promotions

  • Impact:
    • Attitudes
    • Behavior
    • Where is the most money spent?
  • Trade promotions
  • Consumer promotions
  • Objectives
  • Sales Promotion Rates
    • Redemption
    • Displacement
    • Acquisition