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72 Cards in this Set

  • Front
  • Back
Consumer Behaviour
The process individuals or groups go through to select, purchases, use and dispose of goods
3 Main types of ‘effort’ continuum
1. Extended Problem Solving- e.g. new car 2.Limited Problem Solving- e.g. new trainers 3,Habitual Problem Solving- e.g. cereal
Involvement
The relative importance of perceived consequences of the purchase to a consumer
Perceived Risk
The belief that choice of a product has potentially negative consequences, whether financial, physical, and/or social
Problem Recognition
The process that occurs whenever the consumer sees a significant difference between his current state of affairs and some desired or ideal state; this recognition initiates the decision-making process.
Purchase momentum
where consumers buy more as needs are satisfied (spending spree).
Information Search
The Process whereby a consumer searches for appropriate information in order to make a reasonable decision.
Search Engine optimization
Systematic process of ensuring that firms is a top hit from typical search phrases
Behavioural Targeting
the marketing practice by which marketers deliver advertisements for predicting a consumer is looking for by watching what the consumer does online.
Evaluative Criteria
the dimensions consumers use to compare competing product alternatives.Marketers must understand which criteria consumers use, and which are more or less important. This allows them to point out brands superiority based on the most important criteria’s defined.
Heuristics
A mental rule of thumb that leads to a speedy decision by simplifying the process. This most commonly is associated with brand loyalty.
Brand Loyalty
A pattern of repeat product purchases, accompanied by an underlying positive attitude toward the brand, based on the belief that the brand makes products superior to those of it competition
Post-purchase Evaluation
The evaluation of the product results in a level of consumer satisfaction/dissatisfaction. This refers to the overall feelings, or attitude a person has about a product after purchase.
Cognitive dissonance
is the anxiety or regret a consumer may feel after choosing from among several similar attractive choices.
Perception
the process by which people select, organise and interpret information from the outside world. How sensations are selected, organized, and interpreted.“The process through which individuals are exposed to stimuli, attend to those stimuli and comprehend them” (Mowen and Minor, 1997)
Exposure
the extent to which a person’s sensory receptors are capable of registering a stimulus
Sensory Threshold
The degree to which people notice a stimulus that is within range of their sensory receptors.
Absolute threshold
the minimum amount of stimulation that can be detected on a sensory channel
Differential Threshold (Just Noticeable Difference)
The minimum change in a stimulus that can be detected.
Attention
the extent to which a person devotes mental processing to a particular stimulus
Interpretation
the process of assigning meaning to a stimulus based on prior associations we have made or currently make about it
Motivation
an internal state that drives us to satisfy needs.
Hierarchy of needs
an approach that categorizes motives according to five levels of importance start with the most basic at the top
Values
a “belief” that some condition is preferable to its opposite
Learning
a change in behaviour caused by information or experience
Experiential
when experience changes your behaviour
Conceptual
learned but not through direct experience
Behavioural learning
These theories focus on how consumer behaviour is affected by changes in external events or stimuli.
Classical Conditioning
a learning process that occurs when two stimuli are repeatedly paired: a response which is at first elicited by the second stimulus is eventually elicited by the first stimulus alone.
Stimulus Generalisation
tendency for stimuli similar to a conditioned stimulus to evoke similar, unconditioned responses.
Stimulus Discrimination
the process that occurs when behaviors caused by two stimuli are different, as when consumers learn to differentiate a brand from its competitors
Operant Conditioning
Learning that occurs as the result of rewards or punishment
Positive reinforcement
where a reward is delivered following a response
Negative reinforcement
where a negative outcome is avoided by not performing a response
Punishment reinforcement
where a response is followed by unpleasant events
Cognitive Learning
Theory of learning that views people as “problem solvers” who actively use information from the world around them to master their environment
Observational Learning
Occurs when people witness the actions of others and recall the effects
Consumer Memory
a vast personal store of knowledge about products, services, shopping and consumption experiences
Decay
This is where structural changes in the brain causes loss of memory
Retroactive
new memories interfere with old memories
Proactive
old memories make it hard to recall newer memories
Nostalgia
where the past is viewed with both sadness and longing.
Attitude
a lasting evaluation of a person, object, or issue. This compromises of three main components Affect, Behaviour and Cognition(ABC).
Affect
the feeling component. the overall emotional response a person has to a product
Cognition
the knowing component. the beliefs or knowledge a person has to a product and its important characteristics
Behaviour
the doing component. a consumers intention to do something, such as purchase or use product.
Personality
the set of unique psychological characteristics that consistently influences the way a person responds to situations in the environment.
Self-concept
A individuals self-image and attitude towards themselves
Age group
Goods and services often appeal to a specific age group and thus a variety of marketing strategies are used
Lifestyle
The pattern of living that determines how people choose to spend their time, money, and energy that reflects their values, tastes, and preferences.
Psychographics
The use of psychological, sociological, and anthropological factors to construct market segments
Situational Influences
concerned with when, where, and how consumers shop and how this affects their purchase choices.
Physical Environment
The environment strongly influences peoples moods and behaviours
Time
Marketers know that the time of day, the season of the year, and how much time a person has to make a purchase affects decision making
Time poverty
consumers belief that they are more pressed for time than ever before
Social Influences
Although we are individuals, we can be categorised into groups that influence our buying decisions. Trends within the larger society affect the consumer decision-making process.
Culture
Accumulation if shared meanings, rituals, norms and traditions among members of an organisation or society and determines overall priorities a consumers attaches to different activities and products
Subculture
Group within a society whose members share a distinctive set of beliefs, characteristics, or common experiences
Micro cultures
groups of consumers who identify with a specific activity or art form. eg. skateboarding, world of Warcraft, online poker
Social Class
The overall rank or social standing of groups within a society according to the value assigned to factors such as family background, education, occupation, and income
Status symbol
Visible Markers that provide a way for people to flaunt their membership in higher social classes
Group Influence
In many cases when in a groups, individual exhibit more willingness to consider riskier alternatives
Reference Group
a set of people a consumer wants to please or imitate. They have a significant effect on a individuals evaluations, aspirations or behaviour
Stimulation selection factors
size, colour, position, novelty
Factors leading to adaptation
Intensity, duration, discrimination, exposure, relevance
Nulclear family
mum, dad, children
Extended family
3 generations incl. grandparents, aunts, uncles and cousins
The sandwich generation
middle aged people looking after kids and parents simultaneously
Autonomic decision
one family member chooses a product
Syncretic decision
involve both partners
Household Decision Roles
Influencer, User, Buyer, Decider, Gatekeeper
AIDA
Attention, Interest, Desire, Action