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163 Cards in this Set

  • Front
  • Back
Culture Jamming
the defacement or alteration of advertising materials as a form of political expression (1)
Social Marketing
the promotion of causes and ideas (social products), such as energy conservation, charities, and population control (1)
Consumer addiction
the physiological and/or psychological dependency on products or services (1)
Compulsive consumption
the process of repetitive, often excessive, shopping used to relieve tension, anxiety, depression, or boredom (1)
Shrinkage
the loss of money or inventory from shoplifting and employee theft (1)
Primary research
research conducted to specifically address the question in hand (1)
Sensation
The immediate response of sensory receptors (eyes. ears, nose, mouth, fingers) to such basic stimulias light, color, and sound (2)
Sensory Marketing
A marketing strategy that focuses on the impact of sensations on our product experience (2)
Trade dress
color combinations that come to be strongly associated with a corporation or a brand (2)
Kansei Engineering
A japanese philosophy that translates customers' feelings into design elements (2)
Exposure
an initial stage of perception where some sensations come within range of consumers' sensory receptors (2)
Psychophysics
the science that focuses on how the physical environment is integrated into the consumers' subjective experience (2)
Absolute Threshold
the minimum amount of stimulation that can be detected on a sensory channel (2)
Differential Threshold
The ability of a sensory system to detect changes or differences among stimuli (2)
JND (just noticeable difference)
the minimum change in a stimulus that can be detected by a perceiver (2)
Weber's Law
the principle that the stronger the initial stimulus, the greater the change must be to be noticed (2)
Subliminal Perception
the processing of information presented below the consumers awareness (2)
Embeds
tiny figures inserted into magazine ads by using high speed photography or airbrushing. These hidden figures, usually of a sexual nature, supposedly exert strong but unconscious influences on innocent readers. (2)
Attention
the extent to which the brain's processing activity is devoted to a particular stimulus. (2)
Perceptual vigilence
times or situations consumers are more likely to notice ads (2)
Perceptual defence
blocking out ads (smokers) (2)
Adaptation
the degree to which consumers continue to notice a stimulus over time
Several factors lead to adaptation:
1. intensity
2. duration
3. discrimination
4. exposure
5. relevance
Schema
set of beliefs that stimulus are assigned to (2)
Gestalt Psychology
school of thought maintaining that people derive meaning from the totality of a set of stimuli rather than from any individual stimulus (2)
Principle of Closure
consumers tend to see an incomplete picture as complete (being able to read a sentence if there is a word missing) (2)
Principle of Similarity
Consumers tend to group together objects that share similar physical characteristics; they group like items into sets to form an integrated whole. (2)
Figure-ground principle
one part of a stimulus will dominate (the figure) while other parts recede into the background (photo with a figure in focus but the background blurred) (2)
Positioning strategy
the way the marketer wants the brand to be viewed in the eyes of the consumer (2)
Reposition
process of creating a new positioning strategy for the brand (2)
Behavioural learning theories
assume that learning takes place as the result of responses to external events as opposed to internal thought processes (3)
Classical conditioning
Pavlov's dogs
Pairing a stimulus that elicits a response (unconditioned stimulus UCS) with another stimulus that initially does not elicit a response of its own (conditioned stimulus). Eventually the conditioned stimulus will create a conditioned response (CR). (3)
Associative Learning
learning that occurs when the consumer makes simple associations between stimuli, without more complex cognitive processes taking place (3)
Stimulus generalization
the tendency for a stimulus similar to a conditioned stimulus (CS) to evoke similar conditioned responses. (3)
Applications of generalization:
1. product line extensions ex mr. clean
2. Family branding ex google
3. Licensing- well known names rented by others
4. look alike packaging
Stimulus Discrimination
Occurs when a stimulus similar to a conditioned stimulus is not followed by an unconditioned response (3)
Masked Branding
deliberately hides a product's true origin (3)
Brand equity
a brand that has strong positive associations in a consumers memory and commands a lot of loyalty as a result (3)
Instrumental conditioning
occurs as the individual learns to perform behaviours that produce positive outcomes and avoid behaviours that yield negative outcomes. (3)
Positive reinforcement
form of reward
negative reinforcement
remove a negative stimulus in a way that increases a desired response ex: salesman removes the sales tax from a purchase (negative stimulant) in order to complete a sale (desired response) (3)
Punishment
when a response is followed by an unpleasant event (3)
Frequency Marketing
reinforces regular purchasers by giving them prizes that increase with the value of the amount purchased (3)
Spreading activation
in the context of memory the notion that energy spreads across nodes of varying levels of abstraction; as one memory node is activated other nodes associated with it also become activated thus spreading across the network. (3)
Analogical Learning
teaching consumers about a new product through analogy between the new product (called the target) and an existing one (called the base)
Reference Group
An actual or imaginary individual or group conceived of as having significant relevance upon an individuals evaluations, aspirations or behaviour (ch. 11)
Informational reference group
doctor, lawyer teacher
Utilitarian reference group
government, churches
serves the needs of the many -- good of the many
Value-Expressive reference group
family, team, friends
Normative influence
reference group helps to set and enforce fundamental standards of conduct (11)
Comparative influence
reference group influences decisions about specific brands or activities
Reference groups can be _______ or ______
Formal (ex large structure orga) Informal (EX Group of friends)
Brand community
set of consumers who share a set of social relationships based on usage or interest in a product (ch. 11)
Aspirational reference groups
comprise of idealized figures (mother theresa, athletes, actors)
Dissociative reference groups
groups (or group members) that the consumer wants to avoid association with (ch.11)
Antibrand communities
groups of consumers who share a common disdain for a celebrity store or brand
Social power
Capacity to alter the actions of others (ch. 11)
Referent Power
Consumers voluntarily change behaviours to please or identify with a person or group they admire (ch. 11)
Informational Power
know something others would like to know
legitimate power
people are granted power by virtue of social agreement ex cops
expert power
derived from possessing a specific knowledge or skill ex doctor
reward power
when a person or group has the means to provide positive reinforcement that entity will have power over a consumer to the extent that this reinforcement is valued or desired
Coercive power
fear appeals, intimidation, negative consequences if product is not used, punishment (ch. 11)
Self identifying opinion leader
make yourself a critic or an expert
Sociometric opinion leader
Group makes someone an opinion leader because he/she is right more often than he is wrong ch.11
Word of mouth opinion leader
communicating our opinions w/ others (trends, viral, buzz, guerrilla marketing) Ch. 11
Nodes
members in a network -> have interactions, have flows
Tiers
Relationships among nodes
Discretionary Income
the money available to a household over and above that required for a comfortable standard of living (Ch. 12)
Spendthrift
spend cautiously because they enjoy saving money
Tightwads
for whom spending money is an unpleasant experience (12)
Brand Aspirational Shopper Group
People with low incomes who are obsessed with brand names (12)
Value Price Shopper Group
Those who like low prices and can't afford much more (12)
Price Sensitive Affluent Shopper Group
Wealthier shoppers who love deals (12)
Economic Psychology
concerned with the human side of econoics
Consumer confidence
state of mind of consumers relative to their optimism or pessimism about economic conditions and how they predict they will fare down the road
Social Class
determined by income, family background, education and occupation
Homogamy
tendency to marry and associate with people in a similar social class as you
Social Stratification
the creation of artificial divisions, resources distributed unequally (12)
Achieved Vs Ascribed
Hard work Vs. being born with a silver spoon
Social Mobility
passage of individuals from one class to another
Components of Social Class:
1. _______
2. _______
1. Occupational prestige
2. Income

(12)
Groups and attitudes toward Luxury (four groups)
1. Luxury is functional
2. Luxury is a reward
3. Luxury is indulgence

(12)
Luxury is functional
Buy things that last and have enduring value (12)
Luxury is a reward
Use luxury goods to say I've made it. (12)
Luxury is indulgence
Purpose is to be lavish and self indulgent (12)
Taste Culture
A group of consumers who share aesthetic and intellectual preferences (12)
Invidious Distinction
to inspire envy in others (12)
Conspicuous Consumption
Peoples desire to provide prominent, visible evidence of their ability to afford luxury goods (12)
Power based on Party affiliation
exerting influence based on who you know (12)
Boomerang kids
kids that move out and then come back home (especially if they are single and just finished post secondary) (ch.12)
Sandwich Generation
Parents moving in with their kids who have kids of their own (ch.12)
Subculture
a group whose numbers share beliefs and common experiences that set them apart from others (ch.13)
Microculture
Share a strong identification with an activity or art form; have a unique set of norms, vocabulary, and product insignias ex: Trekkies, Whovians, MMA enthusiasts (ch.13)
Interbellum generation
ppl born at the beginning of the 20th century (ch. 13)
Silent generation
ppl born between the 2 world wars (ch. 13)
War baby generation
ppl born during world war 2 (ch. 13)
Baby boom generation
ppl born between 1946-1964 (ch. 13)
Generation X
ppl born between 1965-1985 (ch. 13)
Generation Y
Ppl born between 1986-2002 (ch.13)
Generation Z
PPL born 2003 and later (ch. 13)
Chronological age Vs. Perceived age
how old someone is Vs. How old a person feels (ch. 13)
Ethnic Subcultures
groups of people sharing common cultural and/or genetic ties (ch. 13)
High Context Culture
group members tightly knit and they infer meanings that go beyond spoken word (ch. 13)
Low Context Culture
group members that are more literal and rely on spoken word more often (ch. 13)
Culture
Society's personality; accumulation of shared meanings, rituals, norms, and traditions among members; ones culture determines product priorities and mandates a products success or failure(ch. 14)
Power Distance
Way members perceive differences in power when they form interpersonal relationships (ch. 14)
Uncertainty Avoidence
degree to which people feel threatened by ambiguous situations (ch. 14)
Masculine Vs. Feminine
Degree to which sex roles are clearly delineated (ch. 14)
Individualism vs. Collectivism
Extent to which culture values the welfare of the individual vs that of the group (ch. 14)
Norms
rules dictating what is right or wrong (ch. 14)
Enacted Norms
Explicitly decided on (eg green=go)
(ch. 14)
Crescive Norms
embedded in a culture and include:
1. Customs
2. Mores
3. Conventions
All three combine to define culturally appropriate behaviour
(ch. 14)
Conventions
Norms regarding the conduct of everyday life (ch. 14)
Mores
Customs with a strong moral overtone (ch. 14)
Customs
Norms handed down from the past that control basic behaviour (ch. 14)
Food culture
Pattern of Consumption that reflects the social group
Myth
Story containing symbolic elements that represent the shared emotions/ideals of a culture (ch. 14)
Myths serve 4 interrelated functions in a culture:
1. Metaphysical: help explain origins of existence
2. Cosmological: emphasize that all components of the universe are part of a single picture
3. Sociological: maintain order by authorizing a social code to be followed by members of a culture
4. Psychological: provide models for personal conduct
(ch. 14)
Ritual
set of multiple symbolic behaviours that occur in a fixed sequence and that tend to be repeated periodically (ch. 14)
Sacred Consumption
involves objects and events that are set apart from normal activities; that are treated with respect or awe (ch. 14)
Profane Consumption
involves consumer objects and events that are ordinary and not special (ch. 14)
Sacred Places
religious/mystical and country heritage such as stonehenge (ch. 14)
Property of Contamination
something sacred happened there so it assumed sacred qualities (ch. 14)
Sacred People
Idolize certain people and set them apart from the masses (ex movie stars) (ch. 14)
Desacralization
A sacred item/symbol is removed from its special place or is duplicated in mass quantities (becomes Profane) (ch. 14)
Sacralization
Ordinary objects, events, and people take on sacred meaning ex olympics, mother Theresa
(ch. 14)
cultural production process
selection of alternatives over others; culmination of complex filtration of image and what is hot (ch. 15)
Cultural production systems (CPS)
set of individuals and orga's responsible for creating and marketing a cultural production (ch. 15)
Important factors in a cultural production system (2)
1. number/diversity of competing systems
2. amount of encouraged innovation vs conformity
(ch. 15)
Creative subsystem of CPS
responsible for generating new symbols or products ex Michael Buble (ch. 15)
Managerial subsystem of CPS
responsible for selecting, making tangible, mass producing, and managing the distribution of new symbols of products Ex. Warner records (ch. 15)
Communications subsystem of CPS
responsible for giving meaning to new products and providing them with symbolic sets of attributes that are communicated to consumers ex advertising and publicity agents (ch. 15)
Cultural gatekeepers
responsible for filtering the overflow of info and materials for customers (ch. 15)
Tastemakers
Influence products consumers get to consider example magazine editors, reviewers, DJs (ch. 15)
Art
Object of aesthetic contemplation, no functional value (ch. 15)
Craft
Admired because of the beauty with which it performs some function (ch. 15)
Cultural Formula
Sequence of media events in which curtain roles and props tend to occur consistently (ch. 15)
Recycling of images
creative subsystem members reach back through time for inspiration (remix the past) ex Spiderman (ch. 15)
Reality Engineering
Process whereby elements of popular culture are appropriated by marketers and become integrated into marketing strategies (ch. 15)
Cultivation Hypothesis
Medias ability to distort consumers perceptions of reality (ch. 15)
Product Placement
the insertion of real products in movies, tv shows, books and plays (ch. 15)
Branded entertainment
advertisers showcase their products in longer form narrative films instead of brief commercials (ch. 15)
Advergaming
online games merge with interactive ads that let companies target specific types of consumers (ch. 15)
Plinking
the act of embedding a product or service link in a video (ch. 15)
Innovation
product or service consumers perceive to be new (ch. 15)
Diffusion of innovation
Process whereby a new product or service spreads through a population (ch. 15)
Innovators
People who are always on the lookout for novel developments and will be the first to try a new offering; socially active, category specific, favour taking risks, higher education/income (ch. 15)
Early Adopters
People receptive to new styles because they are involved in the product category and place a high value on being in fashion; concern for social acceptance (ch. 15)
Continuous innovation
a modification of an existing product; evolutionary rather than revolutionary (ch. 15)
Dynamically Continuous Innovation
more pronounced change to an existing product (ch. 15)
Discontinuous Innovation
Creates major changes in the way we live example cars, airplanes (ch. 15)
Prerequisites for successful Adoption
1. compatibility -> compatible with consumers lifestyle
2. Trial-ability -> more likely to adopt if they can experiment with it prior to purchase
3. Complexity -> easier to use product will be chosen
4. Observability -> easily observed more likely to spread
5. Relative Advantage -> Should offer a relative advantage over competitors
(ch. 15)
Fashion System
PPL and Orgas involved in creating/transferring symbolic meanings to cultural goods (ch. 15)
Fashion
The Process of social diffusion by which a new style is adopted by some groups (ch. 15)
A Fashion
a specific combination of attributes ex tutus (ch. 15)
In Fashion
A combo that is currently favoured positively by some reference group (ch. 15)
Cultural Categories
the grouping of ideas and values that reflect the basic way members if society categorize the world (ch. 15)
Collective Selection
Process by which certain symbolic alternatives are chosen over others (ch. 15)
Parody Display
Deliberately avoiding status symbols, to seek status by mocking it (ch. 15)
Meme Theory
an idea or product that enters the consciousness of people over time such as tunes, phrases; "Is that your final answer"; memes that survive are distinctive and memorable (ch. 15)
Tipping Point
moment of critical mass (ch. 15)
Fashion Acceptance Cycle
diffusion process of a style through 3 stages: introduction, acceptance, regression (ch. 15)
Fad
Short term, non utilitarian, adopted on impulse
Long term trend
fits with basic lifestyle changes, real benefit evident, can be personalized (ch. 15)