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171 Cards in this Set

  • Front
  • Back
Sensation
immediate response of our sensory receptors
Perception
process by which people select, organize, and interpret these sensations
Study of perception
focuses on what we add to these raw sensations in order to give them meaning
Perceptual process
Sensory stimuli
Sensory receptors
Exposure
attention
interpretation
Hedonic consumption
the multi sensory, fantasy, and emotional aspects of consumers interactions with products
Form
is function
Trade dress
color strongly represented by a company
moods
stimulated or relaxed on the basis of sensations reaching the skin
phonemes
individual sounds
haptic
touch
Kansei engineering
a philosophy that translates customers feelings into design elements
Exposure
Occurs when a stimulus comes within range of someone's sensory receptors
Psychophysics
science that focuses on how the physical environment is integrated into our personal, subjective world
Absolute threshold
the minimum amount of stimulation that can be detected on a given sensory channel
differential threshold
ability of a sensory system to detect changes or differences b/t two stimuli
JND
minimum difference that can be detected between two stimuli on a given sensory channel
weber's law
the stronger the initial stimulus, the greater a change must be for it to be noticed

K = change in i/I
Subliminal perception
occurs when the stimulus is below the levels of the consumer's awareness
Embeds
tiny figures that are inserted into magazine advertising by using high speed photography
Attention
extent to which processing activity is devoted to a particular stimulus
multi-task
process information from more than one medium at one time
Perceptual reception
people only attend to a small portion of the stimuli to which they are exposed
psychic economy
picking and choosing among stimuli to avoid being overwhelmed
Experience
result of acquiring and processing stimulation over time
Perceptual vigilance
perceptual filter

consumers are more likely to be aware of stimuli that relate to their current needs
Perceptual filters
influence what we decide to process
perceptual defense
people see what they want to see and don't see what they don't
Adaptation
the degree to which consumers continue to notice stimuli over time
Factors that lead to adaptation
intensity
duration
discrimination
exposure
relevance
Intensity
less intense stimuli have less impace
Duration
stimuli that require relatively lengthy exposure habituate
discrimination
Simple stimuli
Exposure
frequently encountered stimuli
Relevance
stimuli that is irrelevant or unimportant
Contrast in stimuli
size
color
position
novelty-unexpected ways
Interpretation
the meaning that we assign to each stimuli
schema
set of beliefs
gestalt psychology
people derive meaning from the totality of the stimuli, not the individual stimulus
gestalt
whole, patter, or configuration
Gestalt Principles
Closure
similarity
figure-ground
Closure principle
people tend to perceive an incomplete picture as complete
we tend to fill in blanks based on prior experiences
Principle of similarity
consumers tend to group together objects that share similar physical characteristics
figure-ground principle
one part of the stimulus will dominate, and the other parts recede into the background
Semiotics
examines the correspondence b/t signs and symbols and their role in the assignment of meaning
Consumers use products to express their social identities
object
product is the focus of the message
Sign
sensory image that represents the intended meanings of the object
Interpretant
meaning derived
icon
a sign that resembles the product in some way
index
sign that is connected to a product b/c they share some property
symbol
sign that is related to a product through either conventional or agreed-upon associations
Hyperreality
process of making real what is initially simulation
perceptual map
vivid way to paint a picture of where products or brands are located in consumers minds
positioning strategy
fundamental part of company's marketing efforts as it uses elements of the marketing mix
Dimensions to position brand
Lifestyle
price leadership
attributes
product class
competitors
occasions
users
quality
Motivation
process that leads people to do what they do
goal
the desired end state
drive
degree of arousal
want
manifestation of a need
utilitarian
desire to achieve practical benefit
hedonic
experiential need, involving emotions
instinct
innate patterns of behavior that are universal in a species
Drive Theory
focuses on biological needs that produce unpleasant states of arousal
expectancy theory
suggests behavior is largely pulled by expectations of achieving desirable outcomes
homeostasis
a balanced state
Biogenic needs
Elements to maintain life
Psychogenic Needs
Status, power, and affiliation
Utilitarian Needs
Objective needs
Hedonic Needs
Subjective needs
Valence
can be positive or negative
Approach-Approach Conflict
A person must choose between two desirable alternatives.
Theory of Cognitive Dissonance
People have a need for consistency
Approach-Avoidance
Desire a goal but wish to avoid it at the same time.
Avoidance-Avoidance
Two undesirable alternatives
Autonomy
Independent
Defendance
Defending the self against criticism
Play
Pleasurable acitivities
Some psychogenic needs
Play
Defendance
Autonomy
Need for achievement
Value personal accomplishment
Maslow's Hierarchy of needs
Self-actualization
Ego
Belongingness
Safety
Physiological
Involvement
a person's perceived relevance of the object based on their needs
Inertia
Low end of involvement
Flow State
High end of involvement
Simple Processing
only the basic features are considered
Elaboration
Info is linked to prior knowledge
Product involvement
Customer's level of interest
Mass customization
Personalization of products at rapid pace
Vigilante Marketing
Freelancers film own commercials for their favorite products
Message response involvement
customers interest in processing marketing communications
Purchase situation involvement
differences that may occur when buying the same object for different contexts
5 components of involvement profile
Interest
Importance
Probability
Pleasure
Sign value
Strategies to increase involvement
Be hedonic
Use Stimuli
Use celebrities
Ongoing relationship
Value
Belief that some condition is preferable to the opposite
relative importance
ranking
Value system
set of rankings
Core values
uniquely define a culture
enculturation
learning the beliefs and behaviors endorsed by a culture
Acculturation
learning the behaviors and value system of another culture
Socialization agents
parents
friends
teachers
cultural values
security
happiness
consumption values
convenient shopping
prompt service
product-specific value
ease of use
durability
terminal values
desired end states
instrumental values
actions to achieve terminal values
Consumption monoculture
has own values
LOV scale
Developed to isolate values with more direct marketing applications
means-end chain model
assumes that attributes are linked to to attraction to terminal values
laddering
uncovers consumer associations between attributes and consequences
Hierarchical value maps
shows how attributes are linked to end states
Voluntary simplifiers
once basic needs are satisfied, additional income does not bring happiness
Materialism
importance people attach to worldly possessions
Terror management theory
awareness of mortality motivates people to believe in cultural beliefs
Reference Group
group that has influence on peoples' evaluations
Social power
the capacity to alter the actions of others
Referent Power
imitating the actions of someone you admire
Information Power
someone has power because they know something
Legitimate Power
authority
Policeman
Expert Power
someone with expertise has power
Reward power
when a person can provide positive reinforcement
Coercive power
threatened to action
not good in long term
Types of power
Referent
Information
Legitimate
Expert
Reward
Coercive
Normative influence
helps us set fundamental conduct
Comparative influence
affects brand decisions
Brand community
group of people who buy the same products
consumer tribe
group of people who share a lifestyle
Tribal Marketing
linking product to needs of the group
Membership Reference group
People the consumer actually knows
Aspirational Reference group
people the consumer doesn't know
Propinquity
physical distance decreases
Interaction increases
more likely to build relationship
Mere Exposure
We like things the more we see them
group cohesiveness
degree to which members are attracted to each other
Deindividuation
individual identities are submerged with the group
Social Loafing
tendency not to devote as much to a task when it is in a group
Risky shift
group members show greater risk
diffusion of responsibility
each member is less accountable for the outcome
Decision polarization
group disagreement on a decision
Home shopping parties
group pressures boost sales
conformity
change in beliefs as a result of group pressure
norms
informal rules of behavior
factors influencing our conformity
cultural pressures
fear of deviance
commitment
group power
own image
social comparison theory
increase self-evaluation by looking at others
co-oriented peer
a person of an equivalent standing
Anticonformity
defiance of the group is the actual object of the behavior
Reactance
negative emotional state when we cant freely choose
WOM
more reliable and trustworthy
Negative word of mouth
weighed more than positive WOM
virtual community consumption
people interact online about consumption activity
Virtual communities
MUD
Rooms
Boards
Blogs
MUD
Role and game playing
Rooms
chat rooms
Blogs
online personal jounals
blogoshpere
universe of active weblogs
Guerrilla marketing
unconventional locations
viral marketing
getting people to forward information about websites to friends
social networking
lets members post info about themselves
Opinion Leaders
frequently able to influence others
Homophily
degree to which two people are similar in education, social status and beliefs
monomorphic
one field
market maven
people who are actively involved in transmitting marketplace info
surrogate consumer
active player in many catagories
sociometric methods
trace communication through the group
Age cohort
people that undergo similar experiences
Gen y
77-94
action oriented
independence
social issues
four conflicts among teens
Autonomy vs. belonging
rebellion vs. conformity
Idealism vs. pragmatism
Narcissism vs. intamacy
tweens
27 million
8- 14 years old
cool hunters
kids who report on trends
Gen X
not lazy anymore
baby boomer
46-64
revolution
active
gray market
fast growing segment
autonomy
connectedness
altruism
Perceived age
how old a person feels
social aging theories
how society assign people different roles
gerontographics
divides up mature market