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273 Cards in this Set

  • Front
  • Back
Learning
Relative permanent change in behavior due to experience
Incidental Learning
Unintentional acquisition of knowledge
Behavioral Learning Theories
Assumes that learning takes place as the result of external events
Classical Conditioning
Pavlov's Dogs

A stimulus that elicits a response is paired with one that doesn't
Unconditioned Stimulus
Naturally elicits a response

Powder in Pavlov's Dogs
Conditioned Stimulus
Does not initially give response

Bell is Pavlov's Dogs
Conditioned Response
Drooling due to the bell in Pavlov's Dogs
Conditioning effects
More likely to occur after CS and UCS have been paired a number of times.
Repeated Exposures
Prevent decay
increase strength of stimulus-response associations
Extinction
occurs when the effects of prior conditioning are reduced and disappear
Stimulus Generation
tendency of a stimuli similar to a CS to evoke similar, conditioned responses
Halo Effect
People also react to other, similar stimuli in much the same way they responded to the original stimulus
Masked branding
deliberately hides the products true origin
Stimulus Discrimination
Occurs when a UCS does not follow a stimulus similar to a CS.
Brand Equity
A brand has positive associations in the customer's mind
Three Exposures
First: Awareness
Second: Demonstrates relevance
Third: Reminder

Four is too many for one marketing communication.
Wear Out
People no longer pay attention to an ad because it is seen too much
Backward conditioning
UCS before CS

Not effective
Order of stimulus
Normally, Conditioned before unconditioned
Family Branding
Variety of different products to capitalize on a company's name
Product line extensions
Related products are added to established brand
Licensing
Well-known names are rented by others
Look alike packaging
Distinctive packaging designs create strong associations with a particular brand
Well established brands
encourage stimulus discrimination
Instrumental (operant) conditioning
Learn to perform behaviors that produce positive outcomes and avoid negative ones
Responses in classical conditioning
involuntary and fairly simple
Shaping
Desired behavior learned over time and intermediate actions are rewarded
Classical conditioning involves
close pairing of two stimuli
Instrumental (Operant) Learning difference
response is performed because it is necessary to receive reward
Three ways of instrumental conditioning
Positive Reinforcement
Negative Reinforcement
Punishment
Positive reinforcement
Rewards given by the environment
Negative Reinforcement
AVOIDING negative outcomes by using the product
Punishment
Something negative HAPPENS for not using the product
Fixed interval Reinforcement
After a specified time period has passed, the first response that is made brings the reward
Variable interval reinforcement
The time that must pass before reinforcement is delivered varies around some average
Fixed ratio reinforcement
A person is reinforced after a certain number of responses
Variable ratio reinforcement
A person is reinforced after a certain number of responses, but he or she does not know the number
Frequency Marketing
Rewards regular purchases by giving them prizes
Cognitive Learning Theory
internal mental processes
Cognitive Learning Theory approach
views people as problem solvers who actively use information in the world to master their environment
Mindlessness
Processing information passively, automatically
Trigger Feature
cues us to a particular pattern
masking effects
make it difficult for subjects to learn UCS/CS associations
Observational Learning
Occurs when people watch the actions of others and note the reinforcements they receive for their behaviors
Modeling
Imitating the behavior of others
Components of Observational learning
Attention
Retention
Productions Processes
Motivation
Observational Learning
Memory
Involves a process of acquiring information and storing it over time
Information-Processing
Mind is like a computer
Data input, processed, and output later
Encoding, storage, retrieval
Encoding
Information is entered in a way that it will be recognized
Storage Stage
Integrate the information with other information until it is needed
Retrieval Stage
The person accesses the desired information
Memory Process
External Inputs
Encoding
Storage
Retrieval
External Memory
Includes all product details on packages and other marketing stimuli
Postexperience Advertising
what we are exposed to by the product after the experience
Sensory Meaning
color or shape
Semantic Meaning
symbolic associations, such as rich people drink champaign
Episodic Meaning
relate to events that are personally relevant
Flashbulb memories
Especially vivid memories
Narrative
way to convey product information
Story
Sensory memory
permits storage of the information we receive from our senses
Three systems of the Information processing perspective
Sensory memory
Short Term Memory
Long Term Memory
Attentional Gate
transforms Sensory memory into short term memory
Short term memory
stores info for a limited period of time
Acoustically
how it sounds
semantically
in terms of what it means
Chunking
information is stored by combining small pieces into larger ones
Number of chunks
was between 5 and 9
now is 3 or 4
Long Term Memories
retain information for a long period of time
Elaborative rehearsal
required in order for information to enter long term memory from short term memory
Multiple store
Traditional approach to relationship among the types of memory
assumes that STM and LTM are separate
Activation models of memory
STM and LTM are interdependent
Knowledge structures
organized systems of concepts concerning brands
Hierarchical Processing model
a message is processed in bottom up fashion
Evoked set
first brands that come to mind
Spending Activation
allows consumers to shift back and forth between levels of meaning
How a memory trace for an ad is stored
Brand Specific
Ad specific
Brand identification
product category
evaluative reactions
Brand specific
in terms of claims made for the brand
Ad specific
in terms of the medium or content of the ad itself
Brand identification
in terms of the brand name
Product category
In terms of how the product works
evaluative reactions
positive or negative emotions
Proposition
links two nodes together to form a more complex meaning
Nodes
where information is placed from knowledge structures
Service script
guide their behavior in service settings
Pioneering brand
the first brand to enter a market
State dependent retrieval
people are better to access information if their internal state is the same at the time of recall as it is when the info was learned
meed congruence effect
matches consumer's mood at time of purchase when planning marketing communications
Postexperience advertising effects
marketing communications can be very powerful in our daily lives
Mystery ads
brand is not identified until the end of the ad
Salience
its prominence in memory
restorff effect
any increase in novelty will aid in recall
decay
forgetting about an ad
interference
when additional information is learned, brain displaces earlier information
part list cueing effect
allows marketers to utilize interference process
nostalgia
the past viewed as both sadness and longing
Spontaneous recovery
stimulus evokes weakened response years after encounter
retro brand
updated version of a brand from a prior period
Define/measure impact
recognition
recall
Recognition
people are shown ads and asked if they have seen them before
recall
just ask consumers what they have seen
response bias
contamination of results because of something to do with the instrument or respondent
bogus ads
ads that have not been seen before
memory lapses
omitting
averaging- normalizing memories
telescoping- inaccurate recall of time
Problem solving steps
Problem recognition
information search
evaluation of alternatives
product choice
consumer hyperchoice
many options drain psychological energy and we make poor decisions
rational perspective
people integrate as much info as possible with what they already know, then weight pluses and minuses
behavioral influence perspective
concentration on low involvement purchases
Purchase momentum
occurs when initial impulses actually increase the likelihood that we will buy even more
constructive processing
consumers evaluate effort, then choose strategy
experiential perspective
stresses gestalt, or totality, of the product or service
extended problem solving
traditional decision making process
Limited problem solving
usually more straightforward and simple
Habitual decision making
choices made with little or nor conscious effort
Problem recognition
occurs whenever the consumer sees a significant difference b/t current affairs and ideal state
standard of comparison
something else better is seen
actual state moves down
need recognition
ideal state moves up
opportunity recognition
information search
surveys environment for data
Prepurchase search
search the marketplace for specific information
ongoing search
stay up to date on what is happening
Directed learning
on a previous occasion we had already searched for relevant information
incidental learning
exposure to ads, packaging and sales promotions
economics of information
assumes that consumers will gather as much data as needed
variety seeking
the desire to choose new alternatives
satiated
tired of favorite product
sensory specific satiety
even though we have favorites, we still like to sample other possibilities
framing
way a problem is posed
people responding to situations
Mental accounting
framing
gains and losses
sunk cost fallacy
having paid for something makes us reluctant to waste it
loss aversion
people place more emphasis on a loss than a gain
prospect theory
a descriptive model of how people make choices
utility is a function of gains and losses
risk differs when you face gains or losses
Moderately Knowledgeable
Search tends to be the greatest
Selective Search
their efforts are more focused and efficient
Perceived Risk
the belief in a product has potentially negative consequences
Consideration set
brands that one actually includes in deliberations
Basic Level Category
middle level
typically most useful in classifying products
Superordinate category
broader, abstract
Subordinate Category
more specific, individual brands
Positioning Strategy
hinges on the marketer's ability to convince the consumer that its product should be considered within a given category
Evaluative Criteria
dimensions used to judge the merits of competing options
Determinant attributes
features we actually use to differentiate among our choices
cybermediary
an intermediary that helps to filter and organize online market information in order to evaluate alternatives
Cybermediary examples
Directories- Yahoo
Website evaluators- reviews sites
Forums- experts in fields
Financial intermediaries- authorize payments from buyer to seller
Intelligent agents
sophisticated software programs that use collaborative filtering to learn form past consumer behavior
Electronic recommendation agent
software tool that tries to understand a human decision maker's preferences by asking them to communicate it
Heuristics
mental rules of thumb that lead to a speedy decision
Product signal
communicates some underlying quality
covariation
perceived associations among events that may not influence each other
Market beliefs
the shortcuts that guide their decisions
Price quality relationship
most pervasive
sees price and quality as related
not always justified
Country of origin product signal
Nationalists
Internationalists
Disengaged
Nationalists
feel close to own culture
Internationalists
Feel close to three or more outside cultures
Disengaged
no attachment to any culture
younger and less educated
Country of origin
consumers associate items with specific countries
stereotype
a knowledge structure based on inferences across products
Ethnocentrism
Tendency to prefer own culture over others
Product signal examples
Market Beliefs
Country of Origin
Why choose brand names
Inertia- Lazy
Brand Loyalty- a friend
Brand parity
refers to consumers' beliefs that there are no big differences between brands
Noncompensatory
A product Being low in one attribute can't make up for being low on another
Lexographical rule
select the product that is best in the most important attribute
Noncompensatory examples
Lexographic
Elimination by aspects
Conjunctive rule
Elimination by aspects
Using cutoffs for attributes
Conjunctive rule
processing by brand
Compensatory rules
simple additive
weighted additive
Compensatory decision rule
gives a product a chance to make up for shortcomings
Simple additive
the consumer merely chooses a product that has the largest number of positive attributes
Weighted additives
takes into account importance of attributes
Culture
accumulation of shared traditions among the members
Culture system
Ecology
Social Structure
Ideology
Ecology
the way a system adapts to its habitat
Social Structure
the way in which orderly life is maintained
Ideology
mental characteristics of a people
Culture dimensions
Power distance
Uncertainty avoidance
Masculinity/femininity
Individualism
Power distance
the way members perceive differences in power from relationships
Uncertainty avoidance
degree to which people feel threatened
Masculinity/femininity
degree to which sex roles are clearly defined
Individualism
degree to which culture values the welfare of the individual compared to the group
Collectivist cultures
people subordinate their goals for those of the group
Individualist culture
attach more importance to individual goals
Norms
Rules dictating what is right and wrong
enacted norms
explicitly decided on
Crescive norms
embedded in the culture
learn by discovering them
Crescive norm examples
Custom
more
conventions
Custom
handed down from the past to control basic behaviors
More
custom with a strong moral overtone
forbidden behaviors
Conventions
conduct of everyday life
myth
story containing symbolic elements that represent the shared emotions of the culture
Functions of myths
Metaphysical
Cosmological
Sociological
Psychological
Metaphysical Myth
help to explain origin of existence
Cosmological Myth
all components of the universe are part of a single picture
sociological Myth
maintain social order
Psychological Myth
models for personal conduct
Binary Opposition
represent two opposing ends of some dimension
mediating figure
link opposites by sharing characteristics of each
monomyth
myth that is common in many cultures
ritual
set of multiple symbolic behaviors that occur in a fixed sequence
Ritual Artifacts
items we need to perform rituals
Ritual script
identifies artifacts, how to use them, and who uses them
Gift-giving ritual
buy a product, remove price, wrap, and give
Economic exchange
giver transfers an item of value and expects one in return
Symbolic exchange
no real value exchanged
stages of gift giving
gestation
presentation
reformulation
Gestation Stage of Gift Giving
giver is motivated my an event to give a gift
Presentation stage of gift giving
the process of gift exchange
Reformulation stage of gift giving
adjust the bond between giver and receiver
Reciprocity norm
obligates people to return the gesture
self-gifts
people find reasons to give themselves gifts to regulate behavior
Phases of Rites of Passage
Separation
liminality
aggregation
Separation stage of the Rites of passage
individual is detached from the group
Liminality stage of the rites of passage
person is in-between statuses
Aggregation stage of the rites of passage
person reenters society
sacred consumption
objects or events that are set apart from normal activities and are treated with some respect or awe
Profane consumption
consumer objects/events that are ordinary
Contamination
something sacred happened on a spot, so the spot is sacred
Desacralization
sacred item is moved from its place or is duplicated
Sacralization
occurs when ordinary items take on sacred meaning to a culture or a specific group
objectification
occurs when we attribute sacred qualities to mundane items
collecting
systematic acquisition of a particular object
hoarding
unsystematic collection
co-optation
transform original meanings
cultural selection
the selection process of a culture
from conception to consumption
cultural production system (CPS)
individuals responsible for creating and marketing a cultural product
Components of CPS
creative subsystem
Managerial subsystem
communications subsystem
Creative subsystem
generating new symbols and products
Managerial Subsystem
selecting an distributing new symbols and products
Communication subsystem
giving meaning to a new product and communicating it to consumers
cultural gatekeepers
responsible for filtering the overflow on information intended for customers
Art product
aesthetic, no functional value
Craft product
beauty in which it performs some function
cultural formula
certain roles and props occur consistently
reality engineering
marketers appropriate elements of a popular culture and convert them for use as promotional vehicles
Cultivation hypothesis
media distorts consumer perception of reality
Product placement
inserting specific products and names into shows
Brand Entertainment
advertisers showcase their products in narrative films
Advergaming
advertising on video games
Diffusion of innovators
process where a new product or idea spreads through a population
laggards
slow to catch on to a trend
innovators
people on the lookout for new products
Late adapters
the mainstream public, two thirds of public
Early adopters
right behind innovators
continuous innovation
modification of existing product
dynamically continuous innovation
more pronounced change in an existing product
discontinuous innovation
create major changes in the way that we live
Prerequisites for successful adoption
compatibility
Trialability
Complexity
Observability
relative advantage
fashion system
all the people involved in creating symbolic meaning and transferring them to objects
Fashion
process of social diffusion where a new item is adopted by a group
context dependent
different people can interpret the same style differently
cultural categories
the basic ways we characterize the world
collective selection
certain symbolic alternatives are chosen over others
trickle down theory
two conflicting forces that drive fashion change
subordinate groups try to be like groups above them and.....are always looking below them so that they are not imitated
meme theory
idea that enters the consciousness over time
Tipping Point
change happens in a hurry when the product reaches the moment of critical mass
fashion acceptance cycle stages
introduction
acceptance
regression
Introduction stage of the fashion acceptance cycle
small number of people are exposed
Acceptance stage of the fashion acceptance cycle
product enjoys social visibility and acceptance
Regression stage of the fashion acceptance cycle
product reaches stage of social saturation, new products replace it
classic
a fashion with an extremely long acceptance cycle
Fad
very short lived fashion
Starbucks
Did well to act globally
emic perspective
stresses variation across cultures
Characteristics of global brands
quality signal
global myth
social responsibility
Quality Signal
many assume that a company with global reach it must excel on quality
Global Myth
consumers looks to global brands as symbols of cultural ideals
Social responsibility
global companies have large influence
Global citizens
largest
55%
Global Dreamers
second largest segment
23%
Antiglobals
13%
Global agnostics
9%
globalized consumption ethic
dominance of big markets
transitional economics
refers to a country that is struggling to with a difficult adaptation from a controlled, centralized economy to a free market
creolization
occurs when a foreign influence is absorbed by local meanings.