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35 Cards in this Set

  • Front
  • Back
Acculturation
the process of learning the beliefs and behaviors endorsed by another culture
Approach–approach conflict
a person must choose between two desirable alternatives
Approach–avoidance conflict
a person desires a goal but wishes to avoid it at the same time
Avoidance–avoidance conflict
a person faces a choice between two undesirable alternatives
Carbon footprint
the impact human activities have on the environment in terms of the amount of greenhouse gases they produce; measured in units of carbon dioxide
Conscientious consumerism
a new value that combines a focus on personal health with a concern for global health
Consumer-generated content
a hallmark of Web 2.0; everyday people voice their opinions about products, brands, and companies on blogs, podcasts and social networking sites and film their own commercials they post on Web sites
Core values
common general values held by a culture
Cult products
items that command fierce consumer loyalty and devotion
Downshifting
reducing reliance on possessions and learning to get by with less
Drive
the desire to satisfy a biological need in order to reduce physiological arousal
Drive theory
concept that focuses on biological needs that produce unpleasant states of arousal
Enculturation
the process of learning the beliefs and behaviors endorsed by one’s own culture
Expectancy theory
the perspective that behavior is largely “pulled” by expectations of achieving desirable outcomes, or positive incentives, rather than “pushed” from within
Flow state
situation in which consumers are truly involved with a product, an ad, or a Web site
Goal
a consumer’s desired end state
Homeostasis
the state of being in which the body is in physiological balance; goal-oriented behavior attempts to reduce or eliminate an unpleasant motivational state and return to a balanced one
Inertia
the process whereby purchase decisions are made out of habit because the consumer lacks the motivation to consider alternatives
Instrumental values
goals endorsed because they are needed to achieve desired end states, or terminal values
Interactive mobile marketing
real-time promotional campaigns targeted to consumers’ cell phones
Involvement
the motivation to process product-related information
Laddering
a technique for uncovering consumers’ associations between specific attributes and general values
List of Values (LOV) scale
identifies consumer segments based on the values members endorse and relates each value to differences in consumption behaviors
LOHAS
an acronym for “lifestyles of health and sustainability”; a consumer segment that worries about the environment, wants products to be produced in a sustainable way, and who spend money to advance what they see as their personal development and potential
Machinimas
short films based on scenes from games or events that occur in virtual worlds
Mass customization
the personalization of products and services for individual customers at a mass-production price
Materialism
the importance consumers attach to worldly possessions
Motivation
an internal state that activates goal-oriented behavior
Terminal values
end states desired by members of a culture
Theory of cognitive dissonance
theory based on the premise that a state of tension is created when beliefs or behaviors conflict with one another; people are motivated to reduce this inconsistency (or dissonance) and thus eliminate unpleasant tension
Value
a belief that some condition is preferable to its opposite
Value system
a culture’s ranking of the relative importance of values
Vigilante marketing
a practice where freelancers and fans film their own commercials for favorite products and post them on Web sites
Voluntary simplifiers
people who believe that once basic material needs are satisfied, additional income does not lead to happiness
Web 2.0
rebirth of the Internet as a social, interactive medium from its original roots as a form of one-way transmission from producers to consumers