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