• Shuffle
    Toggle On
    Toggle Off
  • Alphabetize
    Toggle On
    Toggle Off
  • Front First
    Toggle On
    Toggle Off
  • Both Sides
    Toggle On
    Toggle Off
  • Read
    Toggle On
    Toggle Off
Reading...
Front

Card Range To Study

through

image

Play button

image

Play button

image

Progress

1/88

Click to flip

Use LEFT and RIGHT arrow keys to navigate between flashcards;

Use UP and DOWN arrow keys to flip the card;

H to show hint;

A reads text to speech;

88 Cards in this Set

  • Front
  • Back
Sensation
immediate response of our sensory receptors to basic stimuli
Perception
process in which sensations are selected, organized, and interpreted
Perceptual Selection
people attend to only a small portion of the stimuli to which they are exposed
Perceptual Vigilance
more likely to be aware of stimuli that relate to current needs
Perceptual defense
see what you want to see and don't see what you don't want to see
Adaptation
Degree to which consumers continue to notice a stimulus over time
Gestalt
the whole is greater than the sum of its parts
Closure Principle
View incomplete objects as complete
Similarity Principle
Group together objects that have similar physical characteristics
Figure-Ground Principle
one part of the stimulus will dominate (figure) while the other parts recede into the background (ground)
Behavioral Learning Theory
learning takes place as a response to an external event or stimulus
Classical Conditioning
stimulus that elicits a response is paired with another stimulus that doesn't initially elicit a response on its own
Instrumental Conditioning (operant)
learn to perform behaviors that product positive outcomes and avoid those that yield negative outcomes
Sensory Memory
temporary storage of sensory information; short duration and limited capacity
Attention
information passed through attentional gate is transferred to short term memory
Short Term Memory
brief storage of information currently being used; limited capacity and duration of around 20 seconds
Rehearsal
information subjected is transferred to long term memory
Long Term Memory
relatively permanent storage of information; long duration and unlimited capacity
Motivation
process that leads people to behave as they do; buy the products be do, and used to reduce tension caused by perceived need
Drive Theory
biological need that produces unpleasant states of arousal (immediate gratification)
Expectancy Theory
behavior is pulled by expectations of achieving desirable outcomes... Internal drive + external incentives
Motivational Conflicts
Approach Approach + +
Approach Avoidance + -
Avoidance Avoidance - -
Cognitive Dissonance
tension felt when behaviors or cognitions conflict; increase favorability of chosen option and reduce favorability of rejected option
Freudian System
personality = conflict between gratification and responsibility
ID
pleasure principle; maximize pleasure and avoid pain --> Drive Theory
Superego
conscience; moral systems and norms of society
Ego
mediator between the id and superego
Reality Principle
ego gratifies the id so that the outside world will find it acceptable
80/20 Rule
20% of users account for 80% of all product sales
Geodemography
consumer expenditures/socioeconomic factors + geographic information; permits precise targeting of consumers with certain characteristics
PRIZM (Potential Rating Index by Zip Market)
66 clusters of US zip codes - ranked by income, home value, and occupation - maximize effectiveness, cost-efficiency, and impact of marketing communications
Attitude
learned predisposition to respond to an object or class of objects in a consistently favorable or unfavorable way
Functional Theory of Attitudes
attitudes exist because they serve some function
Utilitarian
rewards and punishment
Value-Expressive
consumer's views or self-concept
Ego-Defensive
protect ourselves from threats or feelings
Knowledge
need for order, structure, or meaning
Tripartite View of Attitudes
Attitude = Cognitive, affective, and conative components
Unidimensional View of Attitudes
Belief (cognition) -> Attitude (affect) -> Behavior (intention); focuses on some sort of relationship
System and Consequence
ABC Model of Attitudes
Affect - way a consumer feels about an attitude object
Behavior - intentions to do something with regards to an attitude object
Cognition - beliefs a consumer has about an attitude object
Hierarchies of Effects
Standard Learning- strong brand loyalty, assumes high consumer involvement
Low-Involvement- no strong brand preference, swayed by simple connections
Experiential- emotion
Consistency Principle
seek/value harmony among thoughts, feelings, and behaviors; people will change components to make them consistent
Balance Theory
considers relations among elements a consumer might perceive as belonging together; involves a person, perception of attitude object, and perception of the object
Fishbein Model
Measures: Salient beliefs about the attitude object, Object-attribute linkages, and Evaluation of important attributes
---Overall attitude score = consumer's ratings of brand attributes X importance rating of attributes
Source Credibility
source's perceived expertise, objectivity, or trustworthiness
Source Attractiveness
perceived social value of the source; physical appearance, personality, social status, and similarity
Sleeper Effect
over time, dislike sources can get messages across effectively
Dissociative Cue Hypothesis
over time, the message and source become dissociated
Availability-Valence Hypothesis
selectivity of memory based on limited capacity
Halo Effect
people who rank high on one dimension are assumed to excel at other dimensions; consistency principle and social adaptation perspective
Two Factor Theory
repitition increases familiarity and reduces uncertainty about the product but over time boredom increases with each exposure and soon wear-out occurs
One-Sided Arguments
supportive arguments, positive
Two-Sided Arguments
positive and negative information
Dual Attributes
different evaluations of the same attitude object: automatic, implicit, and explicit attitudes
IAT (implicit attitude test)
measures response time with objects already in memory; stronger memory means quick response time
5 Stages of the Decision Making Process
1. Problem Recognition
2. Information Search
3. Evaluation of Alternatives
4. Product Choice
5. Outcome
Contiuum of Buying Decision Behavior
Routine Response Behavior- choice made with little or no effort
Limited-Problem Solving- buyers aren't that motivated to search for information, they use simple decision rules to choose
Extended Problem Solving- initiated by motive that is central to self-concept; decision carries a fair degree of risk
Need Recognition
actual state moves downward
Opportunity Recognition
ideal state moves upward
Knowledge
search is the greatest among the consumers who are moderately knowledgeable
Evoked Set
products already in memory plus the prominent in the retail environment actively considered during a consumers choice process
Consideration Set
products a consumer actually deliberates about choosing
Implications of Categorization
Product positioning
Exemplar products
Locating products
Heuristics
mental rules-of-thumb that lead to speedy decision; higher price = higher quality
Covariation
perceived associations among events (product quality, product type, and origin); consumers = poor estimators of it
Zipf's Law
tendency to prefer a number 1 brand to the competition; brands that dominate are 50% more profitable
Noncompensatory Decision Rules
eliminate all options that don't meet some basic standard
Lexicographic rule
select the brand that is best on the most important attribute
Elimination-by-aspects
evaluates by most important attribute, but still imposes a cut off
Conjunctive rule
processing by brand
Compensatory Rule
chance to make up for product shortcomings
Simple Additive rule
choose alternatives with largest amount of positive attributes
Weighted additive Rule
consumer takes the relative importance of positively rated attributes into account; multiplying brand ratings by importance weights
Isolation Effect
in order to simplify between alternatives, people will disregard components that alternatives share, and focus on components that distinguish them
Reflection Effect
preference between negative and positive prospects are a mirror image of eachother
Value Function
defined on deviations from the reference point
-gains - concave and losses - convex
Weight Function
measure the impact of events on the desirability of prospects and not merely the perceived likelihood of these events
Endowment Effect
people place higher value on what they own rather than what they do not
Attraction Effect
violates the law of similarity and law of regularity
Law of Regularity
choice probability should decrease if the number of alternatives increases
Law of Similarity
choice probability alternatives that are similar to a new alternative should decrease more than others
Frequency Effect
increasing the frequency of products with the same cost makes people believe the proper price must be the price
Range Effect
increasing the range of quality makes people perceive that quality of target brands seem not so bad
Social Loafing
when in a group people don't devote as much time to a task as they do when they are alone
Risky Shift
people in groups show greater willingness to make risky decisions than if they were alone
Innovation
any product consumers perceive as being new
Prerequisites of Adoption
Trialability
Compatibility
Observability
Complexity
Relative Advantage
Diffusion of Innovation
Successful spreading of innovation through the population at various rates.