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54 Cards in this Set

  • Front
  • Back

Behavioral Economics

studies cognitive, social, & emotional influences on people's observable economic behavior

Consumer decision making split

30% rational, 70% emotinal



Behavioral Economics identifies ...

behaviors & adapt to customers' irrational biases & emotions

Social Proof

Consumers look to other people for information on what to buy or what service to use


Through word-of-mouth and online reviews



Loss Aversion

Consumers are more willing to take risks in order to avoid losing things rather than gainining things




Try saying stop losing instead of saving

Endowment Effect

Consumers value an item they own & have emotional attachement to more than similar item owned by someone else




Establish a customer's partial ownership in the product

Default

pre-set options or courses of action consumers receive (401(k) w/ employer)




Unlikely to defect from this, due to loss aversion.





Choice Overload

don't present too many options to consumers




more likely to buy with fewer choices

Framing

how marketers present choices/context/information can influence consumers' decisions




Including a few cheaper options or an outrageous option increases the likelihood a consumer buys a more expensive option

Decoy Effect

Concumer preference can change when a 3rd, less desirable option is presented




The options marketeres offer influence decisions

Anchoring

Consmers rely heavily on the 1st piece of information offered & use it as a benchmark moving forward




A marketer can say a $399 item has been marked down to $99, making the product more desirable

Power of Free

Seeing the word free releases dopamine which makes us happy




Takes away loss aversion if something is free

Peak-end Rule

people largely judge an event based on the peak and end of the event, not the average experience of the whole thing

Scarcity Effect

people are motivated by shortages



Sunk Cost Effect

tendency of humans to continue to inves in something that doesn't work




once we invst in something, our commitment to it grows



Irrational Value Assessment

inherently expect heaper goods to be inferior




rate quality of product higher if you paid more

Gambler's Fallacy

believeing independent events are related



Confirmation Bias

seek out or evaluate infomration in a way that fits with preexisitng thinking

Jobs to be Done

Understanding what "jobs" consumers are using your sport product or service for




Understanding consumer what consumers want and what they are already using your products for to better tailor your marketing strategy

Positive Hiring Experience

If a consumer has a positive experience hiring a product or service, they are more likely to do it again in the future

satisfaction

measure to the degree of which a sport product or service meets the expectations of the consumer

quality

degree to which sport product satifies customers needs and in particular the degree to which it meets their expectations

Stages of Sport Experience

Pre Event, Event, Post Event

Sport Experience Environment

Physical settings, social actors, social interactions with others or service encounters, and context

Sport User Interactions

all direct and indirect ineractions a consumers experience across a multitude of channels and at various points in their relationship with the organization

Sport User Interactions Produce ...

emotional, sensorial, physical and spirtual responses that can dynamically differ based on the user expectation levels, dispositions, and context

user experience design

interactions choreographed similar to a theatrical production




dynamic sequence of operational choices related to where, how and when audience is exposed to stimuli

Front Stage

About the consumer experience




How consumer interacts with touchpoints

Touchpoints

Any physical or mediated elements users interact with during journey

Back Stage

Where the value in an experience is created




management related activities that occur behind the scenes




Performance Delivery

Developing a Blue Print

identify key activities in creating and delivering service




define big picture than drill down to obtain a higher level of detail

Sport User

Trying to meet the need the consumer wants

Sport Context

the actual environment where the sport behavior takes place

Sport Organization

create/deliver sport product/service to create resources




increase demand to get more resources

Inputs

Influencing sport consumer experiences and decision making




Marketing Activities & Socio-Cultural Factors

Marekting Activities

Extending the Marketing Mix (the P's)

Socio-Cultural Factors

family, friends, colleagues, age cohorts, media, social class, etc

Internal Processing

unobservable psychological mechanisms that govern the manner in which sport consumers evaluate external stimuli and actual experiences




Phsychological Forces

Psychological Forces

Motivation, Perceiveed constraints, attitudes, personality, learning, perception

Central Route

for high involvement purchases




Requires more cognitive processing




For really good products

Peripheral Route

Low involvement




Consumer less motivated to think




Learning through reptition, visual cues, & holistic perception




For crap products

Outputs

Attitudinal Outcomes




Behavioral Outcomes

Attitudinal Outcomes

Respresent new beliefes and feelings as a result of sprot experience




Satisfaction

Behavioral Outcomes

frequency and complexity of actual usage behavior

Market Segmentation

process of dividing market into distinct subsets of consumers with common needs or characteristics




Choose one or two to target

Priori

Conceptual and based on past research




focuses on researchers prior knowldege and experiences

Posteriori

data drive by current research




market grous formed on primary research (e.g. cluster analysis)

Socio-cultural

based on social class (income, education, occupation)




Focuses on big picture unlike dmeographics which is more personal

Profile

segmentation criteria




summary describing a collection of users




details in profile generally describe ranges or frequencies of responses

Persona

aspects of consumers character persented to or perceived by others




insight into consumer using story based on data and potential interactions and relationships

Behavioral Segmentation

usage rate, loyalty to a product/service

Human Factors

Pulling together urginomics with psychology

Sport Consumer Journey Map

an illustrative document that captures a sport consumer's journey that helps you see and evaluate the experience he/she is having from the consumer point of view

Blueprint

detailed visual document that captures the service delivery process across touchpoints, including the back stage and front stage of the service delivery