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IMC 301 Week 1+2

TermDefinition
Consumption select, purchase, use or dispose of products, services, ideas or experiences to satisfy needs and desires-- pre-purchase, purchase, post-purchase
Consumer a person who identifies a need or desire, makes a purchase, and then disposes of the product
Consumer behavior the study of the processes involved when individuals or groups select, purchase, use or dispose of products, services, ideas or experiences to satisfy needs and desires
Brand loyalty a bond between product and consumer that is very difficult for competitors to break, often change in one's life situation or self-concept will weaken bond
Consumerspace an environment where individuals dictate to companies the ties of products they want and how, when and where they want to learn about them
Emic a description of behavior in terms of meaningfulness to the actor (the person being observed/consumer), often more concrete, culturally specific, and apply primarily to a particular context
Etic a description of a behavior in terms of meaningfulness to the observer, often more abstract and can work as general 'theories' over multiple contexts
Brand Equity a brand has strong positive associations in a consumer's memory and commands loyalty (qualitative- tangible/numbers, subjective- intangible)
Database marketing tracking specific consumer's buying habits and tailoring products and messages ex. stocking up in a storm
Relationship marketing belief that success comes from building relationships between brands and customers
Role theory consumer behavior resembles actions in a play, they act out different roles which affect their consumption habits
Concept of 'fit' how a brand plays into the corresponding function, functional fit (Listerine 'pocket packs') vs conceptual/image fit (BMW and mountain bikes)
Learning a relatively permanent change in behavior caused by experience Behavioral (Classical and Operant) vs. Cognitive
Culture jamming a strategy to disrupt efforts by the corporate world to dominate our cultural landscape
Social marketing use marketing techniques to encourage positive behaviors like increased literacy and to discourage negative behaviors like drunk driving
Green marketing the philosophy to choose to protect or enhance the natural environment as they go about their business activities
Consumer addiction physiological or psychological dependency on products or services
Compulsive consumption repetitive shopping, often excessive, as an antidote to tension, anxiety, depression or boredom
Shrinkage inventory and capital losses from shoplifting and employee theft
Anticonsumption deliberate defacement or mutilation of products and services
Paradigm a set of beliefs that guide our understanding of the world
sensory marketing companies pay extra attention to the impact of sensations on our product experiences
trade dress color combinations that are strongly associated with a corporation (Kodak- yellow, black and red) company may have exclusive rights for their use
Kinsei engineering a philosophy that translates customers' feelings into design elements (cars as an extension of the drivers body)
Psychophysics the science that focuses on how the physical environment is integrated into our personal subjective world
absolute threshold the minimum amount of stimulation that can be detected on a given sensory channel
differential threshold the ability of a sensory system to detect changes or differences between two stimuli
j.n.d just noticeable difference between two stimuli
Weber's Law The stronger the initial stimulus, the greater a change must be for us to notice it. K = (change in i)/(I) change in i- the minimal change in intensity required for a jnd I- the intensity of stimulus where change occurs-when change in i goes up, so does I
Behavioral learning (Classical) a stimulus that elicits a response is paired with another stimulus that initially does not elicit a response on its own
Behavioral learning (Operant) we learn to perform behaviors that produce positive outcomes and avoid those that yield negative results
Incidental learning casual, unintentional acquisition of knowledge
Pioneering advantage Advantage of being first in a product field
Unconditioned stimulus (UCS) naturally capable of causing a response
Conditioned stimulus (CS) Does not initially cause a response
Conditioned Response (CR) response generated by repeated parked exposures to UCS and CS. Eventually, through learned association and repetition, the CS will cause the CR
Memory the process of acquiring information and storing it over time so that it will be available when we need it: encoding, storage and retrieval
Encoding stage of memory information entered in a recognizable way
Storage stage of memory knowledge integrated into what is already there and warehoused
Retrieval stage the person accesses the desired information
Primacy Effects The first items in a list are better remembered than the middle items
Recency Effects The last items in a list are better remembered than the middle items
Sensory Memory very temporary storage of information we receive from our senses
Short-Term Memory Limited period of time & limited capacity, working memory
Long-Term Memory Can retain information for a long period of time, elaboration rehearsal is required: Process involves thinking about a stimulus and relating it to information already in memory
Episodic Memory relate to events that are personally relevant, motivation to retain these memories is strong
Procedural Memory a category of LTM that involves recall of specific events and experiences
Pictorial vs verbal cues There is some evidence for superiority of visual memory over verbal memory, pictorial ads may enhance recall, but do not necessarily improve comprehension
Subliminal priming occurs when the stimulus is below the level of the consumer's awareness
Supraliminal priming occurs when the stimulus can be perceived, but is not the focal point of attention ex. goal priming (elderly walking example) or schema priming
Cognitive miser attention helps reduce complexity of stimuli to select which are important based on size, color, position and novelty
Adaptation the process that occurs when a sensation becomes so familiar that it no longer commands attention, based on intensity, duration, discrimination, exposure/frequency, relevance
schema a set of beliefs within which we contextualize a particular stimulus
Priming a psychological effect that occurs when a stimulus evokes a particular schema
Embeds tiny figures they insert into magazine advertising via high-speed photography or airbrushing
Attention the extent to which processing activity is devoted to a particular stimulus
Sensory overload when consumers are exposed to far more information than they can process
rich media using movement to get consumers' attention
perceptual selection people attend to only a small portion of the stimuli to which they are exposed
Experience the result of acquiring and processing stimulation over time
Perceptual filters influence what we decide to process based on experience
Perceptual vigilance customers are more likely to be aware of stimuli that relate to their current needs
Perceptual defense people see what they want to see, avoid processing threatening stimuli
interpretation the meanings we assign to sensory stimuli
Closure principle people tend to perceive an incomplete picture as complete
Principle of similarity consumers tend to group together objects that share similar physical characteristics
the figure-gournd principle one part of a stimulus will dominate and other parts recede into the background
semiotics the field of study that studies the correspondence between signs and symbols and their roles in how we assign meanings
object the product that is the focus of the message
sign the sensory image that represents the intended meanings of the object
interpretant the meanings we derive from the sign (triangle)
index a sign that connects to a product because they share some property
symbol a sign that relates to a product by either conventional or agreed-on associations
hyperreality the process of making real what is initially simulation or "hype"
reverse product placement example of hyperreality- fictional items in a show become popular in the real world
perceptual map a vivid way to paint a picture of where consumers locate products or brands in their minds
positioning strategy uses elements of the marketing mix (product design, price, distribution, and marketing communications) to influence the consumer's interpretation of its meaning in the marketplace relative to competitors
extinction the effects of prior conditioning diminish and finally disappear
stimulus generalization the tendency of stimuli similar to a CS to evoke similar, conditioned responses
halo effect people react to other, similar stimuli in the same way they respond to the original stimulus
masked branding deliberately hiding a product's true origin
stimulus discrimination when a UCS does not follow a stimulus similar to a CS, leads to weaker reactions and will disappear
brand equity when a brand has a strong positive association in a consumer's memory and commands loyalty as a result
frequency marketing rewarding regular purchasers with prizes that get better as they spend more ex. frequent flier miles
cognitive learning theory stresses the importance of internal mental process, views people as problem solvers who actively use info from around them to master environments
observational learning when people watch the actions of others and note the reinforcements
chunking a configuration that is familiar to the person and that he or she can think about as a unit
elaborative rehearsal allows information to move from short-term memory into long-term memory, thinking about meaning and relating it to other information already in memory
activation models of memory depending on the nature of the task, different levels of processing occur that activate some aspects of memory rather than others.
associative network contains bits of related information to incoming info, organized system of concepts that relate to brand, manufacturers, etc
spreading activation activate a node and spread meaning across the network to recall concepts, such as competing brands and relevant attributes
script a sequence of events an individual expects to occur
spacing effect the tendency for us to recall printed material more effectively when the advertiser repeats the target periodically rather than in a row
decay structural changes learning produces in the brain simply go away
interference learning additional information, we displace earlier information
salience prominence or level of activation in memory
unipolar emotions those that are wholly positive or wholly negative
illusion of truth effect telling people that a consumer claim is false can make them remember it as true (McDonalds and worms)
Created by: say230
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