Save
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

IMC 301 Week 5

QuestionAnswer
Multiattribute Models of Attitudes Aijk=Sum(Bijk)(Iik)
Persuasion An active attempt to change attitudes
Psychological principles that influence people to change their minds or comply with a request reciprocity, scarcity, authority, consistency, liking, consensus
Communications model specifies that a number of elements are necessary for communication to be achieved: source, message, receivers, feedback
Source effects A message will have different effects if communicated by a different source- credibility and attractiveness
Sleeper effect a process by which differences in attitude change between positive sources and less positive sources seem to get erased over time
Types of sources expert, celebrity, average joe
Source Biases knowledge bias (implies a source's knowledge is not accurate) and reporting bias (when a source has the required knowledge, but willingness to convey it is compromised
Corporate Paradox The more involved a company appears to be in the dissemination of news about its products, the less credible it becomes
Buzz vs Hype buzz: word of mouth, viewed as authentic hype: corporate propaganda, viewed as inauthentic
Repetition mere exposure- people tend to like thing that are more familiar to them
Two-factor theory Fine line between familiarity and boredom
supportive argument presents only positive arguments
two-sided message presents positive and negative
Emotional versus rational appeals Choice depends on the nature of the product and the type of relationship that consumers have with it, recall of ad better for thinking rather than feeling ads
Sexual appeals sex draws attention to ad but may be counterproductive unless the product itself is related to sex
Humorous appeals Distraction- humorous ads inhibit the consumer from counter arguing, increasing the likelihood of message acceptance
models of attitude change cognitive dissonance, multiattribute model, persuasion
higher involvement comes from relevance to self, relevant behavior, risk, price/expense
Fixing cognitive dissonance changing a belief, adding a belief, eliminating a belief
self-perception theory assume we observe our own behavior to determine just what our attitudes are, much as we assume that we know what another person's attitude is when we watch what he or she does
balance theory how a person perceives relations among different attitude objects, and how he alters his attitudes so these remain consistent or balanced
social judgment theory people assimilate new information about attitude objects in light of what they already know or feel- form latitudes of acceptance and rejection around attitude standard (fall into zones)
fear appeals emphasize the negative consequences that can occur unless the consumer changes a behavior or an attitude
elaboration likelihood model assumes that under conditions of high involvement we take the central route to persuasion- low involvement, we take a peripheral route
central route high involvement, focus on arguments the marketer presents and generate cognitive responses, standard hierarchy of effects
peripheral route low involvement, use other cues to decide how to react to the message, low involvement hierarchy
Created by: say230
Popular Marketing sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards