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MRKT 310 Test 1
| Question | Answer |
|---|---|
| CH1: : A set of value-seeking activities that take place as people go about addressing their real needs | Consumer behavior |
| CH1: Specific desire representing a way a consumer may go about addressing a recognized need | Want |
| CH1: The acting out of the decision to give something up in return for something perceived to be of greater value | Exchange |
| CH1: The negative results of consumption experiences | Costs |
| CH1: The positive results of consumption experiences | Benefits |
| CH1: The process by which consumers use and transform goods, services, or ideas into value | Consumption |
| CH1: : Is the study of production and consumption o. Seeing how something performs, state of the economy, etc are all important things to deal with and consider with consumer behavior | Economics |
| CH1: The study of human reactions to their environment o. Explain the thoughts feeling and behaviors that represent human reaction | Psychology |
| CH1: Psychological factors that influence consumer behavior o. Ex: purchase behavior, social influence | Social Psychology |
| CH1: – study of the intricacies of mental reactions involved in info processing | Cognitive Psychology |
| CH1: study of central nervous system including brain mechanisms associated with emotions. Can show how various parts of the brain react to different stimuli to create better products, advertisements, etc to better consumer approach | Neuroscience |
| CH1: – multitude of value-producing seller activities that facilitate exchanges between buyers and sellers, including producting, pricing, promotion, distribution, and retailing | Marketing |
| CH1: - study of groups of people in society: consumption that takes place within a group/how group consumption affects group behavior is how it relates to CB | Sociology |
| CH1: the field of study involving interpretation of relationships between consumers and the things they purchase, the products they own, and the activities in which they participate. The symbolic meaning behind our possessions | Anthropology |
| CH1: regulation aimed at protecting European consumers privacy including a “right to be forgotten” requiring erasure of personal data | General Data Protection Regulation (GDPR) |
| CH1: doing business in which the actions and the decision making of an institution prioritize consumer value and satisfaction above all other concerns | Consumer (Customer) Orientation |
| CH1: an organizational culture that embodies the importance of creating value for customers among all employees. They listen to consumers and watch competitors to stay competitive and healthy in the market | Market Orientation |
| firms recognize it is more than the buyer and seller involved, but primary and secondary stakeholders that affect and are affected by the value creation process | Stakeholder Marketing |
| Marketers interact with customers on a regular basis and give them solid reasons to maintain a bond with a company over time | Relationship Marketing |
| - direct contacts between the firm and a consumer. Ex: – email, phone calls, face to face, online, social media, etc | Touchpoints |
| explains why companies succeed or fail: the firm goes about obtaining resources from consumers in return for the value the resources create. In short, making sure that companies emphasize their value so that consumers keep giving them money/time/etc | Resource Advantage Theory |
| a part or tangible feature, pf a product that potentially delivers a benefit of consumption | Attribute |
| a potentially valuable bundle of benefits | Product |
| same basic product is offered to all customers o Ex - Coca-Cola: use mass marketing and does not really have a specific target audience | Undifferentiated Marketing |
| innovation is geared towards making the production process as efficient and economical as possible. Aka serving customers with minimum costs Ex - Costco does this by having their stores act as both stores and warehouses | Product Orientation |
| - firms that serve multiple marketing segments, each with a unique product offering Ex – Anheuser-Bush has lines like Ultra and Budweiser that appeal to different consumers | Differentiated Marketers |
| type of marketing where a different product is offered to each individual customer, so each customer is treated as a segment of one Ex – Selling someone a computer based on what they need it for (school, data entry, graphic design, etc.) | One-to-One Marketing |
| a firm that specializes in serving one market segment with a particularly unique demand of interests. A company that only makes putters for golfers | Niche Marketing |
| means for gathering data in a relatively unstructured and nonquantified way, including case analysis, clinical interviews, and focus group interviews | Qualitative Research Tools |
| data that requires researchers' subjective opinion to interpret meaning | Research Dependent |
| : Qualitative Research, Phenomenology, Ethnography, Netnography | Interpretive Consumer Research |
| Relies on interpretation of the lived experiences | Phenomenology |
| Relies on Interpretation of Artifacts to draw conclusions about consumption | Ethnography |
| A branch of ethnography that studies the behavior of online cultures and communities | Netnography |
| Gathers numerical and quantifiable data | Quantitative Consumer Research |
| term used to represent massive amounts available to companies, which can be used to predict customer behaviors | Big Data |
| application of statistical tools to discover patterns in data to predict consumer behavior | Predictive Analytics |
| the automatic recording of data from everyday products that signal consumers patterns of behavior | Internet of Things |
| the application of AI to automate tasks otherwise performed by humans | Machine Learning |
| – the global consumer trend toward rental (temporary usage for hire) rather than ownership or rather than doing the task yourself o Ex – Companies like Airbnb and Uber offering this service in leu of doing it themselves | Sharing Economy |
| – rental transaction activity that is consumer to consumer rather than business to consumers o Ex – Airbnb, Uber, etc | Collaborative Consumption |
| 80/20 Rule | 20% of consumers account for 80% of sales |
| READ THE REST OF CHAPTER 1 CONCEPTS | |
| CH 2: consumer behavior theory that illustrates factors that shape consumption-related behaviors and ultimately determine the value associated with consumption | Consumer Value Framework |
| CH 2: systematic information management system that collects, maintains, and reports detailed information about customers to enable a more customer-oriented managerial approach | Customer Relationship Management (CRM) |
| CH 2: degree of connectedness between a consumer and a retailer | Relationship quality |
| CH 2: organizations efforts and resources applied toward value creation | Service |
| CH 2: things that go on inside the mind and heart of the consumer or that are truly a part of the consumer psychologically | Internal Influences |
| CH 2: thinking or mental processes that go on as we process and store things that can become knowledge | Cognition |
| CH 2: feelings associated with objects or activities | Affect |
| CH 2: characteristic traits of individuals, including demographics, personality, and lifestyle | Individual differences |
| CH 2: social and cultural aspects of life as a consumer | External influences |
| CH 2: - the point when a shopper moves from passive to active and seeks out exchange alternatives | Zero moment of truth |
| CH 2: - elements that specifically deal with the way other people influence consumer decision making and value | Social environment |
| CH 2: a personal assessment of the net worth one obtains from making a purchase, or the enduring belief that a specific mode of conduct is personally or socially preferable to another mode of conduct | Value |
| CH 2: gratification derived because something helps a consumer solve a problem or accomplish some task | Utilitarian value |
| CH 2: value derived from the immediate gratification that comes from some activity | Hedonic value |
| a planned action toward a goal | Strategy |
| way a company goes about creating value for customers | Marketing strategy |
| the ways marketing strategy is implemented; involves price, promotion, product, and distribution decisions | Marketing tactics |
| way a firm is defined and its general goals | Corporate strategy |
| a common condition in which a company views itself in a product business rather than a value- or benefits-producing business. In this way, it is short sighted. | Marketing Myopia |
| actual physical product purchased plus any services such as installation and warranties necessary to use the product and obtain its benefits | Augmented product |
| - business practice wherein companies operate with the understanding that products provide value in multiple ways | Total value concept |
| the realization that a consumer is necessary and must play a part in order to produce value | Value co-creation |
| captures the notion that today's consumers extract value more from immediacy and virtual connections than from ownership or networks of family and friends | Liquid consumption |
| a combination of product, price, distribution, and promotion developed to satisfy a particular target market | Marketing Mix |
| identified segment or segments of a market that a company serves | Target Market |
| separation of a market into groups based on the different demand curves associated with each group | Market Segmentation |
| - degree of sensitivity the consumer has to changes in some product characteristic | Elasticity |
| positive relationship between price and quantity | Backward (upward) sloping demand |
| - marketplace condition in which consumers do not view all competing products as identical to one another | Product differentiation |
| way a product is perceived by a consumer | Product positioning |
| the tool used to graphically depict the positioning of competing products | Perceptual map |
| - positioning a firm far away from competitors' positions so that it creates an industry of its own and, at least for a time, isolates itself from competitors | Blue Ocean Strategy |
| combination of product characteristics that provide the most value to an individual consumer or market segment | Ideal point |
| a perceptual mapping technique involving more than two dimensions used to identify uncontested market space | Strategy canvas |
| approximate worth of a customer to a company in economic terms; overall profitability of an individual consumer | Consumer lifetime value |
| Value Equation | Value = what you get - what you give |
| GO THROUGH THE REST OF CH2 CONCEPTS | |
| CH 3: a consumer's awareness of and interpretation of reality | Perception |
| CH 3: the process of bringing some stimulus within proximity of a consumer so that the consumer can sense it with one of the five human senses | Exposure |
| CH 3: : a consumer’s immediate autonomic response to a stimulus | Sensation |
| CH 3: a type of marketing actively seeking to engage customers’ sense as a primary aspect of the value proposition | Sensory Marketing |
| CH 3: : the purposeful allocation of information-processing capacity toward developing an understanding of some stimulus | Attention |
| CH 3: an immediate response to stimuli that have come into contact with one of consumer’s five senses - Sight, Smell, Touch, Taste, Sound | Sensing |
| CH 3: a theory that suggests that bodily sensations influence thoughts and meaning independent of effortful thinking | Grounded Cognition |
| CH 3: a process by which the human brain assembles sensory evidence into something recognizable | Cognitive Organization |
| CH 3: when a stimulus has characteristics that consumers readily recognize it as belonging to some specific category | Assimilation |
| CH 3: when stimulus shares some but not all the characteristics of it fitting into an existing category | Accommodation |
| CH 3: when stimulus do not share enough in common with existing categories to allow categorization | Contrast |
| CH 3: reactions can be both physical and mental to different stimuli | Reacting |
| CH 3: giving humanlike characteristics to inanimate objects Example: Geico gecko | Anthropomorphism |
| CH 3: consumers selection of what they attend to, and what they expose themselves to | Selective perception |
| CH 3: exposing oneself to only a small portion of stimuli | Selective exposure |
| Involves paying attention to only certain stimuli | Selective attention |
| consumers interpret information in ways that are biased according to previous beliefs | Selective distortion |
| the way the human brain deals with low-strength stimuli that has no conscious awareness | Subliminal Processing |
| minimum strength of a stimulus that can be perceived | Absolute threshold |
| a behavior change induced by subliminal processing | Subliminal persuasion |
| how much stronger a stimulus has to be relative to another so someone can notice the two aren’t the same Example: Stereo volume | Just Noticeable Difference (JND) |
| law that states when the intensity of the initial stimulus increases, a consumer's ability to detect differences between two levels of the stimulus decreases | Weber's Law |
| the transfer of meaning between objects that are similar only by accidental association EX: Mayo Clinic and Mayo the spread | Mere Association Effect |
| the attention that is automatic, meaning beyond the conscious control of the consumer | Involuntary Attention |
| a natural response to a threat from the environment | Orientation Reflect |
| The personal relevance toward, or interest in, a particular product | Involvement |
| : Intentional (paid) insertions of branded products within media content not otherwise seen as advertising | Product (Brand) Placement |
| The learning process that focuses on deliberative cognitive processes associated with comprehension and how these precipitate behavioral changes. | Information Processing (Cognitive Perspective) |
| The change in behavior that occurs simply through associating some stimulus with another stimulus that naturally causes some reaction - A type of unintentional learning | Classical Conditioning |
| An object or event that does not cause the desired response naturally but that can be conditioned to do so by pairing with an unconditioned stimulus | Conditioned stimulus |
| The response that occurs naturally as a result of exposure to an unconditioned stimulus | Unconditioned response |
| - The response that results from exposure to a conditioned stimulus that was originally associated with the unconditioned stimulus | Conditioned response |
| The type of learning in which behavioral response can be conditioned through reinforcement - either punishment or reward associated with undesirable or desirable behavior (ex: Jim from office) | Instrumental Conditioning |
| The reinforcers that take the form of a reward. | Positive reinforcers |
| The stimuli that occur solely in the presence of a reinforcer | Discriminative stimuli |
| Ivan Pavlov came up with a method that states that behaviors are learned by connecting a neutral stimulus with a positive one. | Pavlov's Clasical Conditioning |
| The type of learning in which a behavioral response can be conditioned through reinforcement. Both positive reinforcements and negative stimuli/reinforcements | Instrumental Conditioning |
| The process through which a desired behavior is altered over time, in small increments. Ex. A major credit card company might shape its consumers' behaviors by offering customers “cash-back” incentives if they spend a certain amount each month | Shaping |
| The stimuli that decrease the likelihood that a behavior will persist. Ex. Sending a student to detention for drawing on school property. | Punishers |
| : The process through which behavior ceases due to a lack of reinforcement. Ex. if a passenger learns that yelling at check-in personnel no longer gets her upgraded to first class, she will probably stop that behavior. | Extinction |
| Occurs when behavior is modified through intuitive processes without any effortful allocation of cognitive processing capacity toward that stimulus. Consumers simply sense and react (or respond) to the environment. Learn without trying to learn. | Unintentional learning |
| set out to deliberately learn information devoted to a certain subject. Try to learn. | Intentional learning |
| The theory of learning that focuses on changes in behavior due to association without great concern for the cognitive mechanics of the learning process | Behaviorist approach to learning |
| - The learning perspective that focuses on deliberative cognitive processes associated with comprehension and how these precipitate behavioral changes | Information processing (or cognitive) perspective |
| A intuitive psychological process that motivates consumers to complete sets, whether the sets are real or imagined | Pseudo-set framing |
| The ways consumers can be influenced through subtle stimuli that do not involve deep and intentional cognitive processing | Nudge Marketing |
| The stimulus with which a behavioral response is already associate | Unconditioned stimulus |
| GO THROUGH CONCEPTS OF CH3! | |
| CH4: an acronym for price matching guarantee | PMG |
| CH4: the tangible elements or the parts of a message that can be sensed | Physical characteristics |
| CH4: the thoughts that further support a message | Support arguments |
| CH4: the thoughts that contradict a message | Counterarguments |
| CH4: : the extent to which a source is considered to be both an expert in a given area and trustworthy | Credibility |
| CH4: the theory that suggest that a decision, or argument, can be framed in different ways and that the framing affects risk assessments consumers make | Prospect theory |
| CH4: the cognitive process in which context or environment activates concepts and frames thoughts and therefore affects both value and meaning | Priming |
| CH4: in a consumer context, an ad claim that is not literally true but figuratively communicates a message | Metaphor |
| CH4: interpretation/understanding a consumer develops about some attended stimulus based on the way a meaning is assigned | Comprehension |
| CH4: theoretical work that explains ways in which communications convey meaning beyond the explicit/obvious interpretation | Signal Theory |
| CH4: A preferred ratio of objects that is equal to 1.62 to 1.00 | Golden Section |
| CH4: the extent to which a message is internally consistent and fits surrounding info | Message Congruity |
| CH4: An object intended to capture attention : the focal part of any message | Figure |
| CH4: : background of the message | Ground |
| CH4: : notion that each message can be separated into focal point (figure) and the background (ground) | Figure-Ground Distinction |
| use of expressions intended to send a nonliteral meaning | Figurative Language |
| A source influences comprehension to varying degrees based on characteristics | Message Source |
| convey a sense of likeability through use of influencers | Likeability |
| similar to likeability | Attractiveness |
| amount of knowledge a source is perceived to have about a subject | Expertise |
| measurement of honesty/unbiased the source is perceived to be | Trustworthiness |
| extent to which a message meshes well together | Congruence |
| Well-educated consumers are more likely to comprehend a message | Intelligence/Ability |
| provides a way for stimuli to be comprehended | Prior Knowledge |
| involved consumers show a better recall of product info than consumers with lower levels of involvement | Involvement |
| process by which continuous exposure to a stimulus affects the comprehension of, and response to, the stimulus | Habituation |
| : level of a stimulus to which a consumer has become accustomed | Adaptation level |
| beliefs about what will happen in some future situation | Expectations |
| limits of a consumer's ability to hear, see, smell, taste, and think | Physical limits |
| some people are left brain dominant (verbal processors - words), others are right brain dominant (visual processors - images) | Brain Dominance |
| : the amount of info available for a consumer to process within a given environment | Information Intensity |
| meaning of something is influenced (perceived differently) by the info environment - The same event can produce mult. meanings depending on how the info is presented | Framing |
| type of media by which consumers encounter a message | Message Media |
| level to which we are thinking about something using a concern or an abstract mindset | Construal Level Theory |
| : amount of time a consumer has to process a message and the point in time at which the consumer receives the message | Timing |
| The psychological process by which knowledge is recorded. | Memory |
| the theory that explains memory as utilizing three different storage areas within the human brain. | Multiple stores theory of memory |
| an area in memory where a consumer stores things exposed to one of the 5 senses | Sensory memory |
| Sensory--- storage of visual information in sensory memory and the idea that things are stored with a one-to-one representation with reality. | Iconic storage |
| Sensory--- storage of auditory information in sensory memory | Echoic storage |
| Sensory---interpretations created by the way some object feels. | Haptic perception |
| the storage area in the memory system where information is stored while it is being processed and encoded for later recall | Workbench (working) memory |
| Workbench (working) memory---process by which information is transferred from workbench memory to long-term memory for permanent storage. | Encoding |
| Workbench (working) memory---process by which information is transferred back into workbench memory for additional processing when needed. | Retrieval |
| repository for all information that a persona has encountered | Long-term memory |
| Long-term memory---type of coding wherein stimuli are converted to meaning that can be expressed verbally. | Semantic coding |
| Long-term memory---mental path by which some thought becomes active. | Memory trace |
| Long-term memory--- way cognitive activation spreads from one concept (or node) to another. | Spreading activation |
| : when a thought is kept alive in short-term memory by mentally repeating the thought. | Repetition |
| coding that occurs when two different sensory traces are available to remember something. | Dual coding |
| when information from long-term memory is placed on the workbench and attached to the information on the workbench so the consumer can recall that information later | Meaningful encoding |
| grouping stimuli by meaning so that multiple stimuli can become one memory unit. | Chunking |
| single memory unit. | Chunk |
| Other things are vying for processing capacity when consumer rehearses information. | Cognitive inference |
| The reconstruction of memory traces into a formed representation of what they are trying to remember or process. | Response generation |
| a small piece of coded information that helps with the retrieval of knowledge | Tag |
| The unintentional but recurrent memory of long-ago events that are spontaneously triggered. ○ Are not evoked by the environment. | Rumination |
| a yearning to relive the past that can produce lingering emotions. | Nostalgia |
| The extent to which a consumer continues processing a message even after an initial understanding is achieved. | Elaboration |
| the process by which people imagine themselves somehow associating with a stimulus that is being processed | Personal elaboration |
| The network of mental pathways linking knowledge within memory. ○ Sometimes referred to as semantic network. | Associative network |
| The cognitive components that represent facts. | Declarative knowledge |
| concepts found in an associative network. | Nodes |
| representations of the association between nodes in an associative network. | Paths |
| A portion of an associative network that represents a specific entity and thereby provides it with meaning | Schema |
| within a schema. ■ The single best representative of some category. ■ A schema for something that really exists | Exemplars |
| schema that is the best representative of some category that is not represented by an existing entity | Prototype |
| schema representing an event | Script |
| memory for past events in one’s life. | Episodic memory |
| cognitive representation that gives a specific type of person meaning. | Social schema |
| another word for social schema. | Social stereotype |
| idea that one’s individual identity is defined in part by the social groups to which one belongs. | Social identity |
| GO THROUGH CONCEPTS FOR CH4! | |
| CH5: A variable that changes the nature of the relationship between two other variables. Exp. You are going to buy something, but prior knowledge has a different influence. | Moderating Variable |
| CH5: The extent of a consumer's interest and effort put in for purchasing a product or brand | Product Involvement |
| CH5: The personal relevance of shopping activities | Shopping Involvement |
| CH5: – A temporary interest in some imminent purchase situation. | Situational Involvement |
| CH5: An ongoing interest in some product or opportunity | Enduring Involvement |
| CH5: A type of deep personal interest that evokes strongly felt feelings. | Emotional Involvement |
| CH5: The school of thought proposes that specific types of appraisal thoughts can be linked to specific types of emotions. | Cognitive Appraisal Theory |
| CH5: focuses on the future and can elicit anticipatory emotions like hopefulness or anxiety | Anticipation appraisal |
| CH5: reviews responsibility for events and can evoke consequential emotions like gratefulness, frustration, guilt, or sadness | Agency appraisal |
| CH5: considers how fair some event is and can evoke emotions like warmth or anger | Equity appraisal |
| CH5: considers how something turned out relative to one’s goals and can evoke emotions like joyfulness, satisfaction, sadness, or pride | Outcomes appraisal |
| CH5: The evaluations in which the value of a target is influenced in a consistent way by one’s mood | Mood-Congruent Judgments |
| CH5: – The way a consumer thinks about the self as either an independent person or an interdependent self within a network of others | Consumer Self-Construal |
| CH5: The feeling a consumer has about a particular product or activity. This is often expressed as tone or liking | Consumer Affect |
| CH5: – Recording responses based on either automatic visceral reactions or neurological brain activity | Autonomic Measures |
| CH5: technology that allows for the measurement and analysis of eye movements and gaze points of an individual as they look at a visual stimulus, such as a computer screen, a webpage, a video, or physical objects. | Eye tracking technology |
| CH5: – Represents the degree to which one feels happy or pleased. | Pleasure |
| CH5: Represents the degree to which one feels energized, excited or interested. | Arousal |
| CH5: Represents the degree that one feels in control of the environment | Dominance |
| CH5: key touch points to marketers | Omnichannel: Face to face, phone, online, mobile apps |
| CH5: - the extent to which a consumer shows outward behavioral signs and obvious reactions to emotional experiences | Emotional expressiveness |
| the awareness of the emotions experienced in a given situation and the ability to control reactions to these emotions. | Emotional intelligence |
| An extremely high emotional involvement in which a consumer is engrossed in an activity | Flow |
| emotion-evoking images in advertising and packaging can contribute to better recall | Emotional effect on memory |
| memories of pervious life, meaningful events in one’s life | Autobiographical memories |
| : The extent that a consumer's mood can be controlled, Consumers will remember information better when the mood they are currently in matches the mood they were originally exposed to the information | Mood-Congruent Recall |
| The emotions that become stored as a part of the meaning for a category (a schema), Helps provide meaning | Schema-based Affect |
| Employees who most carefully manage their own personal appearance as a requisite to performing their job well, and fitting what managers see as the stereotype for their particular company’s service (Example: flight attendants) | Aesthetic Labor |
| The effort put forth by service workers who must overtly manage their own emotional displays as a part of the requirements of the job. o Example: flight attendants must calm passengers o Example: nurses must calm patients | Emotional Labor |
| The extent to which an emotional display by one person influences the emotional state of a bystander. | Emotional Cognition |
| Consumers feel uneasy about buying things that others have previously touched. o Consumers will often reach to the back of the shelf to grab the product in the back | Product Contamination |
| Procedures that search online sources and social media to try to match sentences or phrases to consumer feelings. * Including AI | Sentiment Analysis |
| The inner reasons or driving forces behind human actions that drive consumers to address real needs | Motivations |
| The way the body naturally reacts in a way so as to maintain a constant, normal bloodstream | Homeostasis |
| The motivations aimed at changing the current state to a level that is more ideal, not at simply maintain the current state | Self-Improvement |
| A theory that puts forward the notion that consumers orient their behavior either through a prevention or promotion focus. | Regulatory Focus |
| pursuing a degree during retirement | Self-actualization |
| Posting achievements in online gaming | Esteem |
| Fitting in with college group | Belongness and love |
| Gated apartment complex | Safety and Security |
| Dining on ramen noodles in the dorm | Physiological needs |
| the drive to acquire products that can be used to accomplish something. | Utilitarian motivation |
| The drive to experience something personally (emotionally) gratifying. | Hedonic motivation |
| The degree of personal relevance a consumer finds in pursuing value from a particular category of consumption | Consumer involvement |
| Brand-related activities performed by the consumer, including purchasing, that help create value for the brand | Consumer engagement |