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MKTG 204

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Types of Consumer Decisions Decision processes can be characterised by the amount of effort that goes into the decision each time it’s made. Consumer decisions occur on a continuum going from Habitual Behaviour to Limited problem Solving to Extensive Problem Solving.
Extended Problem Solving High-involvement purchasing decisions involving high-price, high-risk and/or infrequent, unfamiliar products, cognitive learning
Limited Problem Solving Infrequently bought, but familiar, products or a new unknown brand is available
Habitual Decision Making/Behaviour Occurs with little or no conscious effort—they are simple automatic decisions.
Habitual Decision Making Consequence Habitual decision-making allows consumers to minimise time and energy spent on purchase decisions. As a consequence, consumers can be primed to respond without conscious thought.
Perspectives on Consumer Choices Information Processing vs Constructive Processing
Information Processing Traditionally, consumer researchers have approached decision-makers from an information-processing perspective. According to this view people will carefully integrate information about a product, weigh up alternatives before arriving at a decision.
Constructive Processing The sequence of events that consumers use to evaluate the effort required to make a particular choice and then choose a strategy best suited to the level of effort required.
Purchase Momentum Occurs when impulse buying increases the likelihood that we will buy even more.
Consumers as Emotion Experiencers Consumers make many choices based on emotional responses buying products that make us ‘feel’ good. Affective Events Theory, Affect Control Theory, The Affect Infusion Model.
Affective Events Theory Experiencing an affective event can create an emotion that leads to an affect-driven attitude and behaviour. Our thoughts drive our emotions and this influences our decisions. A Fun movie that makes us laugh - buying the dvd
Affect Control Theory Explains the changes in our thoughts and behaviours to maintain our emotions vs changing to be consistent with our thoughts and behaviours. Buy a faulty iPod, outlet only offers a partial refund, rejecting the refund and complaining (maintaining anger).
The Affect Infusion Model Suggests there are four ways that consumers use to change judgement and behaviour so that they are consistent: 1. Direct access; 2. Motivated; 3. Heuristics; 4. Substantive processing.
The Affect Infusion Model: Direct Access This involves mentally accessing a pre-existing response, which often happens when the situation is familiar and doesn’t require a great deal of thinking. e.g. using stereotypes of countries when selecting luxury goods, China = bad quality
The Affect Infusion Model: Motivated This strategy involves seeking information that is guided by some pre-existing motivational goal. This strategy is also low in affective infusion. An example is looking for a fashion brand that will gain social credit with friends.
The Affect Infusion Model: Heuristic This occurs when there are no pre-existing responses or motivational goals and where there is no need for detailed consideration. Affect infusion occurs when a consumer draws on their current mood to make decisions, thus mood is a cognitive shortcut.
The Affect Infusion Model: Substantive Processing This occurs when the situation is complex, non-routine and the consumer has enough cognitive time and ability to perform the processing. This is the ‘fallback’ strategy when the other three, less effortful strategies don’t work.
The Affect Infusion Model: Substantive Processing - Example This explains why retailers play cheerful music, they can make customers feel happy at the start of their visit, they will perceive products in a more positive light and buy more— it gets them in the mood!
Consumers as Habitual Actors Consumers can make low-involvement decisions as a learned response to environmental cues in a store. E.g. Manipulating the environment can alter behaviour (e.g. layout, music). Framing the perspective (e.g. food labels, 95% fat-free vs. 5% fat).
French Exchanges Framework A useful framework to understand habitual decision-making is French’s Exchange Framework. From the framework, four types of exchange are created: Hug, Nudge, Smack, Shove
French Exchanges Framework: Hug Problem-solving strategy. (Active Reward). Providing a holiday as a reward for making a video of your brand experience
French Exchanges Framework: Smack Problem-solving strategy. (Active Punishment). Fines for late payment or loss of access to the product.
French Exchanges Framework: Nudge Habitual Strategy. (Passive Reward). Airline loyalty program.
French Exchanges Framework: Shove Habitual Strategy. (Passive Punishment). Limiting distribution channels and access to alcohol after 3am.
Consumers as Problem-solvers A consumer purchase is a response to a problem. Most consumers go through steps when they make a purchase, which we see here in the EKB model of consumer behaviour. Problem recognition, Information search, evaluation of alternatives and product choice.
Gestalt Where decisions are highly involved but the selections made cannot be explained in wholly rational terms, we consider this to be an aspect of experiential perspective, which stresses the Gestalt (or totality) of the product or service
EKB Model: Problem Recognition Occurs when a consumer perceives a significant difference between their actual state (what the consumer perceives as already existing )and ideal state (what the consumer would like). The two options are, Need recognition or Opportunity recognition.
EKB Model: Problem (Need) Recognition When the actual state moves downward
EKB Model: Problem (Opportunity) Recognition When the ideal state moves upwards.
Resolving Recognised Problems 1. The magnitude of the discrepancy or “perceived distance”. The greater the “perceived distance”, the more clearly the consumer recognises a potential need 2. The relative importance of the problem (time and money constraints)
Types of Consumer Problems ACTIVE - Aware of problem: Marketer's job to provide solution INACTIVE - Unaware of problem: Marketer's job to show there is a problem that needs fixing
EKB Model: Information Search The process by which consumers seek data. Information sources can be roughly broken down into two types: internal and external.
EKB Model: (Internal) Information Search Based on memory or prior experience. Directed learning: prior search for information. Incidental learning: passive information acquisition through ongoing exposure.
EKB Model: (External) Information Search Seek information from marketers, friends, product labels.
EKB Model: Information Search & Perceived Risk As a rule, purchase decisions that involve extensive search also entail some kind of perceived risk , or the belief that the product has potentially negative consequences.
EKB Model: Evaluation of Alternatives Consumers are likely to be faced with a number of alternative options available to satisfy their problem. Extended problem solving may carefully evaluate several brands vs Habitual decision may not consider alternatives to their normal brand.
EKB Model: Evaluation of Alternatives (Evoked Set) Alternatives actively considered during decision making (retrieval set = products already in the consumer’s memory plus those prominent in the retail environment).
EKB Model: Evaluation of Alternatives (Consideration Set) Alternatives that you would actually consider.
EKB Model: Evaluation of Alternatives (Inept Set) Products we would never consider.
EKB Model: Evaluation of Alternatives (Inert Set) Products that are not top of mind but could be considered.
Marketing Strategies (in evoked set) Maintenance strategy (Defend) Capture strategy (Provide Information) Preference strategy (Emphasise attributes!)
Maintenance Strategy When consumers in the target market purchase it habitually, the most appropriate strategy is to maintain that behaviour. Reinforcing advertising messages. For Habitual Decision Making
Capture Strategy The marketer’s objective should be to capture a large share of consumers’ purchases. Advertising in local media furnishing information about price and availability etc. Limited Decision Making
Preference Strategy Cause consumers to choose brand already within the evoked set. Develop strong attributes important to the target market. Information must be provided (information campaign). For Extended Decision Making
Marketing Strategies (not in evoked set) Disrupt strategy (Grab Attention) Intercept Strategy (Get Attention) Acceptance Strategy (Raise Awareness)
Disrupt Strategy We need to disrupt the existing pattern of decision making. Comparative advertising with strong benefit claims is often successful in breaking habitual buying. For Habitual Decision Making
Intercept Strategy Intercept consumers during their information search on the brands in evoked set. Advertising in local media, attractive package design etc. is important to attract consumers’ attention because of little information search. Limited Decision Making
Acceptance Strategy Aims to become the preferred brand – emphasise comparative difference. Advertise but don’t ‘sell’ the brand - move brand into evoked set. For Extended decision making
EKB Model: Product Choice Evaluative criteria – the dimensions used to judge the merits of competing options, or in other words, what attributes a good/great product or service should have.
Bounded Rationality Heuristics = mental rules-of-thumb, which aid speedy decisions. Consumers often form assumptions about companies, products and stores. These market beliefs then become the shortcuts that guide their decisions – whether or not they are accurate
Bounded Rationality (Shortcut examples) Higher price. Higher Price = Higher Quality. Country of Origin. Made in China = Lower Quality. Familiar Brand Names. Formed preferences through social constructs Inertia. Buying a brand out of habit
Bounded Rationality (Shortcut example, Inertia) Many people tend to buy the same brand just about every time they go to the store. This consistent pattern is due to inertia: the brand is bought out of habit merely because less effort is required.
Mental Accounting Process in which decisions are influenced by: The way the problem is posed (called framing) and Whether it is put in the terms of gain or loss (if we have paid for something, we are more reluctant to waste it)(Sunk-cost fallcy).
Loss aversion People place more emphasis on the loss than any gains (e.g., losing money is more unpleasant than gaining money is pleasant).
Prospect theory Utility is a function of gains and losses. Risk differs when the consumer faces options involving gains versus those involving losses.
Outlet Choice vs Brand (product) Choice Brand first, retail outlet second - Example: marketing around product features, image. Retail outlet first, brand second - Example: store sale catalogue. Brand and retail outlet simultaneously
Retailing Format Low-involvement purchases: Convenience stores, Vending machines, Online shopping, Mass-merchandising retailers. High-involvement purchases: Specialty and department stores, More complex purchase
Corporate Social Responsibility (CSR) The processes that encourage organisations to make a positive impact on the various stakeholders in their community including consumers, employees and the environment
Cause-related Marketing (CRM) Is a mutually beneficial collaboration between a corporation and a nonprofit designed to promote the former's sales and the latter's cause.
Corporate Social Marketing Using marketing techniques to encourage positive activities (e.g. exercise) and to discourage negative activities (e.g. drink driving).
Behaviour and Social Change For the most part, social change is thought to depend upon values and attitudes (the A), which are believed to drive the kinds of behaviour (the B) that individuals choose (the C) to adopt.
Brand Activism A value-driven strategy in which a brand adopts a non-neutral stance on institutionally contested socio-political issues to create social change and marketing success.
Social Transformations Instead of simply responding to such research activity, companies can play a proactive role in investigating problems and searching for solutions.
Political Transformations Policy and politics have to advance the institutional framework in such a way that it either encourages the purchase, use and post-use of more sustainable products or discourages the purchase of conventional ones.
Market-Based Transformations Innovators extend the business case for sustainability marketing. Instead of simply responding to consumer wants and needs, innovators attempt to shape them.
Choice Giving By developing new sustainable products and services - innovators give consumers a choice to behave in more sustainable ways.
Choice Influencing Shaping demand and changing consumer perceptions.
Choice Editing Controlling or limiting the choices available to consumers.
Consumer Activism Consumers become activists when they promote the rights, consciousness and interests of consumers.
Addictive Consumption Consumer addiction – a physiological and/or psychological dependency on products or services.
Materialism A value system that is preoccupied with possessions and the social image they project
Consumerism A moral doctrine, conspicuous, economic, and political ideology that encourages the acquisition of goods and services in ever-increasing amounts. Propels the insatiable belief that we need what we do not have.
The Circular Economy There are two categories of customers - consumers (biological materials) and users (technical materials). In the technical cycle, the closer the loop is to the user, the more profitable the action.
Mindful Consumption and sustainability insight Mindful consumption is “consciousness in thought and behaviour of the consequences of consumption”. Greater awareness of both the self and ecosystem could dampen the effects of unsustainable practices.
Anti-Consumption and sustainability insight Choose to avoid and not consume products that are incompatible with their beliefs or ideology. Using Rejection, Restriction and Reclamation. To satisfy consumer needs and address consumption practices that cannot be outright rejected.
Responsible Consumption and sustainability insight Consumers are “socially conscious” when they consider the public consequences of their private consumption and attempt to use purchasing power to bring about social change. Consumers become more aware of negative effects of consumption.
Sustainable Consumption Responsible Consumption, Anti-Consumption and Mindful Consumption
Influences on Consumption Behaviour Social and Structural Contexts (Social norms and influence of family/friends), Purchase Factors (purchase value and frequency), Marketing Factors (perceived benefits and costs) and Consumer Factors (demographics and values)
Stages of Consumption Process Recognition of want/need, Information search and alternative evaluation, Purchase, Consumption of product, Post-use behaviour.
Why are Marketers interested in sustainability? We’re all in this together (moral), Social trend – citizens are asking businesses to take responsibility (financial/economic), Reputation (financial/economic)
Culture Effects Marketing Strategy Language (translation of campaigns), Customs (adaption of products and ads), Religion (Appropriate products/ads)
Worldview A worldview combines beliefs, assumptions, attitudes, values, and ideas to form a comprehensive model of reality - this is held by individuals and groups.
Microcultures Regional, Genders, Age-based, Generational, ethnic etc
Hofstede's Cultural Dimensions Individualistic/Collectivistic, Masculine/Feminine, Uncertainty Avoidance, Power Distance, Time Perspective, Indulgence/ Restraint.
Global Consumer Culture Standardised Strategy - Etic Perspective: focuses on commonalities across cultures. Localised Strategy - Emic Perspective: stresses variations across cultures.
Cultural Movement (Co-optation) It is common for mainstream culture to modify symbols and present these to a larger audience. As this occurs, cultural products undergo a process of co-optation, where their original meanings are transformed by outsiders.
Cultural Movement ( Cultural Selection) Consumers may at times feel overwhelmed by the sheer number of choices in the marketplace. The selection of certain alternatives over others is the culmination of a complex filtration process resembling a funnel.
Cultural Formulae A sequence of media events in which certain roles and props tend to occur consistently.
Cultural Gatekeepers People who help determine which stories make it to the public Such as reporters who decide what sources to use, and editors who pick what gets published and which stories make it to the front page.
Formal Gatekeepers Casting directors, Radio programmers, Textbook authors, etc.
Informal Gatekeepers Opinion leaders, Friends, Spouse, etc.
Cultural Production Systems (CPS) The set of individuals and organisations responsible for creating and marketing a cultural product is a culture production system (CPS). The nature of these systems helps to determine the types of products that eventually emerge from them.
Cultural Production Systems - Major Subsystems Creative subsystem, Managerial subsystem and Communications subsystems.
Cultural Production Systems - Creative Subsystems Responsible for generating new symbols and/or products. (e.g. Beyonce)
Cultural Production Systems - Managerial Subsystems Responsible for selecting, making tangible, mass producing, and managing the distribution of new symbols and/or products. (e.g. Columbia Records)
Cultural Production Systems - Communications Subsystems Responsible for giving meaning to the new product and providing it with a symbolic set of attributes that are communicated to consumers. (e.g. ad agency)
Socialisation and the Types of Socialisation The social learning of beliefs and behaviour. Primary socialisation = intimate contact (family and peer group) Secondary socialisation = formal situations, which are not personal (school, the mass media and the workplace).
Culture of Consumption Consumer culture can be broadly defined as social status, values and activities and are centred on the consumption of goods and services.
Norms Rules dictating what is right or wrong, acceptable or unacceptable. Norms are derived from cultural values
Enacted Norms Norms explicitly decided on. e.g. green lights mean ‘go’.
Crescive Norms Norms embedded in a culture. e.g. Customs - a norm handed down from paste generations that controls basic behaviours
Culture The accumulation of shared meanings, rituals, norms and traditions among the members of an organisation or society. A society’s personality.
Culture and Marketing Co-Creation Marketing practices effect culture and Culture effects marketing practices.
Opinion Leadership Opinion leaders filter, interpret or provide information for individuals within groups. People who are knowledgeable about products and who are able to influence others’ attitudes or behaviours.
Social Power and Types of Social Power The capacity of one person to alter the actions or outcome of another. The capacity of one person to alter the actions or outcome of another. Referent power, Legitimate power, Reward power, Information power, Expert power, Coercive power.
Referent Power When a person admires a person or group and tries to imitate them.
Legitimate Power Granted to people by virtue of social agreements. e.g. authorities
Reward Power When a person or group has the means to provide positive reinforcement.
Information Power Power from merely possessing valuable information that others do not have access to (e.g. consumer-generated content)
Expert Power Power based on possessing specific knowledge about a content area.
Coercive Power Influence through social or physical intimidation.
Social Identity Theory Social identity theory argues that each of us has several ‘selves’ that relate to groups. These linkages are so important that we think of ourselves not just as ‘I’, but also ‘we’.
Social Identity An individual’s sense of who they are, based on their group membership(s), i.e. provide a sense of belonging to the social world.
The Three Forms of Reference Group Influence Informational Influence, Normative Influence, and Value-expressive Influence.
Informational Influence When behaviours and opinions of reference groups are used as potentially useful pieces of information.
Normative Influence When an individual fulfils group expectations to gain a direct reward or avoid a punishment.
Value-Expressive Influence When an individual uses perceived group norms and values as a guide for their own attitudes or values.
Types of Groups Smaller Groups - Normative Influence, The reference group helps to set and enforce fundamental standards of conduct (e.g. family). Larger Groups - Comparative Influence, When decisions about specific brands or activities are affected (e.g., a club)
Types of Reference Groups Aspirational Groups - Comprise idealised figures such as successful business people, athletes or performers. Dissociative Group - Groups that consumers wish to avoid being associated with (e.g. ‘nerds’ or ‘druggies’).
Reference Group An actual or imaginary individual or group conceived of having significant relevance to an individual’s evaluations, aspirations, or behaviour.
Group Influences Almost all consumer behaviour takes place in a group setting. Groups serve as one of the primary agents for consumer socialisation and learning
Contextual Effects on Buying Physical surroundings, Social surroundings, Temporal, Antecedent states, Task definition, Shopping Orientation.
Contextual Effects on Buying: Physical Surroundings Dimensions of the physical environment, such as decor, odour and temperature, can significantly influence consumption.
Contextual Effects on Buying: Social Surroundings The presence of other customers can be both positive and negative. Thus, it is important to distinguish between density (number) and crowding (negative). Customers can serve as a store attribute, because people tend to shop where other shoppers are.
Contextual Effects on Buying: Temporal Temporary affects such as economic time, seasonal availability and convenience. It is important for marketers to understand the fluidity of time because people are more likely to be in a consuming mood at some times compared to others.
Contextual Effects on Buying: Task Definition The usage purpose for which consumers purchase a good or service. For instance, people behave differently and buy different products when purchasing a gift compared to purchasing for themselves.
Contextual Effects on Buying: Shopping Orientation A consumer’s general attitudes and motivations regarding the act of shopping. Utilitarian reasons: functional or tangible reasons. Hedonic reasons: pleasurable or intangible reasons.
Antededent States If it feels good, buy it. Pleasure and Arousal determine if a shopper will react positively or negatively to a consumption environment.
Post-Purchase Outcomes Marketers measure the success of their strategies using 3 key outcomes: customer satisfaction customer value brand loyalty Marketers also consider disposal – the ease of disposal or the impact upon the environment.
Post-Purchase Outcomes: Consumer Satisfaction Determined by the overall feelings, or attitude, a person has about a product after it has been purchased. Evaluation of a purchase is defined by perceived performance relative to expectations
Post-Purchase Outcomes: Acting on Dissatsfaction Voice Response: Consumer can appeal directly to the retailer (e.g., a refund). Private Response: Express dissatisfaction to friends and/or boycott the store. Third-Party Response: The consumer can take legal action against the merchant.
Post-Purchase Outcomes: Acting on Satisfaction Brand loyalty: Implies A Psychological Commitment To The Brand. When a customer prefers your brand AND buys it regularly expressed over time. Double jeopardy = dominant brands in a have higher market shares and higher loyalty than less popular brands
Product Disposal and Marketing Strategy Disposal may need to occur before a new purchase is made (e.g. recycling program). Second-hand markets can be created. When buying a product, disposal modes can become an evaluative criteria. Good for the environment!
Product Stewardship Businesses taking responsibility for the products they make, sell and buy so they’re not ending up in landfill.
Created by: teetui101
 

 



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