Buying and Disposing Flashcards

1
Q

Issues Related to Purchase and Postpurchase Activities

A

A consumer’s choices are affected by many personal factors…and the sale doesn’t end at the time of purchase

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1
Q

Situational Effects on Consumer Behaviour - Consumption situation

A

Defined by contextual factors over and above characteristics of the person and the product
We tailor our purchases to specific occasions
-The way we feel at a particular time affects what we buy or do
-Situational self-image (“Who am I right now?”)
Identifying usage situations

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2
Q

Situational Effects on Consumer Behaviour -Physical and Social Surroundings

A

Affect a consumer’s motives for product usage and product evaluation
-Décor, odors, temperature
-Co-consumers as product attributes
*Large numbers of people = arousal
*Interpretation of arousal: density vs. crowding
*Type of consumer patrons matters
*consumer contamination

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3
Q

Situational Effects on Consumer Behaviour -Temporal Factors (Economic Time)

A

Economic time
-Time style: Consumers try to maximize satisfaction by dividing time among tasks
-Time poverty
*One-third of Canadians feel rushed
*Marketing high tech innovations allow us to save time
*Polychronic activity/multitasking

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4
Q

Temporal Factors (Psychological Time)

A

-Psychological time: Consumers’ perception of time
*Flow time
*Occasion time
*Deadline time
*Leisure time
*Time to kill

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5
Q

Temporal Factors (Psychological Time) dimensions

A

Four dimensions of time:
-social dimension
-temporal orientation dimension
-planning orientation dimension
-polychronic orientation dimension

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6
Q

Queuing Theory

A

Queuing theory: mathematical study of waiting lines
-Waiting for product = good quality
-Too much waiting = negative feelings
-Marketers use “tricks” to minimize psychological waiting time

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7
Q

Antecedent States: If it feels good…

A

Antecedent states: Mood/physiological condition influences what we buy and how we evaluate product
-Pleasure and arousal
-Mood congruency
*Mood biases judgments of products/services
*Moods are affected by store design, music, TV programs

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8
Q

Shopping: Job or Adventure?

A

-Social motives for shopping are important
*Shopping for utilitarian or hedonic reasons
*Women “shop to love,” while men “shop to win”
-The reasons we shop are more complex than may appear on the surface!

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9
Q

Reasons for Shopping

A

-Vary by product category, store type, and culture
-Hedonic reasons include:
Social experiences
Sharing of common interests
Interpersonal attraction
Instant status
The thrill of the hunt
Group pressure

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10
Q

Shopping Orientation

A

Several shopping types:
Economic consumer
Personalized consumer
Ethical consumer
Apathetic consumer
Recreational shopper
Think about it: What kind of shopper are you?

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11
Q

E-commerce: Clicks vs. Bricks

A

-E-commerce reaches customers around the world, but competition increases exponentially
-Benefits: Good customer service, technology value allows for short runs of products, other services
*“See it On” virtual service
*pretailing
-Limitations: Security/identity theft concerns, actual shopping experience, large delivery/return shipping charges

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12
Q

Social Shopping

A

Defined as an emerging form of e-commerce that allows an online shopper to simulate the experience of shopping with others in a bricks-and-mortar store.
*social shopping mechanisms now being introduced at a rapid rate

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13
Q

Retailing as Theatre

A

-Competition for customers is becoming intense as nonstore alternatives multiply
-Malls gain loyalty by appealing to social motives “more than a store”
-Retail techniques:
*Landscape themes
*Marketscape themes
*Cyberspace themes

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14
Q

Store Image

A

Store image: personality of the store
-Location + merchandise suitability + knowledge/congeniality of sales staff
-Some factors in overall evaluation of a store:
*Interior design
*Types of patrons
*Return policies
*Credit availability

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15
Q

Atmospherics

A

-Conscious designing of space and dimensions to evoke certain effects in buyers.
-Colours/lighting, scents, and sounds/music affect time spent in store as well as spending habits
Examples:
Bright flat lighting = more clothing sales
Loud fast music = eat more
Slow melancholic music = drink more

16
Q

Point of Purchase Stimuli

A

Can be an elaborate product display or demonstration, a coupon-dispensing machine, or even someone giving out free samples

17
Q

The Sales Person

A

-Exchange theory: Every interaction involves an exchange of value
*Expertise, likeability
*Commercial friendship
*incidental similarity
-Dyadic relationship between buyer/seller
*Identity negotiation
*Salespersons’ styles differ
*interaction styles

18
Q

Postpurchase Satisfaction

A

is determined by attitude about a product after purchase
Marketers constantly on lookout for sources of consumer dissatisfaction
Canadian banks proved that better service commanded a larger share of “wallet” than did others

19
Q

Perceptions of Product Quality

A

-Expectancy disconfirmation model
Consumers form beliefs of product quality based on prior performance
*Marketers should manage expectations
-Don’t promise what you can’t deliver
-Expectations determine satisfaction and/or dissatisfaction
-Underpromising strategies often work well

20
Q

Acting on Dissatisfaction

A

Three ways consumers can act on dissatisfaction:
-Voice response: Appeal to retailer directly
-Private response: Express dissatisfaction to friends or boycott store
-Third-party response: legal action

21
Q

Total Quality Management

A

A complex set of management and engineering procedures aimed at reducing errors and increasing quality
Going to the Gemba: One true source of information

22
Q

The Evolution of Product Ownership

A

-Sharing economy or Collaborative consumption.
The movement away from the purchase and ownership of tangible goods toward other models that allow for temporary ownership.
-Provides the benefits of the product when needed, but to not have to worry about:
*Initial capital cost
*Maintaining and storing the product
*Disposal issues
-Has involved into a new type of consumer
*transumer

23
Q

Product Disposal

A

-Strong product attachment = painful disposal process!
*Possessions = identity anchors
*Disposal rituals
-Ease of product disposal is now a key product attribute to consumers
-Disposal options
*Keep old item
*Temporarily dispose of it
*Permanently dispose of it

24
Q

Lateral Cycling

A

-Already purchased products are sold to others or exchanged for still other things
*Flea markets, garage sales, classified ads, bartering for services, hand-me-downs, etc.
-Divestment rituals
*Iconic transfer
*Transition-place
*Ritual cleansing
-Internet has revolutionized lateral cycling
-Re-stores across Canada (Habitat for Humanity)