Ch. 5 - Consumer Learning Flashcards

1
Q

Learning

A

applying past knowledge and experience to present circumstances and behavior.

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2
Q

What are the elements of learning?

A

drive, repeated cues, response and reinforcement

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3
Q

Consumer learning

A

The process through which consumers acquire knowledge from experiences with products and observations of others’ consumption, and use that knowledge in subsequent buying.

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4
Q

Although much learning is _______, a great deal of learning is ________

A

intentional (i.e., it is acquired as the result of a search for information)

incidental, acquired by accident or without much effort.

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5
Q

Motivation

A

The driving force within individuals that impels them to act.

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6
Q

Cues

A

Stimuli that direct motivated behavior.

Only cues that are consistent with consumer expectations can drive motivation.

ex: high-fashion designers should sell their clothes only through exclusive stores and advertise only in upscale fashion magazines

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7
Q

Response

A

Reaction to a drive or cue.

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8
Q

Reinforcement

A

In learning, particularly in instrumental conditioning, it is a reward, in the form of pleasure, enjoyment, and other benefits, for a desired behavior.

In consumer behavior, it is the benefits, enjoyment, and utilities that consumers receive from products purchased.

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9
Q

Reinforcement has not occurred if…

A

a patron leaves a restaurant disappointed with the quality of the food or the service or feels “ripped off”

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10
Q

Behavioral learning

A

AKA stimulus-response learning

based on the premise that observable responses to specific external stimuli signal that learning has taken place.

NOT concerned with the process of learning, BUT rather with the INPUTS and OUTCOMES of learning

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11
Q

Classical Conditioning

A

viewed as a “knee-jerk” (or automatic) response that builds up through repeated exposure and reinforcement.

ex: Tyler’s friends compliment him on his expensive Prada boots, he is likely to save money to buy a pair of Prada sneakers. If he sees an actor he likes in a movie wearing Prada sneakers, Tyler will immediately recall his friends’ compliments and feel good about himself and his prior purchase.

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12
Q

Unconditioned stimulus

A

a stimulus that occurs naturally in response to given circumstances

feeling sad thinking about a friend you are seperated from

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13
Q

Conditioned stimulus

A

a stimulus that became associated with a particular event or feeling as a result of repetition

hearing a theme song of show and thinking of the friend you used to watch it with

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14
Q

Conditioned response

A

a response to conditioned stimulus

feeling sad after hearing said theme song

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15
Q

Cognitive associative learning

A

learning theory that views classical conditioning as learning of associations among events that enable consumers to expect and anticipate and events, rather than being a reflexive action

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16
Q

Message repetition

A

When consumers hear the brand name and brand message over and over within a period of time.

increases the strength of the association between two stimuli

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17
Q

Advertising wear-out

A

Overexposure to repetitive advertising that causes individuals to become satiated, pay less attention to advertising, and remember fewer ads.

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18
Q

Three-hit theory

A
  1. Make consumers aware of the product
  2. Show consumers the relevance of the product
  3. Remind them of its benefits
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19
Q

Stimulus generalization

A

Responding the same way to slightly different stimuli.

ex: Pavlov’s dog salivated to bell (original) and keys jangling or coins (new, similar)

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20
Q

What are the 4 strategic applications of stimulus generalization to branding and managing product lines?

A

Product line extensions
Product form extensions
Family branding
Licensing

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21
Q

Product Line extensions

A

Additions of related items to an established brand; these are likely to be adopted because they come under a known and trusted brand name.

ex: Tide expanding to dry cleaners, because it was not in the known association, their association with clean clothes impacts consumer’s perceptions of what this line will look like

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22
Q

Product form extension

A

Offering the same product in a different form but under the same brand, which is a marketing application of stimulus generalization.

ex: Clorox Bleach, a liquid product, introducing a bleach gel

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23
Q

Family Branding

A

Marketing a whole line of products under the same brand name, which is a marketing application of stimulus generalization.

ex: Campbells, a soup company, adding new food products to its line under the same name

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24
Q

Licensing

A

An application of stimulus generalization that contractually allows affixing a brand name to the products of another manufacturer.

Ferrari renting its brand to hot, wheels, EA, and Lego
Coca-Cola putting name on products not made by themselves

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25
Q

Stimulus discrimination

A

The strategy that is the opposite of stimulus generalization aimed at getting consumers to select a specific stimulus from among similar stimuli, whose objective is to position products and services in such a way that differentiates them effectively from competitive offerings.

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26
Q

Instrumental Conditioning

A

AKA operant conditioning

A form of behavioral learning based on the notion that learning occurs through a trial-and-error process, with habits formed as a result of rewards received for certain responses or behaviors.

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27
Q

Positive reinforcement

A

Rewarding a particular behavior and strengthening the likelihood of a specific response during the same or similar situation in the future.

ex: child passes ice cream stand, gets ice cream and receives pleasure from eating it. Whenever passing by the stand again, child asks for ice cream

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28
Q

Negative reinforcement

A

Removing an unpleasant stimulus and strengthens the likelihood of a given response during the same or similar circumstances.

NOT PUNISHMENT

ex: Child has cold, hates pills. Mother convinces child to take Advil and symptoms go away (unpleasant stimulus removed) Net time with cold, will agree to swallow pill

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29
Q

Incentivized advertising

A

Advertising that provides consumers with rewards for watching ads.

ex: an extra life in video games for watching an ad

30
Q

Why don’t additional rewards have to be offered every transaction?

A

Occasional rewards are effective enough to reinforce patronage

31
Q

What are the 3 reinforcement schedules?

A

Continuous: reward after each transaction, leads to stopping behavior after reinforcement ends
Fixed ratio: Reinforced every nth time, tend to continue behavior for a short time after reinforcement ends
Variable ratio: consumers are rewarded randomly, high rates of desired behavior and resistant to extinction

32
Q

Extinction

A

A phenomenon that occurs when a learned response is no longer reinforced and the link between the stimulus and the expected reward is eliminated.

33
Q

Forgetting

A

A point at which the link between the stimulus and the expected reward ceases to exist because of lack of engagement in the applicable purchase situation for a lengthy period.

related to passage of time, AKA “decay”

34
Q

Shaping

A

Reinforcement before the desired consumer behavior actually takes place, which increases the probability that the desired behavior will occur.

ex: offering loss leaders (marked down popular items) to first hundred customers as they will buy move overall

35
Q

Distributed learning

A

learning spread over a period of time

good for long-term repeat buying

36
Q

Massed learning

A

learning “bunched up” all at once

good for immediate impact

37
Q

Observational learning (modeling)

A

Learning that occurs when people observe and later imitate observed behaviors.

ex: joe sees train commuters using e-readers, so he buys one. the reinforcement of the purchase by the conductor solidifies his purchase, but the initial purchase was one of observational learning

ads showing muscular young athletes eating Wheaties and people wanting to be that decide they want to eat that too

38
Q

Cognitive learning

A

The mental processing of data rather than instinctive responses to stimuli.

Searching for information and carefully evaluating what we learned

39
Q

What are the components of information processing?

A

Storing data, encoding data, and retrieving and retain information

40
Q

Sensory store

A

A location in the brain where the sensory input lasts for just a second or two. If it is not processed immediately, it is lost.

41
Q

The short-term store

A

where information is processed and held for just a brief period.

42
Q

Data rehearsal

A

The process that information in the short-term store undergoes, in the form of silent, mental repetition of information, after which the information is transferred to the long-term store.

43
Q

Long-term store

A

the mental “space” where information is retained for extended periods of time.

44
Q

The amount of information available for delivery from short-term storage to long-term storage depends on …

A

the amount of rehearsal

45
Q

Encoding

A

Assigning a word or visual image in order to represent an object during communications.

picture takes less time than learning verbal information

ex: The less cognitive processing a commercial requires, the more effective it is

46
Q

Information overload

A

A situation that occurs when consumers receive too much information and find it difficult to encode and store it.

47
Q

Data chunking

A

the process during which consumers group information together into smaller more memorable chunks, or pieces of information.

48
Q

Data retrieval

A

The process by which people recover information from the long-term store, that is frequently triggered by external cues.

49
Q

Environmental triggers

A

cues in the environment that remind a person of something, and then she or he talks about it.

ex: remember Rebecca Black’s Friday song generally only on Fridays

50
Q

Unexpected elements…

A

improve consumers’ ad retention only when those elements are relevant to the advertising message

ex: an ad for a brand of stain-resistant, easy-to-clean carpet shows an elegantly dressed couple in a beautiful dining room setting where the man inadvertently knocks the food, the flowers, and the china to the floor. The elegance of the actors and the upscale setting make the accident totally unexpected, whereas the message remains highly relevant: The mess can be cleaned up easily without leaving a stain on the carpet.

51
Q

Cognitive learning

A

The premise that learning occurs in the form of sequential, mental processing of information when people face problems that they wish to resolve.

ex: looking for a camera, lots of brands, so gets to know all the important features and develops preferences to then base decision on

52
Q

Generic States of Cognitive Learning

A

Knowledge
Evaluation
Behavior

53
Q

Tri-Component Attitude Model

A

All attitudes have 3 components
Cognitive
Affective
Conatitive

54
Q

Aida

A

Explains how marketing and selling messages engages consumers
Attention
Interest and Desire
Action

55
Q

Innovation Adoption

A

Everett Rogers explains how consumer adopt new products and services
Awareness
Interest and Evaluation
Trial and Adoption

56
Q

Innovation Decision-Making

A

Revised version of Everett Rodger’s consumer adoption process
Knowledge
Persuasion
Decision, Implementation, and Confirmation

57
Q

Consumer Decision-Making

A

The stages consumers pass through when making logical decisions
Need Recognition
Search and Evaluation
Purchase and Post-Purchase Evaluation

58
Q

Simple Consumer Journey

A

The nonlinear circular consumer journal includes a post-purchase stage in which a consumer enters into a relationship with a brand that often plays out on social media
Consider
Evaluate
Buy and Post-Purchase Experience (Enjoy, Advocate, and Bond)

59
Q

Expanded Consumer Journey

A

Nonlinear consumer journey in which consumers backtrack, skip steps, reject, or opt out at any stage

Need/Want Recognition, Awareness/Knowledge, Consider/Examine

Search/Learn, Like/Trust, Sees Value/Willing to Pay, Commit/Plan

Consumer, Satisfaction/Dissatisfaction, Loyal/Repeat Buyer, Engage/Interact, Actively Advocate

60
Q

Consumer Involvement

A

The degree of personal relevance that the product or purchase holds for the consumer.

High: very important to the consumer (e.g., in terms of perceived risk) and thus provoke extensive problem-solving and information processing.
ex: Automobiles (financial risk) and dandruff shampoo (social risk)
Engage in long-term relationships with products and brands

Low: not very important, hold little relevance, have little perceived risk, and provoke limited information processing

61
Q

Hemispheric lateralization

A

AKA split brain theory

A theory whose premise is that the human brain is divided into two distinct cerebral hemispheres that operate together, but “specialize” in processing different types of cognitions. The left hemisphere is the center of human language; it is the linear side of the brain and primarily responsible for reading, speaking, and reasoning. The right hemisphere of the brain is the home of spatial perception and nonverbal concepts; it is nonlinear and the source of imagination and pleasure.

62
Q

Passive Learning

A

A form of learning in which consumers receive information from repeated exposures which is fully processed after a product is purchased.

63
Q

What is the core of cognitive learning?

A

That consumers who are deliberate about purchases will:
1. seek and evaluate applicable information
2. form attitudes toward the purchase alternatives available
3. then make purchase decisions.

64
Q

Brand Loyal consumers

A

Stick with brands they know and trust, avoid buying something different or new, stick with most popular brands, view liked brands as “friends” and choose to maintain a relationship with them

65
Q

Recognition tests are based on _____, whereas recall tests use _____

A

aided recall; unaided recall

66
Q

Aided recall

A

A recognition test, that measures the effectiveness of learning and communications, where consumers are shown ads and asked whether or not they remember seeing them and can recall any of their salient points.

67
Q

Unaided recall

A

A recall test, that measures the effectiveness of learning and communications, where consumers are asked whether or not they have read a particular magazine or have watched a particular TV show. Afterwards, they are asked whether they can recall any of the ads featured in these media and their salient points.

68
Q

Starch Readership Ad Study

A

evaluates the effectiveness of magazine advertisements according to three criteria: noticing the ad, associating the ad with the brand advertised, and involvement with the ad (defined as having read most of the ad text)

69
Q

Brand loyalty

A

A measure of how often consumers buy a given brand, whether or not they switch brands and, if they do, how often, and the extent of their commitment to buying the brand regularly.

70
Q

What are the 3 types of brand loyalty?

A

Covetous brand loyalty includes no consistent purchase of a given brand, in spite of strong attachment to it.

Inertia brand loyalty is purchasing the brand because of habit and convenience, but without any emotional attachment to it. (Low involvement)

Premium brand loyalty means high attachment to the brand and repeat purchase. (Would drive to different store if that one didn’t have the right bread)