Chapter 11- Consumers in Situations Flashcards

1
Q

what are the 3 categories of situational influences?

A

time, place, conditions

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2
Q

what can time related-factors affect?

A

a consumer’s thoughts, feelings and behaviors, all which come together to create differing perceptions of value

time can affect consumption in: time pressure, time of year, time of day

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3
Q

temporal-factor

A

the situational characteristics related to time

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4
Q

time pressure

A

represents an urgency to act based on some real or self-imposed deadline; affects

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5
Q

spare time (discretionary time)

A

represents the days, hours, or minutes that are not obligated toward some compulsory & time- consuming activity

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6
Q

seasonality

A

refers to regularly occurring conditions that vary with the time of year

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7
Q

circadian rhythm

A

(level of energy) of the human body that varies with the time of day

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8
Q

advertiming

A

ad buys that include a schedule that runs the advertisement primarily at times when customers will be most receptive to the message

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9
Q

near-field communication (NFC)

A

wi-fi like systems communicating w/specific devices w/in a defined space inside or around the perimeter of a retail unit or signage

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10
Q

shopping

A

the set of potentially value producing consumer activities that directly increase the likelihood that something will be purchased

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11
Q

smart agent software

A

software capable of learning an internet user’s preferences and automatically searching out info in selected websites and then distributing it

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12
Q

what are the 4 types of shopping activities

A
  1. acquisitional shopping
  2. epistemic shopping
  3. experimental shopping
  4. impulsive shopping
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13
Q

acquisitional shopping

A

activities oriented toward a specific, intended purchase or purchases

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14
Q

epistemic shopping

A

activities oriented toward a specific, intended purchase or purchases

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15
Q

experimental shopping

A

recreationally oriented activities designed to provide interest, excitement, relaxation, fun, social interaction, or some other desired feeling

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16
Q

impulse shopping

A

spontaneous activities characterized by a diminished regard for consequences, heightened emotional investment, and a desire for immediate self-fulfillment

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17
Q

outshopping

A

used to refer to consumers who are shopping in a city or town they must travel to rather than in their own hometown

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18
Q

reversal theory

A

suggests consumers can switch from the pursuit of utilitarian to the pursuit of hedonic value

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19
Q

personal shopping value (PSV)

A

the overall subjective worth of a shopping activity considering all associated benefits and costs

20
Q

utilitarian shopping value

A

represents the worth obtained because some shopping task or job is completed successfully

21
Q

hedonic shopping value

A

represents the worth of an activity bc some shopping task or job is completed successfully

22
Q

hedonic shopping value

A

represents the worth of an activity bc the time spent doing the activity itself is personally gratifying

23
Q

functional quality

A

retail positioning that emphasizes tangible things like a wide selection of goods, low price guarantees, and knowledge employees

24
Q

affective quality

A

retail positioning that emphasizes a unique environment, exciting décor, friendly employees, and in general, the feelings experienced in a retail place

25
Q

retail personality

A

the way a retail story is defined in the mind of a shopper based on the combination of functional and affective qualities

26
Q

impulse consumption

A

consumption acts characterized by spontaneity, a diminished regard for self-fulfillment

27
Q

unplanned shopping

A

shopping activity that shares some, but not all, characteristics of truly impulsive consumer behavior; being characterized by situational memory, a utilitarian orientation, and feelings of spontaneity

28
Q

impulsivity

A

personality trait that represents how sensitive a consumer is to immediate rewards

29
Q

consumer self-regulation

A

tendency for consumers to inhibit outside, or situational, influences from interfering with shopping intentions

30
Q

action oriented

A

consumers with a low capacity to self-regulate their behavior

31
Q

state-oriented

A

consumers w/ a low capacity to self-regulate

32
Q

atmospherics

A

emotional nature of an environment the feelings created by the toal aura of physical attributes that comprise a physical environment

33
Q

service scape

A

refers to the physical environment in which consumer services are performed

34
Q

affective quality

A

represents the emotional meaning of an environment, which results from the sum affect of all ambient attributes that affect the way one feels in a place

35
Q

atmosphere elements

A

the way an atmosphere makes a consumer feel is really determined by the consumer’s perception of all the elements in a given environment working together

36
Q

fit

A

refers to how appropriate the elements of an environment are for a given environment

37
Q

congruity

A

refers to how consistent the elements of an environment are with each other

38
Q

olfactory

A

a term that refers to human’s physical and psychological processing of smells

39
Q

foreground music

A

music that becomes the focal point of attention and can have strong effects on a consumer’s willingness to approach or avoid an environment

40
Q

background music

A

music played below the audible threshold that would make it the center of attention, is perhaps more interesting than foreground music

41
Q

crowding

A

the density of ppl and objects within a given space; exerts a nonlinear effect on consumers

42
Q

source attractiveness

A

the degree to which a source’s physical appearance matches a consumer’s prototype

43
Q

emotional ability

A

a sales person who is capable of conveying emotional info to shape a more valuable outcome for consumers

44
Q

social comparison

A

a naturally occurring mental personal comparison of the self with a target individual

45
Q

antecedent conditions

A

refers to situational characteristics that a consumer brings do a particular information processing, purchase, or consumption environment; can include things like economic resources, orientation, mood and other emotional perceptions

46
Q

mental budgeting

A

a memory accounting for recent spending