Chapter 5 Flashcards

1
Q

Consumer Behavior

A

the actions a person takes in purchasing and using products and services, including the mental and social processes that come before and after these actions

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2
Q

purchase decision process

A

the stages a buyer passes through in making choices about which products or services to buy

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3
Q

purchase decision process stages

A
  1. problem recognition (perceiving a need)
  2. information search (seeking value)
  3. alternative evaluation (assessing value)
  4. purchase decision (buying value)
  5. postpurchase behavior (realizing value)
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4
Q
  1. Problem Recognition
A

perceiving a difference between a person’s ideal and actual situations big enough to trigger a decision

Ex: Need a new computer

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5
Q
  1. Information Search
A

search for information using internal search or external search

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6
Q

internal search

A

scan your memory for previous experiences with products or brands

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7
Q

external search

A

needed when past experience or knowledge is insufficient, the risk of making a wrong purchase decision is high, and the cost of gathering information is low

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8
Q

3 Primary Sources of external information

A
  1. personal sources (relatives, friends, social media sites that consumer trusts)
  2. public sources (product rating orgs, consumer reports, gov agencies, TV consumer programs)
  3. marketer-dominated sources (info from sellers-ads, company websites, salespeople, store displays)
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9
Q
  1. Alternative Evaluation
A

Clarifies the information gathered by (1) suggesting criteria to use for the purchase, (2) yielding brand names that might meet the criteria, (3) developing consumer value perceptions

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10
Q

evaluative criteria

A

Objective (such as display) and subjective (such as prestige) product characteristics you use to compare different products/brands

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11
Q

consideration set

A

A group of brands within a product category that a buyer views as alternatives for possible purchase

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12
Q

multi-attribute model

A

A compensatory model of customer decision making based on the notion that customers see a product as a collection of attributes or characteristics. The model uses a weighted average score based on the importance of various attributes and performance on those issues.

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13
Q
  1. Purchase Decision
A

from whom to buy and when to buy

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14
Q
  1. Post Purchase Behavior
A

After buying the product, consumer compares it with personal expectations & is either satisfied or dissatisfied

satisfaction, dissatisfaction, loyalty, cognitive dissonance

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15
Q

cognitive dissonance

A

feeling of post-purchase psychological tension or anxiety

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16
Q

involvement

A

the personal, social, and economic significance of the purchase to the consumer

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17
Q

High Involvement purchase

A

Purchase decisions that heavily involve us
Have at least one of these characteristics : the item is expensive, can have serious, personal consequences, could reflect on one’s social image

Ex: buying a car

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18
Q

Medium Involvement Purchase

A

Purchase decisions that only involve us a little bit

Ex: Meal planning for the week (more thinking)

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19
Q

Low Involvement Purchase

A

Purchase decisions that barely and involve us

Ex: buying toothpaste

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20
Q

3 types of decision making

A
  1. Extended
  2. Limited
  3. Routine
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21
Q

extended problem solving

A

Each of the five stages of the consumer purchase decision process is used & considerable time/effort are devoted to the search for external information and the identification/evaluation of alternatives
-used in high involvement purchases
Ex: Buying house/car

(high involvement)

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22
Q

limited problem solving (medium involvement)

A

Consumers seek more information or rely on a friend to help them evaluate alternatives
-used for purchase decisions that don’t require a lot of time or effort
- medium involvement

Ex: Buying a toaster or deciding where to eat

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23
Q

Routine Problem Solving (Low Involvement)

A

Purchase decision is a habit & requires low involvement

Ex: buying a candy bar , frequently purchased grocery products (milk)

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24
Q

Situational influence

A

temporary conditions that affect how buyers behave

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25
Q

5 situational influences that affect purchase decisions

A
  1. purchase task
  2. social surroundings
  3. physical surroundings
  4. temporal effects
  5. antecedent states
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26
Q

Purchase Task (Situational Influences)

A

the reason for engaging in the decision to purchase

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27
Q

Social Surroundings (Situational Influences)

A

the other people present when a purchase decision is made

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28
Q

physical surroundings (situational influences)

A

Decor, music, crowding in store

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29
Q

Temporal effects (situational influences)

A

time of day, amount of time available

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30
Q

Antecedent States (Situational Influences)

A

situational factors, usage contexts, time pressure, mood, shopping orientation

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31
Q

consumer touchpoints

A

are a marketer’s product, service, or brand points of contact with a consumer from start-to-finish in the purchase decision process
Ex: ads, online, social media, etc

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32
Q

consumer journey map

A

a visual representation of all the touchpoints a consumer comes into contact with before, during, and after a purchase

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33
Q

Psychology

A

Helps marketers understand why & how consumers behave as they do

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34
Q

Motivation

A

The energizing force that stimulates behavior to satisfy a need

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35
Q

Maslow’s Hierarchy of Needs

A

(level 1) Physiological Needs
(level 2) Safety and Security
(level 3) Relationships, Love and Affection
(level 4) Self Esteem
(level 5) Self Actualization

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36
Q

Physiological Needs (Maslow)

A

Basic survival needs that must be satisfied first
Ex: food, water, shelter, oxygen

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37
Q

Safety Needs (Maslow)

A

security and protection from physical and emotional harm
Ex: financial security, life, insurance, freedom from harm, alarm system

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38
Q

Social Needs (Maslow)

A

The needs for love, companionship, and friendship-the desire for acceptance by others

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39
Q

Personal needs (Maslow)

A

Status, self-respect, prestige, achievement

40
Q

Self actualization needs (Maslow)

A

to find self-fulfillment and realize one’s potential

41
Q

Personality

A

a person’s consistent behaviors or responses to recurring situations

42
Q

Self concept

A

When people see themselves & the way they believe others see them

43
Q

Actual self-concept

A

how people actually see themselves

44
Q

ideal self-concept

A

how people would like to see themselves

45
Q

Perception

A

the process by which an individual selects, organizes, and interprets information to create a meaningful picture of the world

46
Q

Selective perception

A

a filtering of exposure, comprehension, and retention

47
Q

Selective exposure

A

people pay attention to messages that are consistent with their attitudes and beliefs and ignore messages that are inconsistent with them

48
Q

Selective comprehension

A

interpreting information so that it is consistent with your attitudes and beliefs

49
Q

Selective retention

A

consumers do not remember all the information they see, read, or hear, even minutes after exposure to it

50
Q

Subliminal perception

A

you see or hear messages without being aware of them

51
Q

Perceived risk

A

the anxiety felt because the consumer cannot anticipate the outcomes of a purchase but believes there may be negative consequences

52
Q

Learning

A

behaviors that result from repeated experience and reasoning

53
Q

Behavioral learning

A

the process of developing automatic responses to a situation built up through repeated exposure to it

54
Q

4 variables central to how customers learn from repeated experience

A
  1. Drive
  2. Cue
  3. Response
  4. Reinforcement
55
Q

Drive

A

a need that moves an individual to action

56
Q

Cue

A

a stimulus or symbol perceived by consumers

57
Q

Response

A

the action taken by a consumer to satisfy the drive

58
Q

Reinforcement

A

the reward

59
Q

stimulus generalization

A

a response to another stimulus that is similar to the original conditioned stimulus

Ex: Tylenol PM & Tylenol Cold/Flu

60
Q

stimulus discrimination

A

a person’s ability to perceive differences in stimuli

61
Q

Cognitive learning

A

making connections between two or more ideas or simply observing the outcomes of others’ behaviors and adjusting your own accordingly

Ex: Tylenol showcasing pain reliever medicine by showing someone using it and finding relief

62
Q

brand loyalty

A

a favorable attitude toward and consistent purchase of a single brand over time

63
Q

Attitude

A

a learned predisposition to respond to an object or class of objects in a consistently favorable or unfavorable way

64
Q

Beliefs

A

a consumer’s subjective perception of how a product or brand performs on different attributes based on personal experience, advertising, and discussions with other people

65
Q

3 approaches to change consumer attitudes

A
  1. Changing beliefs about the extent to which a brand has certain attributes
  2. Changing the perceived importance of attributes
  3. Adding new attributes to the product
66
Q

Lifestyle

A

A person’s pattern of living as expressed in his or her activities, interests, and opinions

67
Q

Psychographics

A

Analysis of consumer lifestyles, provides insights into consumer needs/wants

68
Q

sociocultural influences

A

evolve from a consumer’s formal and informal relationships with other people

69
Q

Personal influence

A

A consumer’s purchases are often influenced by the views, opinions, or behaviors of others

70
Q

2 aspects of personal influence

A

1) opinion leadership
2) word-of-mouth activity

71
Q

opinion leadership

A

individuals who exert direct or indirect social influence over others

Ex: using actors, musicians, athletes to represent products

72
Q

word of mouth

A

the influencing of people during conversations

Ex: trustworthy friends

73
Q

influencer marketing

A

Focusing on the identification and recruitment of influencers to advocate a company’s products, services, and brands rather than focusing exclusively on prospective buyers

74
Q

Reference groups

A

people to whom an individual looks as a basis for self-appraisal or as a source of personal standards

75
Q

3 reference groups

A
  1. Associative group
    2: Aspiration group
  2. Dissociative group
76
Q

Associative group (reference group)

A

one to which a person actually belongs
Ex: fraternities and sororities and alumni associations

77
Q

brand community

A

a specialized group of consumers with a structured set of relationships involving a particular brand, fellow customers of that brand, and the product in use

78
Q

Aspiration group (reference group)

A

one that a person wishes to be a member of or wishes to be identified with
Ex: sports team, professional society

79
Q

Dissociative group (reference group)

A

One that person wishes to maintain a distance from because of differences in values/behaviors

80
Q

Social Class Influence

A

the relatively permanent, homogeneous divisions in a society into which people sharing similar values, interests, and behavior can be grouped
-upper, middle, lower class

Ex: occupation, source of income, education

81
Q

Family Influence

A

the influence of family members on decisions

82
Q

3 types of Family Influence

A
  1. Consumer socialization
  2. The family life cycle
  3. Family decision making
83
Q

consumer socialization

A

the process by which people acquire the skills, knowledge, and attitudes necessary to function as consumers

Ex: children learn how to purchase by interacting w/ adults in purchase situations & through their own purchasing/product usage experience

84
Q

The Family life cycle

A

the distinct phases that a family progresses through from formation to retirement, each phase bringing with it identifiable purchasing behaviors

85
Q

family decision making

A

is the process by which decisions that directly or indirectly involve two or more family members are made

86
Q

2 Family Decision Making Styles

A

1) Joint Decision Making
2) Spouse Dominant

87
Q

joint decision making

A

most decisions are made by both husband and wife

88
Q

spouse dominant decision making

A

either husband or wife is mostly responsible

89
Q

5 Roles in the Purchase Decision Process of Family Decision Making

A

1) information gatherer
2) influencer
3) decision maker
4) purchaser
5) user

90
Q

Information gatherer

A

one or more individuals will secure information related to the possible purchase
figures out all the options & evaluates them

Ex: being in charge of choosing the best place to go on vacation, finding all the possible locations

91
Q

Influencer

A

Person who can persuade you

Ex: seeing info on TikTok & telling your parents/persuading them not to go to Orlando for vacation

92
Q

Decision maker

A

Person who has power to decide

Ex: parents

93
Q

Purchaser

A

the person who actually buys the product under consideration

Ex: parents

94
Q

User

A

the person who actually uses the product
-NOT always the purchaser

Ex: kids using a LEGO set

95
Q

Culture and Subculture Influences

A

Influence product preferences & buying patterns

96
Q

Subculture

A

subgroups within the larger, or national, culture with unique values, ideas, and attitudes