Chapter 5 Flashcards

1
Q

motivation

A

processes that lead people to behave the way they do

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2
Q

goal

A

desired end state

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3
Q

incidental brand exposure

A

motives can lurk beneath the surface and cues in the environment can activate a goal even when we don’t know it

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4
Q

drive theory

A

focuses on biological needs that produce unpleasant states of arousal

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5
Q

homeostatsis

A

balanced state

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6
Q

retail therapy

A

shopping restores a sense of personal control over one’s environment and as a result can alleviate feelings of sadness

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7
Q

expectancy theory

A

expectations of achieving desirable outcomes rather than being pushed from within motivate our behavior

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8
Q

productivity orientation

A

continual striving to use time constructively

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9
Q

approach-approach conflict

A

must choose between two desirable alternatives

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10
Q

theory of cognitive dissonance

A

people have a need for order and consistency in their lives and that a state of dissonance exists when we choose between two alternatives

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11
Q

approach-avoidance conflict

A

desire a goal but wish to avoid it at the same time

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12
Q

avoidance-avoidance conflict

A

caught between a rock and a hard place

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13
Q

need for affiliation

A

need to be in the company of other people

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14
Q

need for power

A

need to control one’s environment

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15
Q

need for uniqueness

A

assert one’s individual identity

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16
Q

maslows hierarchy of needs

A

physiological..safety..belongingness..ego needs..self-actualization

17
Q

affect

A

emotional responses to products

18
Q

evaluations

A

reactions to events and objects that are not accompanied by high levels of physiological arousal

19
Q

moods

A

temp positive or negative affective states accompanied by moderated levels of arousal

20
Q

emotions

A

tend to be more intense and often relate to a specific triggering event

21
Q

negative state relief

A

helping others as a way to resolve one’s own negative moods

22
Q

sadvertising

A

inspirational stories that manipulate our emotions like a rollercoaster

23
Q

mood congruency

A

our judgement tend to be shaped by our moods

24
Q

lovemark

A

passionate commitment to one brand

25
Q

happiness

A

mental state of well-being characterized by positive emotions

26
Q

material accumulation

A

earn more than we can possibly consume

27
Q

envy

A

negative emotion associated w the desire to reduce the gap between oneself and someone who is superior on some dimension

28
Q

happiness economy

A

claims well-being is the new wealth

29
Q

sentiment analysis

A

scours the social media universe to collect and analyze the words people use when they describe a specific product or company

30
Q

word-phrase dictionary

A

code the data of words ppl use when feeling an emotion

31
Q

inertia

A

consumption at the low end of involvement, where we make decisions out of habit because we lack the motivation to consider alternatives

32
Q

cult products

A

command fierce consumer loyalty, devotion, and maybe even worship by consumers

33
Q

product involvement

A

consumer’s level of interest in a particular product

34
Q

perceived risk

A

product decisions that are highly involving

35
Q

mass customization

A

personalization of products and services for individual customers at a mass-production price

36
Q

alternate reality games

A

thousands of people participate in fictional story or competition to solve a mystery

37
Q

narrative transportation

A

people become immersed in the storyline

38
Q

situational involvement

A

engagement w a store