Chapter 5 Belch & Belch Flashcards

1
Q

Communication

A

The passing of information, the exchange of ideas, or the process of establishing a commonness or oneness of thought between a sender and a receiver

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2
Q

Source/sender

A

the person or organization that has information to share with another person or group of people

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3
Q

Encoding

A

the source selects words, symbols, pictures and the like to represent the message that will be delivered to the receiver(s). it involves putting thoughts, ideas or information into a symbolic form

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4
Q

Channel message

A

contains the information or meaning the source hopes to convey. the message may be verbal or nonverbal, oral or written, or symbolic.

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5
Q

Buzz marketing

A

(personal channel) one of the new names for what used to be known simply as word of mouth communication while terms such as consumer generated marketing and viral marketing are also used to describe the process

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6
Q

Difference buzz marketing and worth-of-mouth communication

A

Buzz marketing includes systematic and organized efforts to encourage people to speak favorably about a company, brand, organization or issue and often to recommend it to others in their social network

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7
Q

Viral marketing

A

the act of propagating marketing-relevant messages through the help and cooperation of individual consumers

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8
Q

Three major factors that affect the success of viral marketing program

A
  1. message characteristics
  2. individual sender or receiver characteristics
  3. social network characteristics (seeding)
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9
Q

Seeding

A

involves identifying and choosing the initial group of consumers who will be used to start the diffusion or spreading of message

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10
Q

Receiver

A

the person(s) with whom the sender shares thoughts or information

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11
Q

Decoding

A

the process of transforming the sender’s message back into thought. influenced by the receiver’s frame of reference or field of experience

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12
Q

Noise

A

any extraneous factors in the system that can interfere with the process and work against effective communication. noice may also occur because the fields of experience of the sender and receiver don’t overlap

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13
Q

Response/feedback

A

the receiver’s set of reactions after seeing, hearing or reading the message

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14
Q

Levels of audience aggregation

A
  1. individual and group audiences
  2. niche markets
  3. market segments
  4. mass markets and audiences
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15
Q

Level 1 audience aggregation

A

Individual and group audiences: often requires person-to-person communication (f2f) and is generally accomplished through personal selling. The detailed message is carried by a salesperson

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16
Q

Level 2 audience aggregation

A

Niche markets: can usually be reached through personal-selling efforts or highly targeted media such as direct mail

17
Q

Level 3 audience aggregation

A

Market segments: broader classes of buyers who have similar needs and can be reached with similar messages. As market segments get larger, marketers usually turn to broader-based media such as news-papers, magazines and TV to reach them

18
Q

Level 4 audience aggregation

A

Mass markets and audiences: through mass communication such as advertising or publicity

19
Q

Hierarchy models of communication

A
  1. AIDA model
  2. Hierarchy of effects model
  3. Innovation adoption model
  4. Information processing model
20
Q

AIDA model

A

Developed to represent the stages a salesperson must take a customer through in the personal selling process (attention-interest-desire-action)

21
Q

Hierarchy of effects model

A

A basic premise of this model is that advertising effects occur over a period of time. this model is also the basis for the classic purchase funnel metaphor that is often used to depict the decision process consumers go through (awareness-knowledge-liking-preference-conviction-purchase)

22
Q

Innovation adoption model

A

Evolved from work on the diffusion of innovations. Especially important to companies who are using IMC tools to introduce new products (awareness-interest-evaluation-trial-adoption)

23
Q

Information processing model

A

assumes the receiver in a persuasive communication situation like advertising is an information processor or problem solver (presentation-attention-comprehension-retention-behavior)

24
Q

Retention

A

the receiver’s ability to retain that portion of the comprehended information that he or she accepts as valid or relevant. this stage is important since most promotional campaigns are designed not to motivate consumers to take immediate action but rather to provide information they will use later when making a purchase decision

25
Q

Implications of the hierarchy models

A
  1. they delineate the series of steps potential purchasers must be taken through to move them from unawareness of a product or service to readiness to purchase it
  2. potential buyers may be at different stages in the hierarchy so the advertiser will face different sets of communication problems
  3. the hierarchy models can also be useful as intermediate measures of communication effectiveness. the marketer needs to know there audience members are in the response hierarchy
26
Q

Alternative response hierarchies

A
  1. standard learning model
  2. dissonance/attribution model
  3. low involvement hierarchy
27
Q

Standard learning model

A
  • Learn - feel - do
  • the consumer is viewed as an active participant in the communication process who gathers information through active learning
  • the consumer is highly involved in the purchase process and there is much differentiation among competing brands
28
Q

Dissonance/attribution model

A
  • do - feel - learn
  • consumers must choose between two alternatives that are similar in quality bu are complex and may have hidden or unknown attributes
  • reducing any postpurchase dissonance the consumer may experience resulting from doubt over the purchase
  • dissonance reduction involves selective learning
29
Q

Selective learning

A

The consumer seeks information that supports the choice made and avoids information that would raise doubts about the decision

30
Q

Low involvement hierarchy

A
  • learn - do - feel
  • the consumer engages in passive learning and random information catching rather than active information seeking
31
Q

Findings ARF

A
  1. consumers are always ‘on’ (constantly considering potential purchases, both active and passive shopping mode)
  2. not a linear process (consumers go through a much more iterative and less reductive process and can enter a purchase path at various points
32
Q

Consumer decision journey

A

views the consumer decision-making process as a winding journey with multiple feedback loops rather than a linear, single uniform path purchase based on active shopping and influenced by marketer dominated and controlled touch points such as media advertising

33
Q

Cognitive responses

A

the thoughts that occur to them while reading, viewing and/or hearing a communication

34
Q

Three basic categories of cognitive responses

A
  1. product/message thoughts (counter/support arguments)
  2. source-oriented thoughts (derogations=negative and bolsters=positive)
  3. ad execution thoughts (A->ad represents the receivers’ feeling of favorability or unfavorability toward the ad)