College 13 Flashcards

1
Q

consumer behavior

A

all activities associated with the purchase, use and disposal of goods and services, including the consumer’s emotional, mental and behavioral responses that precede or follow these acitivties

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2
Q

The ABC of attitudes

A

Attitude= overall evaluation towards composting
- (A)ffective = feelings & emotions
- (B)ehavioural = past & future activity
- (C)ognitive = thoughts and beliefs

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3
Q

The elaboration Likelihood Model (ELM)

A

Presents two routes to persuasion; the central route and the peripheral route.

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4
Q

principles of influence: Reciprocity

A

people feel obliged to return favors

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5
Q

principles of influence: consistency

A

people want to be consistent

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6
Q

principles of influence: social proof

A

people look to others for information

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7
Q

principles of influence: liking/sympathy

A

people agree with people they like

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8
Q

principles of influence: authority

A

people follow the opinion of authorities

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9
Q

principles of influence: scarity

A

people want things that are less available or exlusive

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10
Q

principles of influence: unity

A

people value being part of a group

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11
Q

Reciprocity: the door in the face technique

A

is a persuasive strategy that involves making a large, unreasonable request first, followed by a smaller, more acceptable one. The idea is that the contrast between the two requests makes the second one seem more reasonable and appealing, increasing the likelihood of compliance

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12
Q

peripheral cue

A

an attractive desirable associate to a product (celebrities can be seen as peripheral cue)

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13
Q

central cue

A

as an expert in the area of a product

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14
Q

product involvement

A

the perceived relevance of a product class based on the consumer’s inherent needs, interest and values during the purchase process

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15
Q

ulitarian consumption

A

‘rational’ consumption: consumption based on instrumentality (power efficiency)
> examplary ulitarian goods: vacuum cleaner, oven/stove, etc

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16
Q

hedonic consumption

A

consumption tied to experiential aspects of a product (fun, prestige, etc)
> examplary hedonic goods: sport cars, luxury apparel

17
Q

endowment effect

A

goods that you own are subjectively higher than goods that you don’t own
> seller estimates a higher value they are willing to sell for then the buyer who doesn’t own the product and has to determine a price they want to buy it for

18
Q

decoy effect

A

based on the idea of asymmetrical dominance
- when we are choosing between two alternatives, the addition of a third, less attractive option (the decoy) can influence our perception of the original two choices.

19
Q

compromise effect

A

when a product becomes a compromise product or intermediate product, its possibility of selection will rise
> This is actually what restaurants do: increase the price of the most
expensive wine by a lot, and that of the second-most expensive wine a little
> make a bad deal seem more attractive

20
Q

temporal discounting

A

people discount rewards that are far in the future
> and therefore value (even potentially objectively smaller) rewards in the near future more highly