Consumer Behavior Flashcards

1
Q

The mental stress or discomfort experienced from having conflicting thoughts, beliefs, or attitudes
Humans strive for internal consistency

A

Cognitive dissonance

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2
Q

Cognitive dissonance

A

The mental stress of discomfort experienced from having conflicting thoughts, beliefs, or attitudes
Humans strive for internal consistency

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3
Q

Cognitive dissonance: humans strive for

A

Internal consistency

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4
Q

Cognitive dissonance is the mental stress or discomfort experienced from having conflicting (3)

A

Thoughts, beliefs, or attitudes

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5
Q

Consumer behavior 3 corners

A

Affect (how you feel)
Cognition (what you think)
Behavior (what you do)

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6
Q

3 ways humans deal with cognitive dissonance

A
  1. Change belief
  2. Change action
  3. Change action perception
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7
Q

Action changes attitude _____ than attitude changes action

A

Faster

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8
Q

9 ways to motivate action

A
Framing
Collectivism
Ownership
Play
Utility
Modeling
Skill
Ease
Commitment
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9
Q

People react to a particular choice in different ways depending on how it is presented

A

Framing effect

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10
Q

Why does reframing work?

A

Because our brains have limited processing capacity

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11
Q

Framing effect

A

People react to a particular choice in different ways depending on how it is presented

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12
Q

The practice or principle of giving a group priority over each individual in it

A

Collectivism

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13
Q

Collectivism

A

The practice or principle of giving a group priority over each individual in it

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14
Q

Four building blocks of collectivism

A

Obedience
Conformity
Action
Purpose

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15
Q

Obedience study

A

Milgram study

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16
Q

Conformity study

A

Line study

17
Q

Two ownership effects

A

The endowment effect

The IKEA effect

18
Q

People place a disproportionate value on something they own, build, or help create themselves

A

Ownership

19
Q

There is a connection between the things we own and our selves; we think highly of ourselves so we think highly of the things we own and create

A

Ownership

20
Q

Ownership

A

People place a disproportionate value on something they own, build, or help create themselves
There is a connection between the things we own and ourselves; we think highly of ourselves so we think highly of the things we own and create

21
Q

The use of game mechanisms and game structures to make situations playful

A

Gamification

22
Q

Gamification

A

The use of game mechanisms and game structures to make situations playful

23
Q

Why do humans like games?

A

Because activities with rewards activate dopamine

24
Q

Play is the intersection of what two things

A

Do what I enjoy (consumer wants)

Spend time with my brand (advertiser wants)

25
Q

The more value that can be injected into a brand (making the brand increasingly valuable to the consumer), the stronger the brand becomes

A

Utility

26
Q

Utility

A

The more value that can be injected into a brand (making the brand increasingly valuable to the consumer), the stronger the brand becomes

27
Q

Value =

A

Ability to meet my goal/price

28
Q

Three examples of “models”

A

Family
Friends
Reference groups

29
Q

An individual or group whose perspectives, values, or behavior is used by another individual as a basis for his or her judgements, opinions, and/or actions

A

Reference groups

30
Q

3 types of reference groups

A

Membership (officially belong)
Aspirational (desire Association)
Dissociative (to be avoided)

31
Q

Making a task easier through capacity building and providing resources to confidently engage in the behavior

A

Skill

32
Q

Skill

A

Making a task easier through capacity building and providing resources to confidently engage in the behavior

33
Q

A person’s belief in their ability to succeed in a given situation

A

Self efficacy

34
Q

Self efficacy

A

A person’s belief in their ability to succeed in a given situation

35
Q

This eliminates complexity - makes it easier for people to undertake behaviors
Modify the environment or context of the bah cope to make it easier

A

Ease

36
Q

Ease: This system is fast, unconscious, automatic, everyday decisions, error prone

A

System 1

37
Q

Ease: This system is slow, conscious, effortful, complex decisions, reliable

A

System 2

38
Q

Foot in the door - people are more likely to do a larger task if you ask them to do a smaller task first
Cognitive dissonance

A

Commitment

39
Q

Commitment example

A

Foot-in-the-door: people are more likely to do a larger task if you ask them to do a smaller task first