Consumer Learning 1 Flashcards

1
Q

Learning

A

Applying one’s past knowledge and experience to present circumstances and behavior

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2
Q

Consumer Learning

A

Acquire knowledge from experience, observation, interactions
- Involve reflexive responses to marketing stimuli (Promotional Messages)

Intentional Learning:
- Acquired from search for information

Incidental Learning:
- Acquired by accident or without much effort

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3
Q

Elements of Learning

A

Motivation:
- Drives unfilled needs which spurs learning

Cues:
- Stimuli that is consistent with consumer expectations to drive motivation
- Advertisements or store displays

Response:
- Individual’s reaction to a drive or cue
- Product purchase

Reinforcement:
- Reward that the consumer receives after buying and using a product
- Pleasure

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4
Q

Behavioral Learning (Stimulus-Response Learning)

A

Inputs and outcomes of learning
- Stimuli that consumers select from the environment and observable behaviors

There are three forms of behavioral learning:
- Classical Conditioning
- Instrumental Conditioning
- Observational Learning

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5
Q

Classical Conditioning

A

Automatic response that builds up through repeated exposure and reinforcement

Unconditioned Stimulus:
- Occurs naturally in response to given circumstances

Conditioned Stimulus:
- Becomes associated with a particular event or feeling as a result of repetition

Conditioned Response:
- Response to the conditioned stimulus

The learning of associations among events that enable consumers to expect and anticipate events

Repetition:
- Helps form associations between brands and fulfillment of needs
- Repetitive Advertising

Advertising Wear-Out:
- The point at which an individual becomes satiated with numerous exposure resulting in attention and retention decline

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6
Q

Three Hit Theory

A

Three exposures to an advertisement are needed:
- Make consumers aware of the product
- Show consumers the relevance of the product
- Remind them of its benefits

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7
Q

Stimulus Generalization

A

Responding the same way to slightly different stimuli

Product Line Extensions:
- Additions of related items to an established brand

Product Form Extension:
- Involves offering the same product in a different form but under the same brand

Family Branding:
- Consists of marketing different products under the same brand name

Licensing:
- Contractually allowing a well-known brand name to be affixed to the products of another manufacturer
- Provide instant recognition and implied quality for the licensed products

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8
Q

Stimulus Discrimination

A

Opposite of Stimulus Generalization

The core objective of positioning is to “teach” consumers to discriminate among similar products
- And form a unique image of the brand in their minds
- The selection of a specific stimulus from among similar stimuli

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9
Q

Instrumental (Operant Conditioning)

A

Learning occurs through a trial-and-error process
- Requires a link between a stimulus and a response

Habits:
- Formed as a result of rewards received for certain responses or behaviors
- Stimulus: buying good looking jeans
- Response: trying out different brands until its a perfect fit

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10
Q

Types of Reinforcement

A

Positive Reinforcement:
Rewards a particular behavior
- Referral rewards, frequent flyer programs
Strengthens the likelihood of a given response during a similar circumstance (Incentivized Advertising)

Negative Reinforcement:
Removal of an unpleasant stimulus
- Used in unsought products/services
Strengthens the likelihood of a given response during a similar circumstance (Urgency and Scarcity)

Punishment:
Designed to discourage behavior (Late Payment Fees)

Extinction:
When a learned response is no longer reinforced
- Link between the stimulus and the expected reward breaks down (Discontinued Rewards)

Forgetting:
Behavior is unlearned with the passage of time
- The point at which the link between the stimulus and the expected reward ceases to exist

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11
Q

Reinforcements Schedules

A

Continuous Reinforcement:
- reward is provided after each transaction
- candy machine

Fixed Ratio Reinforcement:
- reward is provided every x time the product is purchased
- punch cards

Variable Ratio Reinforcement:
- reward is given randomly
- gambling casinos

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12
Q

Shaping

A

Reinforcement performed before the desired consumer behavior takes place which increases the likelihood that the desired behavior will occur

Retailers often provide forms of preliminary reinforcement to encourage consumers to visit
- Extremely discounted prices (Loss Leader Strategy)
- Gift for test driving a new car

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13
Q

Mass vs Distributed Learning

A

When creating an advertising campaign

Goal: Immediate Impact (New Product Launch)
- Mass Schedule can hasten consumer learning

Goal: Long-Term Business (Regular Purchases)
- Distributed Schedule is preferable

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