Exam 2 Flashcards

1
Q

Primary Groups

A

ex) roomates, family members (closest vicinity to you & with you)

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2
Q

Secondary groups

A

ex) sorority/fraternity, work associations (closely bonded but not as close as primary)

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3
Q

Reference groups (3 kinds)

A

1) Affiliative - A group that you ARE a member of that has an influence on your behavior (ex. Fraternity at HPU wearing a green windbreaker, eating in certain locations, what bars he might go to, what girls he would date)
2) Aspiration - you are NOT a member; you like the group, so you make choices to be like them (ex. Golfer using a certain selection of clubs because the PGA members use them)
3) Dissociative - you are not a member and you do not want to be associated with them so you make decisions that will not align with their behavior (ex. Not buying a hybrid because you’re republican and ppl will think you’re a democrat)

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4
Q

Types of Influence

A

1) Informational - ex. A group of runners is the source of information for Hunt as he decides on what types of running shoes he should get
2) Normative - The good runners smirking at Hunt’s shoes and influencing him to buy the shoes so he can fit in the group and run with them
3) Identification - ex. The group all wear the shoes so getting them helps Hunt identify within the group, that it’s part of the “dress code”

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5
Q

Asch Phenomenon

A

Actors pick the wrong line and then people are coerced by conformity to pick something they know is wrong

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6
Q

Measures of Group Strength

A

1) Cohesiveness – a group where goals align
2) Compliance – rewards & punishments (ex. Teammate punishing player to sit out of the game so they will comply and work harder)
3) Conformity – changing the way you do things to fit in and align with those members of your team or a group standard

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7
Q

Group Phenomena

A

1) Risky shift – tendencies for groups to make riskier decisions together whereas the individuals wouldn’t have made on their own (ex. Girl stealing the floor below’s couch)
2) Social facilitation – what tasks we are involved in that having ppl around to facilitate is good
3) Social loafing – tendency when you have big groups for certain individuals to slack off (ex. Tug of war, not helping)
4) Social Fence – A social fence refers to a short-term avoidance behavior by individuals that leads to a long-term loss to the entire group. (in a group project not helping and then the whole group gets a bad grade)
5) Social trap – represents a behavior or action that prioritizes individual gains at the expense of collective gains (not recycling - “let the other person worry abt it” )

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8
Q

Word of Mouth

A
  • Consumers trust opinions of people (family, friends, acquaintances) more than marketing communications
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9
Q

Characteristics of opinion leaders

A
  • “go to person” for specific types of info
  • person passes along info
  • personality > outgoing & sociable
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10
Q

Social Influencers

A

two ways
- reach and niche
- influencers on social media

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11
Q

In what category will u find individuals are most successful?

A
  • early adopters
  • not the ppl who actually come up with the idea but instead the ppl who see potential and feed off it
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12
Q

Diffusion of innovations (model)

A

Starts with …
Innovators (2.5%)
Early Adopters (13.5%)
Early Majority (34%)
Late Majority (34%)
Laggards (16%) - resent change/rely on traditions

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13
Q

Individual stages of adoption

A

1) Awareness - becoming aware of product
2) Interest - searching for more info
3) Evaluation - mental trial
4) Trial - limited usage of the product
5) Adoption - decision to use/reject

(think of adopting a baby and stages u would go through to remember)

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14
Q

Adoption Curve

A
  • Slow diffusion > lower curve
  • Fast diffusion > higher curve
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15
Q

Factors affecting the rate of diffusion (a new product being accepted by the market)

A

1) Type of group – who’s our target, who is our audience? What are their demographics, personalities etc.?
2) Type of decision – who needs to be involved in the decision?
3) Marketing effort – How much money can I put towards marketing, social influencers advertisement etc.?
4) Fulfillment of felt need – problem that I am trying to solve, with the product, is it relevant to me?
5) Compatibility – Is it compatible with my lifestyle and me?
6) Relative Advantage – Are there multiple products of the same thing? How can products compete?
7) Complexity – If my new product is hard to understand, people don’t want to invest in it
8) Observability – If a lot of people use it then it pushes you to get the product
9) Trialability – what things do u need to try before u buy? (Ex. A car, makeup/skincare, clothes)
10) Perceived risk – do tribality to lower the risk

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16
Q

Stages in Information Processing

A

1) Exposure - random words (broken thermostat)
2) Attention - ads louder, tennis ball man
3) Interpretation - if a room is smoky you notice
4) STM (short-term) - active problem solving
5) LTM (long-term) - stored experiences

17
Q

Subliminal Percpetion

A

any sensory stimuli below an individual’s threshold for conscious perception (ex. the ads saying sex in them)

18
Q

Examples of ways to increase attention

A

1) Size
2) Intensity
3) Attractive visuals
4) Color
5) Movement
6) Position
7) Isolation
8) Contrast
9) Format
10) Interestingness
11) Information quantity (overload?)

19
Q

What “rules or guidelines” do we use to interpret stimuli? (examples)

A

1) The meaning assigned to a stimulus is learned (smoke means fire)
2) We interpret stimuli consistently with our expectations (Tropicana will be best OJ, Figi is best water)
> Common fate – when we see things going in the same direction, we tend to group them together
3) Proximity (ex. The lines close to each other, how many objects?)
> Ponzo Illusion – bottom/top lines are the same size, yet the proximity of the other lines makes it look like different sizes
4) Similarity (ex. Order for X’s and dots) (box size and logos are similar for products)
5) Closure (gameshow fuzzy image guess based on some stimuli) (cigarette example, finishing the jingle - “You can take Salem out of the country, but you can’t take the country out of Salem” )
6) Personal characteristics (people will view things differently based on personality) (Tiggers vs EOR, gullible = sherry, football Florida, deer crossing not for the deer)
7) Gestalt – stimuli evaluated in the context of the situation (thermos by professor = coffee) (Disney pizza oven, cheese crust, at bakery context is great)

20
Q

Definition of Learning

A

the acquisition of knowledge or skills through experience, study, or by being taught

21
Q

Difference between STM vs LTM

A

1)Short-term memory – STM
- Active processing; thinking; working memory
2)Long-term memory – LTM
- Learning – a change in content or organization of LTM
- Unlimited capacity
- We never truly forget; just have difficulty accessing the data > Ex) portal in our head, how quickly the information can get into our brains

22
Q

Low versus high involvement learning

A

Low > no active participation to learn content, material, etc.
High > occurs in situations where the individual is highly motivated to learn the material

23
Q

Classical Conditioning Model (Low Involvement)

A
  • Pavlov’s dog – when presented with food, dog will salivate (its inherent not a learned behavior)
  • Unconditioned Stimulus > Physical/Emotional response > Unconditioned Response, then add bell (conditioned stimuli) to sound every time he gets food > conditioned response of salivating
24
Q

Operant Conditioning (High Involvement)

A
  • Stimulus > Response > Reward/Reinforcement (strengthens link of response & reward)
  • Ex) Stimulus (headache) > response (take Advil) > reward (headache is gone, problem resolved)
25
Q

Vicarious Learning (low involvement bc u learn it but don’t receive a payout)

A
  • (Watching an ad on TV about a construction worker) Stimulus (hunger) > Response (snickers) > Hunger is satisfied
  • Learning through other people
26
Q

Iconic Rote Learning (Low involvement)

A
  • Learned through “repetition” (learning your address as a kid)
  • Ex) the alphabet song
27
Q

Reasoning (Highest Involvement)

A
  • a most complex form of learning
  • creative thinking to problem-solve
  • “You have a problem; you figure out the solution”