Final Flashcards
Card 1: Definition of Attitude
- Definition: Lasting, general evaluation of people, objects, or issues
- Properties: Endures over time, applies broadly
Card 2: Attitude Object
- Definition: Any entity that one can have an attitude towards
Card 3: Functions of Attitudes
- Utilitarian: Deals with pleasure or pain
- Value-expressive: Expresses consumer’s identity
- Ego-defensive: Protects self-esteem
- Knowledge: Provides order, structure
Card 4: Why Attitudes Exist
- Serve functions that facilitate social behavior and personal expression
Card 5: Learning Your ABC’s
- Affect: Feelings about an object
- Behaviour: Intentions regarding it
- Cognition: Beliefs about it
Card 6: Hierarchy of Effects (High Involvement)
- Sequence: Beliefs → Affect → Behaviour → Attitude
Card 7: Hierarchy of Effects (Low Involvement)
- Sequence: Beliefs → Behaviour → Affect → Attitude
Card 8: Hierarchy of Effects (Emotional)
- Sequence: Affect → Behaviour → Beliefs → Attitude
Card 9: Attitude Formation & Commitment
- Compliance: Weak, changeable
- Identification: Strong, based on social aligning
- Internalization: Strongest, integral to values
Card 10: Theories of Attitude Formation
- Cognitive Harmony
- Cognitive Dissonance
- Self-Perception Theory
Card 11: Social Judgment Theory
- Attitudes frame one’s perception of new information
Card 12: Balance Theory
- People adjust their thoughts to maintain consistency among their beliefs, attitudes, and behaviors
Card 13: Multi-Attribute Models
- Attitudes based on beliefs about several attributes of an object
Card 14: The Fishbein Model
- Components: Salient beliefs, Object-attribute linkages, Importance weights
- Calculation: Sum of (Beliefs × Importance Weights)
Card 15: Using Multi-Attribute Models
- Highlight advantages, improve weak areas, introduce unique attributes
Card 16: Extended Fishbein Model
- Includes considerations of social pressure and intentionality
Card 17: Attitude Change*
Influencers: Reciprocity, Scarcity, Authority, Consistency, Consensus
Card 18: Tactical Communication Considerations
- Who, How, What: Decisions on ad creation and delivery
Card 19: The Traditional Communications Model
- Elements: Source, Message, Medium, Feedback
Card 20: Source Credibility
- Factors: Expertise, Trustworthiness, Objectiveness
Card 21: Source attractiveness
Impact: Halo effect, similarity to the receiver increases persuasion
Card 22: Celebrity Endorsements
- Transfer of star’s popularity to the product; effectiveness depends on celebrity’s credibility and attractiveness
Card 23: Sending a Message
- Importance of framing, visual vs. verbal information, and the medium
Card 24: Message Strategies
- Use of vividness, repetition, emotional vs. rational appeals
Card 25: Comparative Advertisements
- Direct comparisons with competitors; handle with care
Card 26: Emotional vs. Rational Appeals
- Knowing when to use emotional appeals to enhance message acceptance
Card 27: Sex Appeals
- Effectiveness varies based on audience and product relevance
Card 28: Humor Appeals
- Attracts attention, but must be suitable for the product
Card 29: Fear Appeals
- Increased fear can backfire unless used judiciously
Card 30: Elaboration Likelihood Model
- Routes to Persuasion: Central (logic-based), Peripheral (cue-based)
Card 31: Functional Theory of Attitudes
- Application: Ads aligned with dominant function enhance preference
Card 32: Theory of Cognitive Dissonance
- People are motivated to resolve internal conflicts, influencing attitude change post-purchase
Card 33: Self-Perception Theory
- Attitudes formed by observing one’s own behavior, especially in low-involvement contexts
Card 34: Theory of Reasoned Action
- Attitudes predict behavior when considering social norms
Card 35: The Two-Factor Theory
- Focus: Balances the effects of repetition on learning against habituation (wear-out)
- Implication: Too much repetition can reduce ad effectiveness
Card 36: Comparative Advertising
- Definition: Ad strategy that involves direct comparison with competitors
- Caution: Risk of legal issues and consumer backlash
Card 37: Visual vs. Verbal Advertising
- Visual Ads: Strong imagery, quick impact
- Verbal Ads: Detailed information, better for complex products
Card 38: Sex Appeals in Advertising
- Usage: Common in beauty and health sectors
- Consideration: Must be tastefully done to avoid alienating the audience
Card 39: Humor in Advertising
- Effectiveness: Captures attention, enhances recall
- Risk: May distract from the core message
Card 40: Fear Appeals
- Use: To create urgency or change attitudes
- Limitation: Too much fear can be counterproductive
Card 1: Sensation vs. Perception
- Sensation: Immediate response of sensory receptors (eyes, ears, nose, skin) to basic stimuli like light, color, and sound.
- Perception: The process by which sensations are selected, organized, and interpreted.
Card 2: Sensory Marketing
- Definition: Utilizing sensory elements in marketing to affect perceptions that influence customer behavior.
- Application: Visual elements in advertising, store design, and packaging to evoke certain responses.
Card 3: The Role of Color in Marketing
- Impact: Colors rich in symbolic value and cultural meanings influence perception.
- Trend: Shift towards brighter and more complex colors.
Card 4: Sensory Thresholds
- Absolute Threshold: Minimum intensity of stimulus detected by sensory receptors.
- Differential Threshold (Just Noticeable Difference - JND): Smallest change in stimulus intensity that a person can detect.
Card 5: Weber’s Law
- Principle: The JND between two stimuli is not an absolute amount but a proportional amount.
- Application: Important in sensory marketing to determine noticeable differences in product upgrades.
Card 6: Subliminal Perception
- Definition: Registering sensory input without conscious awareness.
- Controversy: Debates over its effectiveness and ethical implications in advertising.
Card 7: Attention Factors in Perception
- Focused Attention: The brain’s resources are concentrated on a particular stimulus.
- Perceptual Selectivity: Ability to select certain stimuli in the environment to process, while ignoring others.
Card 8: Factors Affecting Attention
- Perceptual Vigilance: More likely to notice stimuli that relate to current needs.
- Perceptual Defence: Blocking out stimuli that are psychologically threatening.
Card 9: Creating Contrast to Gain Attention
- Methods: Utilizing differences in size, color, and position to make stimuli more noticeable.
- Example: Brightly colored packaging or uniquely shaped products to stand out on shelves.
Card 10: Interpretation and Biases
- Process: Assigning meaning to sensory stimuli.
- Influences: Experiences, expectations, and the physical attributes of the stimuli.
Card 11: Gestalt Psychology in Perception
- Principles: Consumers tend to perceive incomplete figures as complete (Principle of Closure), group similar items (Principle of Similarity), and distinguish between figure and ground (Figure-Ground Principle).
Card 12: Semiotics in Marketing
- Definition: Study of signs and symbols and their use or interpretation.
- Components: Object (product), Sign (sensory image), and Interpretant (meaning derived).
Card 1: Definition of Learning
- Learning: Permanent change in behavior due to experience.
- Types: Vicarious, Incidental, Behavioral.
Card 2: Classical Conditioning
- Unconditioned Stimulus (UCS): Naturally triggers a response.
- Conditioned Stimulus (CS): Initially neutral; becomes associated with the UCS.
- Conditioned Response (CR): Learned response to previously neutral stimulus.
Card 3: Classical Conditioning Applications
- Brand Equity: Building strong associations with positive experiences.
- Product Associations: Using music and other cues in retail to elicit desirable consumer behaviors.
Card 4: Stimulus Generalization
- Definition: Tendency for stimuli similar to a CS to evoke similar responses.
- Applications: Family branding, product line extensions, licensing.
Card 5: Operant (Instrumental) Conditioning
- Definition: Learning based on consequences (rewards or punishments).
- Components: Positive reinforcement, negative reinforcement, punishment.
Card 6: Reinforcement Schedules
- Fixed-Interval: Rewards after specified time periods.
- Variable-Interval: Rewards at unpredictable time intervals.
- Fixed-Ratio: Rewards after a set number of responses.
- Variable-Ratio: Rewards after a random number of responses.
Card 7: Frequency Marketing
- Definition: Rewards customers based on purchase frequency.
- Goal: Increase customer retention and reinforce purchase behavior.
Card 8: Cognitive Learning Theory
- Focus: Importance of internal mental processes in learning.
- Aspects: Consciousness, mindlessness, trigger features.
Card 9: Observational Learning
- Vicarious Learning: Learning by observing others.
- Modelling: Imitating behaviors of others.
Card 10: Memory Processes
- Encoding: Process of information entering memory.
- Storage: Retention of encoded information over time.
- Retrieval: Recovery of stored information when needed.
Card 11: Types of Memory
- Sensory Memory: Immediate, initial recording of sensory information.
- Short-term Memory (Working Memory): Holds information temporarily for analysis.
- Long-term Memory: Information stored indefinitely.
Card 12: Storing Information in Memory
- Associative Networks: Memory models where ideas are linked.
- Nodes and Links: Basic elements of an associative network.
- Spreading Activation: Method for searching associative networks.
Card 13: Information Retrieval
- Factors Influencing Retrieval: Context, state-dependence, salience.
- Mood Congruence Effect: Easier recall of memories matching current mood.
Card 14: Memory and Branding
- Nostalgia: Leveraging past memories to enhance brand appeal.
- Retro Brands: Brands that invoke nostalgic elements to attract customers.
Card 15: Memory Measurement
- Recognition vs. Recall: Different ways memory retrieval is measured.
- Issues: Inaccuracy in tests due to cues or interference.
Card 1: What is Motivation?
- Motivation: A driving force that compels or reinforces an action toward a desired goal.
- Needs vs. Goals: Involves a discrepancy between a consumer’s current state and their ideal state.
Card 2: Types of Needs
- Utilitarian Needs: Functional or practical benefits of consumption.
- Hedonic Needs: Emotional or experiential benefits of consumption.
Card 3: Motivational Strength
- Biological (Innate) Needs: Fundamental, physiological needs such as hunger or thirst.
- Learned Needs: Needs acquired as a result of cultural or environmental influences.
Card 4: Theories of Motivation
- Drive Theory: Focuses on biological needs that produce unpleasant states of arousal (e.g., hunger).
- Expectancy Theory: Suggests behavior is largely pulled by expectations of achieving desirable outcomes.
Card 5: Motivational Conflicts
- Approach-Approach: Conflict between two desirable alternatives.
- Approach-Avoidance: Conflict where a goal has both positive and negative aspects.
- Avoidance-Avoidance: Conflict between two undesirable alternatives.
Card 6: Cognitive Dissonance
- Definition: The tension experienced when beliefs or behaviors are inconsistent with each other.
- Resolution: Consumers are motivated to reduce dissonance by changing their attitudes or behaviors.
Card 7: Maslow’s Hierarchy of Needs
- Levels: Physiological, Safety, Belongingness, Ego Needs, Self-Actualization.
- Application: Marketing can target different levels depending on the consumer’s current needs.
Card 8: Consumer Involvement
- Definition: The perceived relevance of an object based on inherent needs, values, and interests.
- Types: Product, Message-Response, Purchase Situation.
Card 9: Flow State
- Definition: A state of deep absorption and engagement in an activity.
- Characteristics: Playfulness, control, concentration, time distortion, skill match.
Card 10: Values and Consumer Behavior
- Core Values: Fundamental beliefs that dictate the behavior and preferences of individuals across different areas of life.
- Cultural Influences: Values are shaped by the cultural environment and affect consumer behavior.
Card 11: Hofstede’s Cultural Dimensions
- Dimensions: Power Distance, Individualism vs. Collectivism, Masculinity vs. Femininity, Uncertainty Avoidance, Long-Term Orientation.
- Impact: Influences global marketing strategies and communication.