Individual & Group Decision Making Flashcards

1
Q

Purchase Momentum

A

When one purchase increases the likelihood of making additionall purchases.

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2
Q

Consumer Hyperchoice

A

Overabundance of choices for the consumer. Can lead to less satisfaction

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3
Q

Decision Making Approaches

A
  1. Rational Perspective
  2. Behavioral Influence Perspective
  3. Experiential Perspective
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4
Q

Rational Perspective

A

Belief that consumers take rational purchases basd on objectively info cons or pros

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5
Q

Behavioral Influence Perspective

A

Decisions are highly influenced by envirionmental cues like, store layout, product placement

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6
Q

Experiential Perspective

A

Emotional or Sensory experiences guide choices

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7
Q

Types of Consumer Decisions

A
  1. Habitual Decison Making
  2. Limited Problem Solving
  3. Extended Problem Solving
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8
Q

Habitual Decision Making

A

Decisions made with little or no conciouss effort

Characteriized by automaticity or routine.

Low Cost, Low involvement , Little research

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9
Q

Heauristics

A

Used in Habitual Decision Making , low involvement

Mental Shortcus, rules of thumb to simplify decisions.

Examples:
“Higher price = higher quality”

“Buy what I bought last time”

“Choose the brand Mom used”

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10
Q

Stereotype Heauristics

A

Products from certain countries might help in siplify decision making—not always accurate, but it simplifies choices.

Country-of-origin effects can function as a stereotype—a knowledge structure based on inferences.

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11
Q

Signal

A

Communication of underlaying quality through visible cues.

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12
Q

Inertia

A

Purchase out of Habit.

Buy the same brand out of habit, not loyalty, easy to switch

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13
Q

Brand Loyalty

A

Concious commited repeated purchases. Harder to change

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14
Q

Limited Problem Solving

A

Straightforward and simple but still require some cognitive processing.

Use simple rules or shortcuts.
Compensatory Rule

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15
Q

Compensatory Rule

A

Allow products strenghts to make up for its weaknessess

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16
Q

Types of Compensatory Rules

A
  1. Simple Additive Rule
  2. Weighted Additive Rule
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17
Q

Simple Additive Rule

A

Choose the alternative with the largest number of positive attributes

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18
Q

Weighted Additive Rule

A

Weigh each attribute based on its importance

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19
Q

Non-Compensatory Rule

A

Used for habitual or emotonal decisions.

Eliminate options that do not meet basic standards

If a product fails one attriibute its out

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20
Q

Types of Non-Compesatory Rule

A

Lexicography Rule

Elimation-by-Aspect Rule

Conjunctive Rule

Disjunctive Rule

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21
Q

Lexicography Rule

A

Pick the brand that scores highest on the most important attribute.

If there’s a tie, move to the second most important, and so on.

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22
Q

Elimination-by-Aspects Rule

A

Set cut-offs for important features (e.g., “must have 3 HDMI ports”).

Eliminate options that don’t meet the cut-off.

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23
Q

Conjuctive Rule

A

Set minimum acceptable levels for all attributes.

Accept only brands that meet every cutoff. Entails processing by brand

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24
Q

Disjunctive Rule

A

Set high standards for each attribute.

Accept brands that exceed the standard on at least one attribute.

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25
Q

Extended Problem Solving

A

In-depth evaluation and research. HIgh Involvement

Collect info from internal search (memory) and external search (outsde sources)

Expensive, unfamiliar products

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26
Q

Stages in Extended Problem Solving

A
  1. Problem Recognition
  2. Information Search
  3. Evaluation of Alternatives
  4. Choice
  5. Consumption and Learning
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27
Q

Problem Recognition

A

When we experience a significant difference between our current situation and desire state

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28
Q

Opportunity Recognition

A

Ideal state rises

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29
Q

Maximizing

A

Strategy that seeks to deliver the best possible result

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30
Q

Satisficing

A

Consumer settles for the good-enough option

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31
Q

Bounded Rationality

A

Decision-making process where individuals aim for a solution that is “good enough” rather than the optimal one.

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32
Q

Evoke Set

A

Brands they know and recall

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33
Q

Consideration Set

A

Brands seriously considered

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34
Q

Inep Set

A

Brands Known but Rejected

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35
Q

Inert Set

A

Unknown or Forgotten brands . Brands not comming to mind

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36
Q

Categorization Matters

A

How a product is classified affects what it’s compared to.

Marketers try to position their products in favorable categories (e.g., orange juice as more than just a breakfast drink).

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37
Q

Feature Creep

A

Too many features can overwheelm and lead to product retruns.

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38
Q

Evaluative Criteria

A

Attributes used to compared options (e.g., screen resolution).

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39
Q

Determinant Attributes

A

Help consumers make a choice. Criteria that actually influence the final decision. Educate consumers what attributes should be determinant.

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40
Q

Consumer satisfaction/dissatisfaction

A

Overall feelings or attitude a person has about a product after it has been purchased.

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41
Q

Expectancy disconfirmation model

A

If performance > expectations → satisfaction.

If performance < expectations → dissatisfaction.

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42
Q

Voice response

A

Direct complaints to company.

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43
Q

Private response

A

Telling others, boycotting.

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44
Q

Third-party response

A

Posting reviews, legal action.

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45
Q

Social Scoring

A

Both customers and service providers increasingly rate one another’s performance. (e.g., Uber, Airbnb).

46
Q

Mental Accounting

A

How choices are framed affects decisions.

Decisions are made based on how a problem is posed, and wether it is put in terms of gains or losses

47
Q

Decision Making Biases

A
  1. Sunk-cost Fallacy
  2. Loss Aversion
  3. Framming effect
  4. House money effect
  5. Choice Arquitecture
48
Q

Sunk-cost Fallacy

A

Having paid for something make us reclutant to waste it

49
Q

Loss Aversion

A

Losses feel worse than equivalent gains.

50
Q

Framing effect

A

People react differently to the same choice depending on how it’s worded.

51
Q

House money effect

A

People take more risks with money they feel they got “for free.”

52
Q

Choice architecture

A

How choices are presented matters (e.g., organ donation defaults).

53
Q

Prospect Theory

A

People evaluate outcomes as gains/losses from a reference point.

Losses hurt more than gains feel good.

People are risk-averse with gains, risk-seeking with losses.

People overweight small probabilities (e.g., buying lottery tickets).

54
Q

Decision Polarization

A

Individuals on groups become more extreme in their decisions or opinions after discussing them.

Group discussion pushes opinions to more extreme positions.

More people are involved in a decision, each individual is less accountable for the outcome, so diffusion of responsibility occurs.4

55
Q

Deindividuation

A

Individuals identities get sumerged within a group

56
Q

Bandwagon effect (herd mentality)

A

People conform just because others are doing something.

57
Q

Social Loafing

A

People put in less effort when working in groups

58
Q

5 Roles in Group Decisions

A
  1. Initiator
  2. Gatekeeper
  3. Influencer
  4. Buyer
  5. User
59
Q

Initiator

A

Starts the idea or need

60
Q

Gatekeeper

A

Controls the information flow

61
Q

Infleuncer

A

Tries to sway the decision

62
Q

Buyer

A

Makes the actual purchase

63
Q

User

A

Uses or consumes the product

64
Q

Norms

A

Informal rules that guide what is right or wrong

65
Q

Social Norms

A

Standards or acceptable behavior withing a group

66
Q

Normative Influence

A

Norms guide what is considered acceptable in a group or situation. People often change their behavior to fit in

67
Q

Descriptive Norms

A

Describes what most people do

68
Q

Injunctive Norm

A

Indicate what is approved or disapproved by socity

69
Q

Dynamic Norms

A

Show how behavior change over time

70
Q

Conformity

A

A changed in beliefs or actions due to real or imagined group preassure

71
Q

Reactance

A

Also called “Boomerang Effect”

Negative emotional state where consumers feel they are losing their freedom of choice

72
Q

Red sneakers effect

A

People with non-comforming behaviors (like wearing red sneakers in a business setting) may be seen as more powerful or competent—if others think it’s on purpose.

73
Q

Factors that influence comformity

A
  1. Cultural Pressure
  2. Fear of Deviance
  3. Commitment to Group
  4. Group Size & Unanimaty
  5. Suceptibility to Interpersonal Influence
  6. Environmental Cues
74
Q

Conformity - Cultural Preassure

A

Different cultures encourage conformity to a greater or lesser degree

75
Q

Conformity - Fear of Deviance

A

Avoid rejection or punishment by the group.

76
Q

Conformity - Commitment to a group

A

More commitment = more likely to conform.

Principle of Least Interest: Those less invested hold more power

77
Q

Conformity - Group size & unanimity

A

Larger, unanimous, and expert groups → higher pressure to conform.

78
Q

Conformity - Susceptibility to interpersonal influence

A

This trait refers to an individual’s need to identify with or to enhance their image in the opinion of significant others

79
Q

Conformity - Environmental cues

A

Warm environments can increase conformity

80
Q

Reference Groups

A

person or group that significantly influences an individual’s behavior, evaluations, or aspirations.

81
Q

Social Identity Theory

A

Individuals have multiple “selves” that are connected to various groups.

82
Q

3 Types of Reference Group Influence

A
  1. Informational Influence
  2. Utilitarian Influence
  3. Value-expressive influence
83
Q

Informational Influence

A

Rely on a reference group for information about a consumption decision, such as brand-related knowledge or experience.

84
Q

Utilitarian Influence

A

An individual might make a consumption choice to satisfy the expectations of a reference group

85
Q

Value-Expressive Influence

A

Use products to demonstrate a characteristic or value that aligns with a group they identify with or aspire to.

86
Q

Aspirational Reference Groups

A

Groups you admire or aspire to join (e.g., athletes, executives).

87
Q

Membership Groups

A

Groups you belong to (friends, family, school clubs).

88
Q

Dissociative Groups

A

Groups you want to avoid being associated with (e.g., rival fanbases)

89
Q

Factors that Increase Group Influence

A
  1. Propinquity
  2. Mere Exposure
  3. Group Cohesiveness
90
Q

Propinquity

A

Physicall Closeness = More Influence

91
Q

Mere Exposure

A

Familirity increases likelihood

92
Q

Group Cohesiveness

A

Tight-knit groups have more influence

93
Q

Social Power

A

The capacity one have to alter the actions or outcomes of others

94
Q

Types of Social Power

A
  1. Referent Power
  2. Information Power
  3. Legitimate Power
  4. Expert Power
  5. Coercive Power
95
Q

Referent Power

A

Wanting to become like someone we admire (celebs, influencers).

96
Q

Information Power

A

High expertise power, someone holds power because they have information others might not have

97
Q

Legitimate Power

A

Power from recognized authority (e.g., doctor in a lab coat).

98
Q

Expert Power

A

Power from specialized skill or knowledge (e.g., product reviewers).

99
Q

Coercive Power

A

Influence through fear or pressure (rare in marketing, but seen in fear appeals).

100
Q

Brand Community

A

Groups formed around shared usage or love for a brand (e.g., Harley-Davidson riders, Peloton users).

101
Q

Opinion Leaders

A

People who are knowledgeable about certain consumption categories and whose advice others take seriously.

102
Q

Two-Step Flow Model of Influence

A

Proposes that a small group of influencers are responsible for the dissemination of information, because they can modify the opinions of a large number of other people.

Opinion leaders absorb information from media → then spread it to others.

103
Q

Mass connectors

A

Influential members of social media networks

104
Q

Types of Opinion Leaders

A
  1. Market Maven
  2. Surrogate Consumers
  3. Influencer (Power users)
105
Q

Market Maven

A

Type of Opinion Leader

Persons that serves as a source of informatio about market place activities

106
Q

Surrogate Consumers

A

Professionals who make purchasing decisions on behalf of others (e.g., interior decorators, stockbrokers).

107
Q

Influencers

A

Highly followed social media users who shape opinions (e.g., fashion bloggers, tech reviewers).

108
Q

The Self-Designated Method

A

Ask people if they consider themselves to be opinion leaders. (May be biased!)

109
Q

Buzz Marketing

A

Activities undertaken by marketers to encourage consumers to spread WOM about the brand.

Strategy to generate organic conversations about a brand (e.g., viral challenges, teaser campaigns).

110
Q

Nodes

A

Members of a network

111
Q

Media Multiplexity

A

Communications in social media travels in many directions , and across multiple platforms

112
Q

Megaphone effect

A

Regular users now have a global audience to spread opinions.