learning and invovlement Flashcards

1
Q

what is learning

A

the process by which individuals acquire purchase and consumption knowledge ‒Allows individuals to apply the knowledge they have previously acquired to future related behaviour

•Learning can be intentionalor incidental

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2
Q

learning can be either

A

incidential or intentional

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3
Q

conditioning is a learning theory, define conditioning

A

conditioning is an automatic response to a situation that is built up through repeated exposure
(e.g. engagement rings)

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4
Q

how does repetition affect conditioning

A

Repetition increases the strength of the association between the unconditioned stimulus (example: marriage proposal) and the conditioned stimulus (example: diamond engagement rin

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5
Q

define stimulus generalisation

A

Stimulus generalisation: learning to make the same response to slightly different stimuli
- mee too products (homebrand)

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6
Q

explain product line extension

A

Product line extensions:new sizes, flavours etc. of an existing product
e.g. choclate milk v normal milk

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7
Q

explain product form extension

A

•Product form extensions:existing product launched in a different functional form

e.g. shevable milk v normal milk

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8
Q

define product category extension

A

same brand name used in a new product category

e.g. milk into ice cream section

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9
Q

define fmaily branding

A

one brand, many products

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10
Q

explain liscencing

A

Licensing: famous personalities endorse a product for a fee; their attributes become associated with the product they endor

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11
Q

explain stimulus discriminiaiton (bandaid)

A

Stimulus discrimination:selection of a specific stimulus from among many stimuli
(opposite of stimulus generalisation)
‒Market challengers want consumers to generalise
‒Market leaders want consumers to discriminate

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12
Q

explain instrumental conditioning

A

Like classical conditioning, instrumental (or operant) conditioning links a stimulus with a response•Unlike classical conditioning, the stimulus providing the optimal response is learned over time through trial‐and‐error•

Thus:
‒Classical conditioning is good for explaining simpleresponses
‒Instrumental conditioning is good for explaining complex, goal‐directedresponse

e.g. “goal” i want shiney hair
use product X
reward: shiney hair

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13
Q

explain ‘reinforces’ in relation to instrumental conditioning

A

Reinforcers are things that increasethe likelihood a behaviour will be performe

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14
Q

explain the 2 types of reinforcement

A

Positive reinforcement:give something positive to increase likelihood of behaviour (examples: complimentary chocolate when ordering coffee; frequent flyer points; gambling machines)

‒Negative reinforcement:take away something negative to increase likelihood of behaviour (examples: medication to take away symptoms of hay fever; earplugs to reduce sound of noisy neighbour

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15
Q

reinforcements can be scheduled at any times:

A

Continuous/total reinforcement:reinforcement occurs after every occasion (example: frequent flyer points)‒

Fixed/systematic reinforcement:reinforcement occurs every nthtime the behaviour is performed (example: free flight after earning a certain number of frequent flyer points)‒

Variable/random reinforcement:no set pattern as to when reinforcement will occur; most effective in motivating behaviour (example: free upgrade at check‐in; gambling machin

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16
Q

explain modelling in relation to instrumental conditioning

A

Evaluation‒We learn a great deal through modelling(or observational learning); direct reinforcement is not always required

‒Example: Determine what music is ‘cool’ by observing the types of music our friends listen to‒Alternative theories that can also explain modelling are required

17
Q

explain cogntive learning theory

A

Learning based on mental activity is termed cognitive learning•
Unlike behavioural learning theory (classical and instrumental conditioning), assumes that learning involves complex mental processing of information

•Processing of information is strongly tied to the structure of memory

18
Q

strucutre of memeory (cognitive learning) process

A

sensory input
sensory store
short term store
long term store

19
Q

explain sensory store

A

Sensory store receives input from the senses‒Input is stored for 1‐2 seconds‒Most of this input is subconsciously blocked (and lost forever)‒Implication: hard for marketers to make a lasting impressi

20
Q

explain short term store

A

•Short‐term storeis where limited information (7±2 items) is processed and stored for a limited time (2‐10 seconds)‒Rehearsal(mental repetition of information or the linking of old information with new) is required to transfer information from the short‐to the long‐term store

21
Q

explain long term store

A

Long‐term storeis where information is retained for days, weeks, or even years
‒Information in the long‐term store is encoded in such a way that words or images are used to represent perceived objets

22
Q

explain retreival

A

Retrieval refers to the recovery of information from the long‐term store‒Retrieval is enhanced when cognitive associations are formed between encoded information

23
Q

define a schema

A

The total package of associations brought to mind when a piece of previously encoded information is activated

24
Q

explain involvement theory

A

Amount of effort that consumers direct towards information search and processing (i.e., learning and decision making) is influenced by their involvement

Involvement refers to the tendency for individuals to make a personal connection between their own life and a stimulus object

25
Q

involvement can differ by

A

‒Products (low involvement examples = toothpaste, soft drink; high involvement examples = cars, insurance policies)

‒Context (example: have recently bought a car vs. need to replace current car)

‒Person (example: buying your very first car vs. a salesperson)

•Thus, a high involvement product for one person may be a low involvement product for another perso

26
Q

explain the elaboration liklihood model

A

The Elaboration Likelihood Model shows how involvement can influence information search and processing•In this model, there are two routes to problem solving

:‒Central route:careful evaluation of information and products‒Peripheral route:limited information search and evaluation•Level of involvement determines which route will be used

:‒High involvement → central route‒Low involvement → peripheral rout