Lecture 4 Flashcards

1
Q

Click-whirr response

A

Refers to a fixed action pattern that unfolds more or less invariantly when suitable environmental stimuli are present in the influence context. They are fast, effortless, spontaneous, stable across situations.

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2
Q

Click

A

The stimulus that prompts the behavioral response

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3
Q

Shirr

A

The actual unfolding of that response

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4
Q

Mindlessness leads people to…..

A

…. re-enacting scripts.

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5
Q

Automaticity principle

A

Usually consumers are unwilling or unable to spend a lot of energy. Thus habits. Basis of all influences are simple decision heuritics.

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6
Q

Heuristics

A

Simple Decision rules that consumers use as a rule of thumb in a given influence setting.

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7
Q

Cialdini principles

A
  1. Reciprocity
  2. Liking
  3. Authority
  4. Social Proof
  5. Scarcity
  6. Commitment/Consistency
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8
Q

Reciprocity

A

Foot in the door technique

  • Large offer that is to be rejected, smaller offer that is a concession, is to be accepted.
  • time between requests should be fairly short.
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9
Q

Commitment

A

Foot in the door technique:
- Smaller request to say yes to evoke compliance, then larger offer.
- Time between can be larger
Continuing question procedure
- e.g. 3 small yes question -> then ask donation
Lowball technique
- solicit commitment from consumer than change deal for the worse (car salesmen example)

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10
Q

Social validation / proof

A

Tendency to look to others to infer “correct” behavior in a given situation.

  • Mainly in situations of ambiguity and uncertainty
  • E.g. ….most sold in supermarket
  • E.g. ….people who stayed in this room reused their towels
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11
Q

Liking principle

A

Consumers tend to comply with request from salesmen they like. Factors that affect liking:

  1. Familiarity increases liking
  2. Physical attractiveness (Halo-effect)
  3. Similarity (Bob likes bounty)
  4. Integration: simple compliments
  5. Bringing good news
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12
Q

Authority Principle

A

Power of influencing others either by force or with aid of status and position-related symbols.
- is a function of status and hence is communicated through symbols (e.g. clothing/products).

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13
Q

Scarcity Principle

A

The tendency to infer value from limited availability rather than to availability from value:

  • Almost no stronger desire in consumers, then to have something limited.
  • May be viewed as a loss of freedom to choose. Thus triggers psychological reactance.
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14
Q

Confusion Principle

A

Gently confusing consumers can increase tendency to comply with a sales request.
- Disruption distracts consumers from counter-arguing the message. The reframe also acts as a pheripheral cue, thus increasing persuasion.

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15
Q

The limited resources theory

A

Provides explanation for mindlessness of consumers in may settings. Actively reacting to influence attempts requires self-regulation and consumes a limited available resource for such processes. Depletion increases vulnerability to influence attempts due to reliance on compliance heuristics.

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16
Q

Three forms of targeting (online)

A
  1. Demographic
  2. Contextual
  3. Behavioral
17
Q

3 areas of online advertising

A
  1. Search advertising
  2. Classified advertising
  3. Display advertising
18
Q

Classified advertising

A

Online form of classified ads as traditionally found in newspapers

19
Q

Online trust

A

Willingness to make one-self vulnerable to another party in the presence of risk

20
Q

The three dimensions of trust

A
  1. Ability
  2. Charity
  3. Integrity
21
Q

The online truth effect

A

People have an increased tendency to believe information that they know comes from a computer.

22
Q

Internet as transactive memory system

A

An external reservoir of declarative knowledge that complements our own storage of declarative and procedural knowledge.

23
Q

Why people rely on transactive memory

A

People have an increasing tendency to rely on transactive memory to simply look up new information for them (rather then actively store it in their own memory). They will thus assume it to be true.

24
Q

Google Effect

A

Tendency to increasingly rely not on own declarative memory. But on the “transactive memory” of the internet to access info. People know now less facts, but rather where to find them.

25
Q

We and our devices

A

We perceive our own mobile phones as a part of ourselves. Suggesting an overlap in neural representation of one’s hand and one’s phone.

26
Q

Persuasion by other consumers (online)

A

Chatting with others online.

  • Possibly most prevalent and prolific source of online product information. Chatter can increase firm performance.
  • Volume -> positive effect on stock
  • Positive -> no effect…
  • Negative -> negative effect….
27
Q

Critical factors to go viral

A
  1. Emotion evoked (positive or negative)
  2. Extent to which emotion is high in arousal

High in arousal (rage/happiness)? More change of going viral. Low arousal examples: sadness, calmness.

28
Q

General hypothesis (online consumers)

A

More media, less attention, more task switching

  • Choices less deliberate
  • More intuitive
  • More impulsive.
29
Q

Scripts

A

Pre-determined, stereotyped sequences of actions that define a well-known situation without paying attention to substansive information.