MG103 - Final Flashcards

1
Q

Consumer behavior

A

the activities associated w/ the purchase, use, and disposal of goods and services

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2
Q

basic research

A

examines general questions in an attempt to extract generalizable knowledge

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3
Q

applied research

A

examines specific questions marketers or companies care about

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4
Q

ways to get data

A

observations, experiments, surveys

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5
Q

primary data

A

you are gathering the data yourself (the data doesn’t already exist)

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6
Q

secondary data

A

you got the data from someone else

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7
Q

quantitative data

A

number based data

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8
Q

qualitative data

A

non numerical data

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9
Q

how to choose a research method

A

time you have, quantity of the effect to the number of people, type of firm or business they are in, the point you are at in your research

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10
Q

A/B Test

A

a randomized experiment method that is a way to compare two versions of something

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11
Q

attention is…?

A

limited, selective, and can be divided

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12
Q

process of marketers

A
  1. gain exposure
  2. attract attention
  3. keep attention and counteract habituation
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13
Q

perception is influenced by…

A
  1. the context
  2. pre-existing knowledge
  3. input from the five senses
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14
Q

attention economy

A

a concept that describes how humans manage info available to them

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15
Q

Weber’s Law

A

the just-noticeable difference between two stimuli is a function of the magnitude of the original stimulus

shrink-flation concept - used to figure out whether two stimuli seem different

JND - just noticeable difference

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16
Q

the Stroop Effect

A

the delay in reaction time between two stimuli
- congruent: word meaning matches font color
- incongruent: word meaning does not match font color

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17
Q

Miller’s rule

A

short-term memory capacity 7 +- 2 items

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18
Q

Gist

A

fuzzy impression of the general meaning of the experience

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19
Q

Verbatim

A

mental representation of exact detail

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20
Q

Are people more likely to share verbatim or gist?

A

gist (bottom line)

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21
Q

measures of memory in marketing: Top of mind

A

named the brand first

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22
Q

measures of memory in marketing: unprompted awareness

A

named the brand spontaneously (given category)

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23
Q

measures of memory in marketing: prompted awareness

A

recognized brand when asked

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24
Q

measures of memory in marketing: unprompted advertising awareness

A

remembered seeing ads spontaneously

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25
Q

measures of memory in marketing: prompted advertising awareness

A

remembered seeing ads when asked

26
Q

measures of memory in marketing: advertising message recall

A

accurately remembered the content of the ads

27
Q

Zeigarnik effect

A

consumers remember unfinished or interrupted tasks better than completed tasks

28
Q

Classical conditioning

A

associate one stimulus with another, producing an involuntary response

29
Q

evaluative conditioning

A

terminology for the special case of classical conditioning that affects evaluative responses to the CS

see endorser, positive feelings –> see brand, positive feelings

30
Q

spontaneous recovery

A

conditioned response is not forgotten, just suppressed

31
Q

UCS - Unconditioned stimulus

A

celebrities, imagery, senses, emotions

32
Q

Positive Reinforcement

A

Something people like + Give it

  • rewards systems (points, stars, etc.)
33
Q

positive punishment

A

something people don’t like + give it

34
Q

negative punishment

A

something people like + take it away

35
Q

negative reinforcement

A

something people don’t like + take it away

kids want to avoid nagging, so they do what needs to be done (nagging results in desired behavior)

seatbelt beeping going off, stops beeping once buckled in

36
Q

Punishment

A

frequency matters more than size

ex. parking tickets

37
Q

affect

A

umbrella term for all our feelings
- emotions (don’t last very long), moods, personality

38
Q

affect heuristic

A

a mental shortcut where current feelings, rather than information, drive the decision process

39
Q

implications of affect heuristic

A

charitable giving
- statistical victim: just general statistics (7 million ppl have died) - identifiable victim: one particular victim (this girl in Africa needs your help)

also at play in risk assessment
- people afraid to fly but chances of dying higher when driving

40
Q

affective forecasting

A

predicting your future feelings
- people are generally accurate about the direction of their feelings but not too accurate about the intensity or duration

41
Q

pain of payment

A

tightwad: too difficult to spend money
spendthrift: not too much pain on spending money
unconflicted: have a little pain

method of payment may affect the pain

42
Q

2 types of purchases: utilitarian and hedonic

A

need based vs. pleasure
people are motivated by their needs

43
Q

Maslow’s hierarchy of needs

A

outdated hierarchy of motivators
modern: overlapped layers, basic needs still met when higher stakes motivators addressed

top to bottom: self actualization, self esteem, love and belonging, safety and security, physiological needs

44
Q

compensatory products

A

when needs are not met, consumers vulnerable to marketing

people who feel they lack in income may purchase very flashy designer goods

45
Q

self-determination theory

A

how internal a motivation is
- intrinsic motivation: desire derived from pure personal enjoyment
- involves activities that meet competence (knowledge in the subject), relatedness (human connection), and autonomy (self ruling)

46
Q

confirmation bias

A

people are motivated to believe information that confirms what they think or want to think

47
Q

range of decisions we make

A
  • domain (time, money, social)
  • time frame
  • context
  • level of risk
  • routine or novel
  • involvement (how much you care about it)
  • reason (utilitarian vs. hedonic)
  • process followed to make the decision
48
Q

dual process models

A

different approaches to decisions and behavior

quick / emotional / automatic vs slow / rational / effortful

49
Q

system 1 decisions

A
  • if one of two objects is recognized, infer it has a higher value (recognition heuristic)
  • compare to a category prototype (representativeness heuristic)
  • info that is more mentally avail has a stronger influence on judgement (availability heuristic)
50
Q

priming

A

to retrieve a specific memory from the web of associations, you must first activate one of the strands that leads to it

  • makes concepts more mentally avail, more likely to be applied to a decision
51
Q

market segmentation

A

creates groups of consumers w/ common needs, characteristics, or behaviors

  • a way to identify your most valuable customers
52
Q

pareto principle

A

applies to the distribution of sales and revenue

80-20 rule: for many events, roughly 80% of the effects come from 20% of the causes

53
Q

personality

A

enduring characteristics and behavior that comprise a person’s unique adjustment

54
Q

5 factor model (personality)

A

OCEAN
O - openness
C - conscientious
E - extraversion
A - agreeable
N - neuroticism

consumer choices reflect identities; products and brands that reflect self-identity are more likely to be chosen

55
Q

framing

A

the way that info is presented; framing effects = when this impacts decisions

ex. 80% fat or 20% fat free

56
Q

culture

A

patterns of meaning acquired and expressed by members in a group

exerts an influence thru social norms

57
Q

norms

A

a culture’s rules of behaviors

learned partly by observing how others act and feel

58
Q

difference between norms and social comparison

A

norms focus on how we want to act similarly to others while social comparison is about feeling better or worse than others

59
Q

social comparison theory

A

how people evaluate their abilities and opinions by comparing them to others

theoretically, social comparisons can focus on what is different (contrast) or what is the same (assimilation)

60
Q

Reasons why marketers care about culture

A
  • helps with understanding consumers
  • ethical marketing
  • effective communication
  • product development
  • market entry and expansion
61
Q

cues to infer someone’s status

A
  1. appearance
  2. settings
  3. activities
  4. possessions
  5. interpersonal associations
  6. voice

cues to higher status also change over time