MIDTERM Flashcards

1
Q

Environmental scanning

A

researching opportunities and threats for businesses.
Businesses only adapt to external factors, they don’t create them.

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2
Q

basic research

A

not aimed at a specific problem

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3
Q

applied research

A

aims to develop specific/improved products

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4
Q

NEED RECOGNITION

A

the result of the imbalance between actual and derived states of the customer (hunger, thirst, etc)

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5
Q

WANT

A

recognition of an unfulfilled need, and a product that will satisfy it
- a need is recognized when a consumer is exposed to external/internal stimuli (hunger thirst or whatever)
- internal: experience of consumer (feeling hunger/thirst/etc)
- external: things like recommendations of product or product package design

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6
Q

INTERNAL INFO SEARCH

A

from memory

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7
Q

EXTERNAL INFO SEARCH

A

from outside environment

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8
Q

MARKETING CONTROLLED INFO SOURCE

A

info gained about the product from advertising

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9
Q

EVOKED/CONSIDERATION SET

A

research results in the customer having a choice of a few brands to go for to buy one product

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10
Q

COGNITIVE DISSONANCE

A

inner tension the consumer feels after recognizing an inconsistency between their own values, and their behaviour (eg an environmentalist buys plastic straws)

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11
Q

INVOLVEMENT

A

amount of time and effort the buyer invests in search, evaluation, and decision process

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12
Q

ROUTINE RESPONSE BEHAVIOUR

A

decision making based on buying frequently purchased (often cheaper) goods

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13
Q

LIMITED DECISION MAKING

A

requires moderate research about an unknown brand

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14
Q

EXTENSIVE DECISION MAKING

A

: used when buying expensive/infrequently used goods

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15
Q

REFERENCE GROUPS

A

groups we refer to
- primary (informal contact eg family friends)
- secondary (formal contact eg teachers employers etc)
indirect ref groups – indirectly touch our lives
- aspirational – groups we’d like to join
- non aspirational – groups we don’t want to associate with

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16
Q

MARKETING RESEARCH

A

the process of planning, collecting, & analyzing data relevant to a marketing decision
- provides info on the success of the firm’s marketing mix

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17
Q

3 ROLES OF MARKETING RESEARCH:

A

DESCRIPTIVE – gathering factual statements
DIAGNOSTIC – explaining data (determining impact on sales based on things like changed package design, literally DIAGNOSES the seen changes)
PREDICTIVE – “what if” questions (what if we change price/product/place/promotion)

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18
Q

MARKETING RESEARCH PROBLEM

A

determining what info is needed and how that info can be obtained efficiently and effectively

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19
Q

MARKETING RESEARCH OBJECTIVE

A

specific info needed to solve a marketing research problem; the objective is to provide insightful decision-making info

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20
Q

MANAGEMENT DECISION PROBLEM

A

a broad-based problem that uses marketing research for managers to take proper actions

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21
Q

MARKETING RESEARCH AGGREGATOR

A

a company that acquires, segments, and resells reports already published by marketing research firms

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22
Q

RESEARCH DESIGN

A

specifies which research questions must be answered, how and when the data will be gathered, and how the data will be analyzed

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23
Q

MALL INTERCEPT INTERVIEW

A

interviewing people in malls

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24
Q

COMPUTER-ASSISTED PERSONAL INTERVIEWING

A

a person reads the questions from a screen and enters interviewee’s answers into the computer

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25
Q

COMPUTER-ASSISTED SELF-INTERVIEWING

A

– an interviewer asks people to take a survey on a computer and they input their answers into the computer themselves

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26
Q

CENTRAL LOCATION TELEPHONE FACILITY

A

special phone room used to do phone interviews

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27
Q

EXECUTIVE INTERVIEW

A

interviews businesspeople at offices about a product or service

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28
Q

FOCUS GROUP

A

7-10 people that do a group discussion overseen by a moderator

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29
Q

OPEN ENDED QUESTIONS

A

a question that must be answered in the interviewee’s own words

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30
Q

SCALED-RESPONSE QUESTIONS

A

a close-ended question designed to measure the intensity of the respondent’s answers (eg a scale of 1-5 of “how much did you enjoy the product?”, 1 being very little, and 5 being a lot)

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31
Q

CLOSED-ENDED QUESTIONS

A

a question that must be answered by picking an answer from a limited set of responses

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32
Q

OBSERVATION RESEARCH (4)

A
  • people watching people (eg observers watching customers select between different brands of the same product to see which brand gets bought the most)
  • people watching an activity (eg an observer at an intersection counts which directions traffic moves)
  • machines watching people (cameras)
  • machines watching an activity (traffic counting machines monitoring traffic flow)
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33
Q

MYSTERY SHOPPERS

A

: researchers posing as customers who gather observational data about a store

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34
Q

BEHAVIOURAL TARGETING

A

a form of observation marketing research that combines a consumer’s online activity with psychographic and demographic profiles compiled in databases

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35
Q

ETHNOGRAPHIC RESEARCH

A

the study of human behaviour in its natural context – observation of behaviour in physical setting (eg the things people search for online while at home)

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36
Q

EXPERIMENT

A

method of gathering primary data, where a researcher alters variables and sees their effects on another variable (to prove/disprove a hypothesis)

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37
Q

SAMPLE

A

a subset from a larger population

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38
Q

UNIVERSE:

A

: the population from which a sample will be drawn

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39
Q

PROBABILITY SAMPLE

A

a sample where everyone in the population has an equal chance of being selected (a sample that will feature a lot of different people, that will represent the overall population accurately)

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40
Q

simple random sample

A

every member of the population has an equal chance of selection

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41
Q

stratified sample

A

the population is divided into mutually exclusive groups (eg gender), then random samples are drawn from each group

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42
Q

cluster sample

A

population is divided into mutually exclusive groups (eg geog. Location). A random sample of clusters is selected, the researcher collects a sample from each cluster randomly/nonprobable sampling way

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43
Q

RANDOM SAMPLE

A

people selected randomly

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44
Q

NONPROBABILITY SAMPLE

A

: a sample where there is no attempt made to make the selected people represent the overall population (opposite of probability sample)

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45
Q

CONVENIENCE SAMPLE

A

a type of nonprobability sampling where the samples (lol) are easily accessible to the researcher (eg friends and family)

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46
Q

judgement sample

A

selection criteria is based on researcher’s judgement that the people selected will give accurate info

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47
Q

quota sample

A

the researcher finds people in categories (gender age occupation etc) to represent members of those categories

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48
Q

snowball sampling

A

additional respondents are selected by shared interest with selected respondents (eg it’s hard to find people who do bungee jumping, so you ask the people you already know do bungee jumping if they know someone who does, because they’re likely to be part of a community)

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49
Q

MEASUREMENT ERROR

A

difference between info wanted by researchers and info provided by research

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50
Q

SAMPLING ERROR

A

sample doesn’t represent the larger population

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51
Q

FRAME ERROR:

A

sample drawn from population differs from the target population

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52
Q

RANDOM ERROR

A

imperfect representation of the overall population

53
Q

FIELD SERVICE FIRM

A

– firm that specializes in interviewing respondents

54
Q

CROSS TABULATION

A

data analysis where the analyst can look at the responses in relation to other responses (eg what is the association with gender and the brand of macaroni bought most frequently?)

55
Q

CONSUMER GENERATED MEDIA:

A

media that consumers make and share among themselves

56
Q

SCANNER BASED RESEARCH

A

: a way to gather info from a group of people by monitoring the advertising, prices they get expose to, and the things they buy

57
Q

BEHAVIOUS SCAN

A

a scanner program that tracks the purchases of 3000 households through store scanners through each research market

58
Q

INFOSCAN

A

a sales tracking scanner for packaged goods

59
Q

NEUROMARKETING

A

studies body’s responses to marketing stimuli

60
Q

COMPETITIVE INTELLIGENCE

A

intelligence system that assesses competition in order to help companies become more efficient

61
Q

SEGMENTATION BASES

A

characteristics of individuals/groups/organizations

62
Q

PSYCHOGRAPHIC SEGMENTATION

A

segmentation on the basis of personality/lifestyles/values

63
Q

GEODEMOGRAPHIC SEGMENTATION

A

segmenting potential customers into neighbourhood lifestyle categories

64
Q

BENEFIT SEGMENTATION

A

grouping customers into segments based on the benefits they seek from the product

65
Q

USAGE-RATE SEGMENTATION

A

dividing a market by the amount of product bought/consumed

66
Q

80/20 PRINCIPLE

A

20 percent of all customers generate 80% of demand

67
Q

SATISFICERS

A

business customers who contact the first familiar supplier they can, to buy needed supplies

68
Q

OPTIMIZERS

A

business customers who research thoroughly between suppliers before careful selection

69
Q

TARGET MARKET

A

the market the brand aims to appeal to

70
Q

UNDIFFERENTIATED TARGETING STRAT

A

: marketing approach that sees the whole market as one big market without individual segments, and makes no effort to appeal to individual segments

71
Q

CONCENTRATED TARGETING STRAT

A

: a strat used to select one segment of a market to market to

72
Q

NICHE

A

one segment of a market

73
Q

MULTISEGMENT TARGETING STRAT

A

strat where 2+ segments are chosen to appeal to

74
Q

CANNIBALIZATION

A

when sales of a new product cut into sales of a firm’s existing products
- apple iphones are bought so much, they overshadow apple computers

75
Q

POSITIONING

A

strat to change the marketing mix to affect the product’s position

76
Q

POSITION

A

the place the product occupies in the consumers’ minds

77
Q

PRODUCT DIFFERENTIATION

A

: a positioning strat used to distinguish the firm’s product from competition

78
Q

PERCEPTUAL MAPPING

A

a way to graph/display the product’s position in the consumers’ minds

79
Q

CONVENIENCE PRODUCT

A

relatively inexpensive item that merits little shopping effort

80
Q

SHOPPING PRODUCT

A

required comparison shopping (usually more expensive, found in more specialized stores)

81
Q

SPECIALTY PRODUCT

A

: very specific product that consumers don’t search for substitutes for

82
Q

UNSOUGHT PRODUCT

A

an unknown product or product that buyers don’t actively seek (eg coffins <3)

83
Q

PRODUCT ITEM

A

a specific version of a product that can be seen as a distinct offering by a specific brand, eg Heinz ketchup/baked beans

84
Q

PRODUCT LINE

A

a group of closely related product items (eg different sizes of coca cola bottles/different flavours)

85
Q

PRODUCT MIX

A

all products an organization sells

86
Q

PRODUCT MIX WIDTH

A

the number of product lines an organization offers

87
Q

PRODUCT LINE DEPTH

A

the number of product items in a product line

88
Q

PRODUCT MODIFICATION

A

changing one or more of the product’s characteristics

89
Q

PLANNED OBSOLESCENCE

A

: modifying products so that those that have already been sold become obsolete before they need to be replaced

90
Q

PRODUCT LINE EXTENSION

A

adding more products to the existing product line in order to compete better

91
Q

BRAND

A

a name/symbol/design that differentiates a product from competitors
BRAND NAME: can be spoken
BRAND MARK: can’t be spoken
BRAND EQUITY: the value of the company & brand names

92
Q

GLOBAL BRAND

A

: earns at least a third of its earnings outside its home country, and is recognizable to countries outside its home country

93
Q

BRAND LOYALTY

A

consistent consumer preferences for one brand over others

94
Q

MANUFACTURER’S BRAND

A

the brand name of a manufacturer

95
Q

PRIVATE BRAND

A

brand name owned by a wholesaler or retailer

96
Q

CAPTIVE BRAND

A

a brand that is owned and sold only by a retail chain without mentioning that in the packaging or advertising (NOT GENERIC BRAND, generic brands are cheap alternatives, whereas captive ones are a strat to sell exclusive/premium products by a retailer)

97
Q

INDIVIDUAL BRANDING

A

using different brand names for different products (eg iphone, ipad)

98
Q

FAMILY BRANDING

A

: marketing several different products under the same brand name (eg Nesquik)

99
Q

CO-BRANDING

A

placing 2 or more brand names on packaging

100
Q

TRADEMARK

A

the exclusive right to use a brand

101
Q

SERVICE MARK

A

trademark but for a service

102
Q

GENERIC PRODUCT NAME

A

a product’s brand name being used generally to refer to a wide range of products, usually because the owners of the brands didn’t trademark their properties (eg. kerosene, cellophane, thermos)

103
Q

PERSUASIVE LABELING

A

focuses on persuading customers to buy product

104
Q

INFORMATIONAL LABELING

A

: aims to inform customers of the contents/dimensions/qualities of the product to help them make better purchasing decisions

105
Q

UNIVERSAL PRODUCT CODES

106
Q

WARRANTY

A

a confirmation of the product’s quality
EXPRESS WARRANTY: a written guarantee
IMPLIED WARRANTY: unwritten warranty

107
Q

NEW PRODUCT

A

a product new to the market/producer/seller/a combination of all those

108
Q

NEW PRODUCT STRAT

A

a plan that links the new product development process with the marketing department and other units of a company

109
Q

PRODUCT DEV

A

: a marketing strat that creates new products. From idea to product

110
Q

BRAINSTORMING

A

thinking of unlimited ways a product can solve a problem

111
Q

SCREENING

A

filters out unnecessary ideas from the new product strategy

112
Q

CONCEPT TEST

A

a test to evaluate the new product idea, before a prototype has been made

113
Q

BUSINESS ANALYSIS

A

second stage of screening, where things like demand, cost, sales, profit are calculated

114
Q

DEVELOPMENT

A

a prototype is developed and a marketing strategy is outlined

115
Q

SIMULTANEOUS PRODUCT DEVELOPMENT

A

all the departments of the company working at the same time to make the development process faster

116
Q

TEST MARKETING

A

: simulation of the marketing process for the new product to predict customer reactions

117
Q

SIMULATED MARKET TESTING

A

faster way to test market, in a controlled environment

118
Q

COMMERCIALISATION

A

: the decision to market a product

119
Q

PRODUCT LIFE CYCLE

A

: traces the stages of a product’s acceptance by the public

120
Q

PRODUCT CATEGORY

A

all brands that satisfy a particular type of need

121
Q

INTRODUCTORY STAGE

A

proper launch of new product into the marketplace

122
Q

GROWTH STAGE

A

second stage of product life cycle. Sales are increasing rapidly, many competitors enter the market

123
Q

MATURITY STAGE

A

a period when sales increase at a decreasing rate

124
Q

DECLINE STAGE

A

a long-run drop in sales

125
Q

Innovation

A

A product new to potential adopters/consumers

126
Q

Diffusion

A

Process of adoption of innovation

127
Q

5 categories of adopters

A

Innovators
Early adopters
Early majority
Laggards
These are ranked from most to least adaptive consumers to new products

128
Q

Steps to new product creation

A

Idea generation
Idea screening
Business analysis
Development
Test marketing
Commercialisation