Persuasion Theories Flashcards

1
Q

AIDA model

A

Attention, Interest, Desire, Action (stages that consumer goes through) used by marketers to create promotional campaigns

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2
Q

Cialdini’s 6 principles of persuasion

A

Reciprocity, commitment, social proof, authority, liking and scarcity - good framework for persuasion and by what consumers are influenced

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3
Q

Framing Theory

A

Persuasion based on the way something is presented

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4
Q

Priming theory

A

Exposure to certain stimuli which influences subconsciously - subliminal messaging (displaying images of wealth encouraging people to buy luxury goods)

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5
Q

Fear Arousal Theory

A

Using fear as motivator to sell something to relieve that fear/to act to prevent immediate danger

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6
Q

Narrative Persuasion in Consumer Behaviour

A

Storytelling can convince audience to be more receptive to persuasion, used to build emotional connection, brand loyalty and influence consumer decisions

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7
Q

Elaboration Likelihood Model

A

Based on the two routes of persuasion: central (with rational arguments) and peripheral (using emotional arguments) to persuade depending on consumers motivation and capability

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8
Q

Reciprocity Norm

A

Consumers feel obligated to return favors or gestures they receive (giving away free samples or prizes)

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9
Q

Gamification Persuasion Theory

A

Adding gamification features to marketing campaigns (competition, points, prizes) can help persuade consumers and form a deeper level of engagement

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10
Q

Persuasive Systems Design Model

A

Framework for creating digital systems that reinforce, change or shape attitudes or behaviors or both without using coercion or deception based on primary task support, dialogue support, credibility support and social support (presenting tailored information, offering rewards, always reachable costumer service and customer review board)

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11
Q

Dark Patterns

A

Deceptive design techniques in digital interfaces to persuade users to do things they may have not intended to do

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12
Q

Engagement-Based Persuasion

A

Immersive and interactive experiences that influence attitudes and actions (quizzes, tailored experiences etc)

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13
Q

Algorithmic Persuasion

A

Algorithms influencing choices by tailoring/personalizing information, ads and product suggestions using customer data

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14
Q

Classic Conditioning by Pavlov

A

Combining a stimulus with a meaningful association (developing positive feelings about a brand when paired with appealing music or imagery)

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15
Q

Operant conditioning by Skinner

A

Learning through rewards and punishments -> offering loyalty rewards or discounts to reinforce brand loyalty and repeat purchases

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16
Q

Nudging

A

Small design changes and cues in environment that guide people towards a certain decision without restricting their freedom (placing things at eyelevel etc)

17
Q

Transmission Theory

A

Communication as transfer of information from sender to receiver, highlights importance of the message that is sent by brand is accurately received and understood by consumer

18
Q

Hovland-Yale Model

A

Focuses on factors that influence persuasion: source credibility, nature and content of message and characteristics of the audience