Understanding Consumer Behaviour Flashcards

1
Q

High Involvement Purchases

A

Involve goods or services that are psychologically important to the buyer because they address social or ego needs and therefore carry social and psychological risks (financial)

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2
Q

High Involvement Purchase Steps (5)

A
  1. Problem Identification
  2. Information Search
  3. Evaluation of Alternatives
  4. Purchase
  5. Post Purchase Evaluation
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3
Q

Factors Likely to Increase Pre-purchase Information Search (3)

A
  1. Product
  2. Situational (experience, social acceptability)
  3. Personal (demographic characteristics, personality)
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4
Q

Sources of Information

A

personal, commercial, public

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5
Q

Evoked Set

A

a limited number of familiar brand alternatives that satisfy needs

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6
Q

Choice Criteria

A

limited number of product dimensions or attributes and their relative importance

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7
Q

Product Attributes

A

cost, performance, social availability

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8
Q

Post-Purchase Evaluation (2)

A
  1. Aspiration or expectation level

2. Product performance

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9
Q

purchasing inertia

A

Low involvement repeat purchases to avoid decisions. Not actual brand loyalty

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10
Q

impulse buying

A

buy different brand for variety

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11
Q

ROPO

A

research online, purchase offline

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12
Q

Marketing Decisions (4)

A

product, price, promotional, distribution

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13
Q

Psychological variables that affect consumer decision making

A

perceptions, memory, needs, attitudes influenced by demographic and lifestyle variables

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14
Q

perception

A

process to select, organize, and interpret information

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15
Q

Selectivity

A

consumers pick and choose only selected pieces of information and ignore the rest

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16
Q

Perceptual vigilance

A

pay particular attention to information related to needs and wants to satisfy and particular brands for purchase

17
Q

perceptual deference

A

avoid information that contradicts their current beliefs and attitudes

18
Q

short term memory

A

forget most within 30 seconds or less because of inattention or displacement of new information

19
Q

long term memory

A

information must be actively rehearsed and internalized

20
Q

categorization

A

classify new information from past experience

21
Q

integration

A

perceive separate pieces of related information as an organized whole

22
Q

attitude

A

positive or negative feeling about an object (brand) that predisposes a person to behave in a particular way toward that object

23
Q

Fishbein Model

A

Attitude A = Attitude toward Brand A
Belief i = Belief on the extent attribute i is associated with Brand A
I i = Importance of attribute i to consumer
K = total number of attributes
i = any specific product attribute

24
Q

Lexiographic Model

A

consumer evaluates product on most important attribute

25
Q

changing consumer attitudes (5)

A
  1. change attitude to product class
  2. change importance of attribute(s)
  3. add a salient attribute
  4. improve ratings on attribute(s) through advertising
  5. lower rating on attribute(s) of competing brands
26
Q

Demographic influence (4)

A
  1. nature of consumer needs and wants
  2. ability to purchase
  3. importance of attributes and choice criteria
  4. consumer attitudes toward products and brands
27
Q

personality

A

consumer choose products that match their self concept or ideal self concept

28
Q

lifestyle

A

broad patterns of activities, interests, and opinions - and the behaviour that results

29
Q

social influences

A

culture, subculture, social class, reference groups, family

30
Q

culture

A

set of beliefs, attitudes, behaviour patterns, shared in a society and socialized generation to generation

31
Q

subculture

A

people with common geographical, ethnic, religious background, holding unique beliefs, attitudes, and behavior patterns

32
Q

social class

A

status groupings based on similar income, education, and occupation

33
Q

reference groups

A

groups that affect consumer behaviour through normative compliance (frats), value expressed influence (social media influencers), informational influence (Netflix suggestions)

34
Q

family

A

primary socialization agent helping members acquire skills, knowledge, and attitudes, to be consumers