Week 10 - Consumer Behaviour Flashcards

1
Q

Define Consumer behaviour

A

Consumers decision making processes associated with the marketing activities of an organization

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2
Q

Define sport consumer behaviour

A

People attend sport events as spectators; consume sport through a variety of mediums (TV, internet, smartphones, radio); purchase merchandise representing teams, leagues, and countries; consumer concessions at the games and matches and discuss it with family and complete strangers; among many other behaviours

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3
Q

the consumer escalator

A

goal is to get the consumer up the escalator

how?
- experiences
- satisfaction
- value
- value co-creation

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4
Q

consumption experiences

A

Mental states in response to a stimuli
* Central element of evaluation of their engagement with the program
offering

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5
Q

reasons for consuming

A
  1. Autotelic actions
    * Activity as an end in itself
    * Actions for the sake of the activity
  2. Instrumental Actions
    * Activity is as a means to a further end
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6
Q

satisfaction

A

disconfirmation paradigm
* Consumers have a set of expectations prior to an experience
* Experience > Expectations = Satisfaction
* Experience < Expectation = Dissatisfaction

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7
Q

value

A

consumers evaluation of their experience with the firms offering
- value propositions

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8
Q

goods-dominant logic

A
  • Value → Tangible utility of a product
  • Goal: Efficient production
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9
Q

service-dominant logic

A
  • Value → Embedded within the exchange
  • Value → Determined by the consumer
  • Goal: Develop relationships
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10
Q

Value Co-Creation

A

Collaboration between the organization and the consumer indicates
that value is co-created between the providers and participants

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11
Q

Psychological Continuum Model

A

Originally developed for sport
spectatorship
Attitude, intention, and awareness,
rather than actual behaviour
change
Individuals can experience each
level at various strengths, and to
move freely between higher and
lower levels

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12
Q

Psychological Continuum Model – levels of connection

A
  1. awareness
  2. attractions
  3. attachment
  4. allegiance
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13
Q

Psychological Continuum Model – awareness (psychological characteristics)

A

extrinsic features – socializing agents/media

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14
Q

Psychological Continuum Model – Attraction (psychological characteristics)

A

extrinsic/intrinsic features – dispositional influences

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15
Q

Psychological Continuum Model – Attachment (psychological characteristics)

A

intrinsic features – personal importance and meaning

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16
Q

Psychological Continuum Model – Allegiance (psychological characteristics)

A

intrinsic consistency – intrinsic influences most important

17
Q

Cognitive Dimensions of the Spectator
Experience – dimensions

A
  • aesthetics
  • evaluation
  • fantasy
  • flow
  • personalities
18
Q

Cognitive Dimensions of the Spectator
Experience - Aesthetics

A

Spectators appreciation of the beauty and artistry exhibited
by the athletes executing the action

19
Q

Cognitive Dimensions of the Spectator
Experience - evaluation

A

Spectators critically judge both the quality of the action and
athletes’ skill in their quest to win

20
Q

Cognitive Dimensions of the Spectator
Experience - fantasy

A

Spectators imagine they are participating in the action on
display

21
Q

Cognitive Dimensions of the Spectator
Experience - flow

A

Spectators feel intense absorption, loss of self-consciousness,
and an altered sense of time

22
Q

Cognitive Dimensions of the Spectator
Experience - personalities

A

Spectators concentrate on those athletes who are most well
known