week 3: cognition Flashcards

1
Q

Consumer decision-making into 3 sets

A

awareness set:
- inept (reject product based on nega info)
- incept (neutral)
- choice (product you choose from
unawareness set

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2
Q

bottom up

A

features of stimuli: stands out

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3
Q

top down

A

prior conceptual knowledge: bigger goals: love, happiness

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4
Q

declarative knowledge

A

meanings that consumers construct to represent important info they encounter in their environment (link between 2 or more concepts) see an apple, know it is an apple (it is learned)
-a piece of information that a person is aware of knowing, such as the author of their favorite book

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5
Q

episodic knowledge

A

based on occurred events

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6
Q

semantic knowledge

A

general world knowledge

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7
Q

procedural knowledge

A

cognitive representation of how to do things (riding bike)
-being aware of the steps needed to complete a task or a job

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8
Q

schema

A

network of interrelated meanings that represents person’s declarative knowledge about concept

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9
Q

script

A

network of knowledge that contains procedural knowledge

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10
Q

similarity vs theory based categorization models

A

similarity: bottom up: stimulus driven
theory: top-down: goal derived (breakfast)

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11
Q

3 different models of similarity-based categorization

A
  1. classical view: need to have all features to be part of category (strict)
  2. prototype view: need to look similar, doesn’t need to have all features (1 certain dog)
  3. exemplaar view: several exemplars are within category, so there a variety of representatives (dogs)
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12
Q

levels of generality

A
  1. superordinate category: abstract, fruits
  2. basic level category: apple
  3. subordinate category: finer distinction: Granny Smith apple

the higher the specificness, the less distinctiveness within 1 category

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13
Q

prototypically

A

= graded structure within categories
- range of prototypically (Car with 3 wheels is still a cars)
- can change over time: definition over time

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14
Q

new product to categroy

A
  1. straightforwards categorization
  2. assimilation (force within existing knowledge)
  3. accommodation (adjust existing knowledge)
  4. re-categorise (find new category)
  5. evaluate on attribute-by-attribute basis (look at every piece: takes a lot of effort, not much done)
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15
Q

Model of Anderson

A
  1. assimilation: unconfirmed expectation of performance create state of discomfort –> reduce discomfort by changing perception
  2. contrast: surprise lead to exaggeration of difference between expected and actual performance –> larger discrepancy
  3. assimilation contrast: the SIZE of the discrepancy determines how people deal with this. small –> within latitude of acceptance –> assimilation (latitude of acceptance). large –> not acceptable –> exaggerated (within latitude of rejection)
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16
Q

generalised negativity on performance and expectations

A

failure to predict characteristic of future experience induces a negative state that generalizes to object in the environment –> always negative if deviation

17
Q

curiosity explanation of performance and expectations

A

people are accustomed to certain levels of stimulation
- small deviations render the stimulus interesting, pleasant and hence positive affect, interesting
- if deviation is too much, then negative affect, neophobia

18
Q

Mandler’s theory

A

(beer in carton)
moderate levels of schema incongruity lead to more positive product evaluations that matches. See difference as surprise, positive product evaluation
- difference too small –> doesn’t notice –> negative
- difference too big –> too much effort, need to adjust too much –> negative

19
Q

3 different types of goals

A
  1. consumption goals: choosing products for benefits
  2. criterion goals: other goals than personal pleasure: pleasing others, express uniqueness
  3. process goal: independent of what option, want to enjoy process, or limited effort
20
Q

underlying processes of goal activation

A
  • cognitieve organization of associative networks (goals connected to lower means: both activated)
  • spread activation
  • transfer mechanism (quality and magnitude of positive feelings towards goal become more associated with their means)
21
Q

2 components og goal activation

A
  1. chronic goal activation: longer term, stable, differences between goals and individuals
  2. temporary goal activation: consequences of direct activation, or during previous decision, or achieving your goal or not
22
Q

means-to-goal-activation

A

normal goal activated, then means are activated, but here other way around
- drink coffee, goal to be productive becomes important

23
Q

goal competition

A

goals competing for your attention

24
Q

goal fluctuation

A
  • depending on situations, goals fluctuate
  • consumers unaware of the dynamic nature of their goals
  • once fulfilled, it frees up space for other goals
25
Q

multifinal means

A
  • same means serves more than 1 goal
  • difficult to find means with same goal
  • you have to comprise to combine it –> might not be effective and less satisfying
26
Q

sequential goal pursuit

A

do one goal after the other (can’t do 2 together)

27
Q

initial goal-based choice/ goal process or commitment

A

choice 1: influence is goal process –> effort shift towards other goals –> goal incongruent choice (had good process, ready to watch Netflix now)

choice 2: inferno is goal commitment –> maintain or increase effort –> goal congruent choice (goal achieved, study harder)

28
Q

construal level theory

A

people mentally construe events
- when near: in terms of low level, detailed and contextualized features
- when distant: in terms of high level, abstract, stable chracteristics

–> guide behavior

low level= unstructured, contextuaalised, detailed, incidental features
- secondary features
- how (feasibility)
- pragmatism
- mostly happens at consumers
- sensory features (sustainability vs. money)
high level= schematic, decontextualized, extract summary, abstract
- primary features
- why (desirability)
- idealism
- idealistic features (sustainability vs. money)

29
Q

psychological distance when

A
  • time (now vs later)
  • space (near vs far)
  • social distance (both social or power similarity)
  • hypothetically (probability to happen)
30
Q
A