Week 8 Flashcards

1
Q

Consumer Attitudes

A

Affective Attitude (Feel)
Behavioural Attitude (do)
Cognitive Attitude (believe/think)

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2
Q

Cognitive Behaviour Process

A

Think (C)
Feel (A)
Do (B)

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3
Q

Behavioural Learning Process

A

Do (B)
Feel (A)
Think (C)

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4
Q

Experimental Consumption

A

Feel (A)
Do (B)
Think (C)

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5
Q

Three processes of attitude change /influence

A

Compliance (transitory and only lasts as long as the individual sees compliance as beneficial)

Identification ( associated with the desired relationship)

Internalisation (changes attitudes because doing so is intrinsically rewarding)

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6
Q

Main theories of attitude learning

A

Cognitive Information Processing
Behavioural learning Process
Experimental consumptions

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7
Q

Multi-Attribute Attitude Models

A

breaks down the consumer’s overall attitude into smaller components (attributes).

–> perceived benefits, functions, product features, etc., and are collectively known as Product Attribute

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8
Q

Theory of Reasoned Action

A

identify two types of beliefs that affect an individual’s behavioural intentions (motivation)

behavioural beliefs –> attitudes toward a specific behaviour

Normative Beliefs –> perceived attitudes of peers and toward the behaviour; (subjective norms)

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9
Q

Theory of Planned Behaviour

A

Successor of TRA which includes the impact of non-volitional factors on behavior.

by incorporating control beliefs that affect an individual’s behavioural intentions (motivation)

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10
Q

Technology acceptance model

A

designed to measure the adoption of new technology based on customer attitudes

identifies two factors that determine whether a computer system will be accepted by its potential users: (1) perceived usefulness and (2) perceived ease of use

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11
Q

Unified Theory of Acceptance and Use of Technology

A

Integrates various theories to explain the acceptance and use of technology.

Key constructs: 1) performance expectancy, 2) effort expectancy, 3) social influence, and 4) facilitating conditions.

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12
Q

Elaboration Likelihood Model

A

Dual process theory describing the change of attitudes

Central :

Consumer is highly involved

Attitude change depends on information

Peripheral:

Consumer low involvement processing

Attitude change depends on cues

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13
Q

Multi-Attribute Attitude Models

A

TRA
TPB
TAM
TAM AND TRB

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14
Q

MAIN THEORIES OF LEARNING

A

Cognitive Information Processing
Behavioural learning Process
- Classical Conditioning
- Instrumental Conditioning

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15
Q

Behavioural Learning (Pavlov)

A

Behavior is shaped through the repeated pairing of stimuli and responses

If people enjoy going to cinema, and if cinema always has popcorn, then people may end up experiencing positive feelings when they see popcorn.

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16
Q

Stimulus Generalization

A

Process where reactions we learn to one object tend to transfer to other, similar objects.

Stimulus generalization underly numerous branding strategies (Family branding, Product line extension, Licensing, Product tie-in) that share this approach:
(1) Create a brand name;
(2) paste that brand name;
(3) stand back and let the positive associations transfer to the new item.

17
Q

Instrumental conditioning

A

A learning process in which behaviour is modified by the reinforcing or inhibiting effect of its consequence.
Positive re - adding good (conditioner)
Neg re - taking away bad (gingervitis help)
Punishment - bad thing added
Extinctions - good thing taken away

18
Q

Gamification

A

Effects:

Enhance user engagement
encourage participation
and foster brand loyalty.
make the consumer experience more entertaining and rewarding.

Examples
Loyalty programs
mobile apps
Online platforms

19
Q

Cognitive Learning - Observational

A

involves the acquisition of behaviours through observation and imitation.

Attention, retention, production processes, and motivation all play integral roles in determining whether observed behaviours will be incorporated

Marketers leverage by strategically using influencers, testimonials, and role models to shape consumer perceptions and behaviours.

20
Q

Nostalgia Effect

A

Nostalgia is positively associated with intentions to reuse (ITR), and with in-app purchase intentions (IPI)