Words Flashcards

You may prefer our related Brainscape-certified flashcards:
1
Q

Abandoned Products

A

Grocery items that shoppers buy
but never use

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What is the 80/20 Rule?

A

The rule of thumb (or heuristic) whereby only 20% of a product’s users account for 80% of the volume of that product that a company sells.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

ABC Model of Attitudes

A

A multidimensional perspective stating that attitudes are jointly defi ned by affect, behaviour and cognition

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Absolute Threshold

A

The minimum amount of stimulation that can be detected by a sensory channel

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Access-Based Consumption

A

Transactions that can be market mediated but where no transfer of ownership takes place

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Accommodative purchase decision

A

The process to achieve agreement among a group whose members have different preferences or priorities

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Acculturation

A

The process of learning the beliefs and behaviours endorsed by another culture

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Acculturation agents

A

Friends, family, local businesses and other reference groups which facilitate the learning of cultural norms

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Achieved status

A

Status earned through hard work.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Activation models of memory

A

Approaches to memory stressing different levels of processing that occur and activate some aspects of memory rather than others, depending on the nature of the processing task

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Activity Stores

A

A retailing concept that lets consumers participate in the production of the products or services being sold in the store

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Actual Self

A

A person’s realistic appraisal of his or her qualities

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Adaptation

A

The process that occurs when a sensation becomes so familiar that it is no longer the focus of attention

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Advergaming

A

Online games merged with interactive advertisements that let companies target specifi c types of consumers

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Affect

A

The way a consumer feels about an attitude object

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Affluenza

A

A term used to describe what some critics see as the negative side effects for consumers’ mental and physical health of an excessive focus on consumption; and the underlying assumption of an inverse relationship between happiness and concern with material goods

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Age cohort

A

A group of consumers of the same approximate age who have undergone similar experiences

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Agentic Goals

A

Goals that stress self-assertion and mastery and are associated with males

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

AIOs

A

Activities, Interests, & Opinions. The psychographic variables used by researchers in grouping consumers

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Alternate Reality Games (ARGs)

A

Games that take place in an interactive networked narrative that uses the real world as a platform and media across multiple platforms to deliver a story that can be altered by players actions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Anchoring

A

A concept in behavioural economics that refers to a number that people use as a standard for future judgements

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

Androgyny

A

The possession of both masculine and
feminine traits”

23
Q

Anti-conformity

A

The actions taken by consumers involving the deliberate defacement or mutilation of products

24
Q

Anti-Consumption

A

The actions taken by consumers involving the deliberate defacement or mutilation of products

25
Q

Appeal

A

The basis of the persuasive message in an advertisement which can be linked to a range of emotions (e.g. fear) and message types (e.g. humour)

26
Q

Approach-approach Conflict

A

A person must choose between two desirable alternatives

27
Q

Art product

A

A creation viewed primarily as an object of aesthetic contemplation without any functional value

28
Q

Ascribed status

A

Status that comes/is aquired by birth.

29
Q

Aspirational Reference Group

A

High-profile athletes and celebrities used in marketing efforts to promote a product

30
Q

Asynchronous Interactions

A

Actions that don’t require all participants to respond immediately, like when you text a friend and get an answer the next day

31
Q

Atmospherics

A

The use of space and physical features in store design to evoke certain effects in buyers

32
Q

Attention

A

The assignment of cognitive capacity to selected stimuli

33
Q

Attitude

A

A lasting, general evaluation of people (including oneself), objects or issues

34
Q

Attitude Object (Ao)

A

Anything towards which one has an attitude

35
Q

Attitude Towards The Act of Buying (Aact)

A

The perceived consequences of a purchase

36
Q

Attitude Towards The Advertisement (Aad)

A

A predisposition to respond favourably to a particular advertising stimulus during an exposure situation

37
Q

Augmented Reality (AR)

A

This term refers to media that combine a physical layer with a digital layer to create a combined experience. If you’ve ever watched a 3D movie with those clunky glasses, you’ve experienced one form of augmented reality

38
Q

Autocratic decisions

A

Purchase decisions that are made exclusively by one spouse

39
Q

Automated Attention Analysis (AAA)

A

The automated recording of the way people look at images and how they react

40
Q

Avoidance-avoidance Conflict

A

Occurs when we may face a choice between two undesirable alternatives

41
Q

B2C E-commerce

A

Business selling to consumers, cyberspace/internet

42
Q

Balance Theory

A

Considers relations among elements a person might perceive as belonging together and people’s tendency to change relations among elements in order to make them consistent or balanced

43
Q

Behavioural Targeting

A

The appearance and personality a person takes on as an avatar in a computer-mediated environment like Second Life

44
Q

Behavioural Economics

A

The study of the behavioural determinants of economic decisions

45
Q

Behavioural learning theories

A

The perspectives on learning that assume that learning takes place as the result of responses to external events

46
Q

Being Space

A

A retail environment that resembles a residential living room where customers are encouraged to congregate

47
Q

Bitcoin

A

A form of digital currency that is created and held electronically

48
Q

Body Cathexis

A

A person’s feelings about aspects of his or her body

49
Q

Body Image

A

A consumer’s subjective evaluation of his or her physical appearance

50
Q

Boomerang kids

A

Children or dependents who find themselves needing to return to their parents/guardians home, primarily for financial reasons

51
Q

Bounded Rationality

A

A concept in behavioural economics that states since we rarely have the resources (especially the time) to weigh every possible factor into a decision, we settle for a solution that is just good enough

52
Q

Brand

A

The name associated by a manufacturer with their product in order to distinguish their product from similar products in the marketplace; it can often also be a trademark

53
Q

Brand Advocates

A

Consumers who supply product
reviews online