MKTG 3360 Exam 1
prospect theory
-describes how people make choices -defines utility in terms of gains and losses
compensatory rule
-generally used when there is high involvement -weighs the positive AND negative aspects of product
relationship marketing
-key to success is building relationships between brands and customers that will last a lifetime -interact with customers on a regular basis and give them solid reasons to maintain a bond with the company over time
purchase momentum
-occurs when our initial impulse purchases actually increase the likelihood that we will buy even more -it's like we get "revved up" and plunge into a spending spree
culture of participation
-the driving philosophy behind social media that includes a belief in democracy -the ability to freely interact with other people, companies, and organizations -open access to venues that allow users to share content from simple comments to reviews, ratings, photos, stories, and more and the power to build on the content of others from your own unique point of view
non-compensatory rule
-this doesn't allow consumers to weigh positive and negative aspects -any negative attributes and the brand immediately gets eliminated
digital native
-young people who have grown up with computers and mobile technology -multitaskers with cell phones, music downloads, and IM on the internet -people who are comfortable communicating online and by text and IM rather than by voice
80/20 rule
20 percent of users account for 80 percent of sales
1. Cognitive 2. Habitual 3. Affective
3 Categories of Decision Making: 1. 2. 3.
1. Salience 2. Importance 3. Determinance
3 Things we need in evaluative criteria: 1. 2. 3.
1. prepurchase 2. purchase 3. postpurchase
3 stages in the consumer behavior process: 1. 2. 3.
1. Utilitarian 2. Hedonic 3. Biogenic 4. Psychogenic
4 Forms of Needs: 1. 2. 3. 4.
1. self-concept attachment 2. nostalgic attachment 3. interdependence 4. love
4 types of relationships a person might have with a product: 1. 2. 3. 4.
Brand Loyalty
Buy same product because of a conscious decision to buy that same brand.
Inertia
Buying a brand out of habit
1. Need Recognition 2. Information Search 3. Evaluate Alternatives 4. Purchase 5. Post-Purchase Evaluation
Decision Making Process: 1. 2. 3. 4. 5.
1. Physiological 2. Safety 3. Social 4. Esteem 5. Self-Actualization
Maslow's Hierarchy of Needs from bottom to top: 1. 2. 3. 4. 5.
1. Affiliation 2. Power 3. Uniqueness (Achievement)
Trio of Needs + 1 (we all value different things) 1. 2. 3.
Disjunctive Rule
Trying to eliminate everything but the best, so the criteria is extremely high
heavy users
a company's most faithful customers
bounded rationality
a concept in behavioral economics that states since we rarely have the resources (especially in time) to weigh every possible factor into a decision, we settle for a solution that is just good enough
framing
a concept in behavioral economics that the way a problem is posed to consumers (especially in terms of gains or losses) influences the decision they make
product involvement
a consumer's level of interest in a particular product
productivity orientation
a continual striving to use time constructively: trying new things is a way to check them off our "bucket list" of experiences we want to achieve before we move on to others
synchronous interactions
a conversation that requires participants to respond in real-time (texting back and forth with a friend)
satisficing solution
a decision strategy that aims to yield an adequate solution (rather than the best solution) in order to reduce the costs of the decision-making process
horizontal revolution
a fundamental change in how consumers communicate via social media, whereby info doesn't just flow from big companies and governments, it flows ACROSS people as well
megacity
a metropolitan area with a total population of more than 10 million people
consumer
a person who identifies a need or desire, makes a purchase, and then disposes of the product during the 3 stages of the consumption process
self-regulation
a person's efforts to change or maintain his actions over time, whether these involve dieting, living on a budget, or training to run a marathon, involve planning that is a form of this
involvement
a person's perceived relevance of the object based on their inherent needs, values, and interests.
knowledge structure
a set of beliefs and the way we organize these beliefs in our minds
paradigm
a set of beliefs that guide our understanding of the world
want
a specific manifestation of a need that personal and cultural factors determine
cybermediary
a web site or app that helps to filter and organize online market information so that customers can identify and evaluate alternatives more efficiently
Simple additive rule
add all attributes up for each product and see which one scores higher
evoked set
alternatives a consumer knows about
consideration set
alternatives a consumer seriously considers
economics of information
assumes that we collect just as much data as we need to make an informed decision
B2C e-commerce
businesses selling to consumers through electronic marketing
Weighted additive rule (phish bein)
consider importance of each of the attributes
C2C e-commerce
consumer to consumer activity through the internet
consumer satisfaction/dissatisfaction (CS/D)
consumer's overall reactions to a product after we've bought it (these play a big role in their future buying behavior)
Experiential Perspective
consumers are buying based on emotions
priming
cues in the environment that make us more likely to react in a certain way even though we are unaware of these influences
habitual decision making
describes the choices we make with little or no conscious effort
demographics
descriptive characteristics of a population
Constructive Processing (cognitive)
evaluate effort needed to make a choice then choose strategy best suited to that level of effort
Hedonic
experiential/emotional; subjective (ex. need to be accepted)
drive theory
focuses on biological needs that produce unpleasant states of arousal (ex. stomach grumbles during a class)
Rational approach (cognitive)
gather as much info as possible to make the best selection
mental budget
helps us to estimate what we will consume over time so that we can regulate what we do in the present
Behavioral influence (habitual)
low involvement situation; purchases based more on habit than cognitive thought
market segmentation strategies
means an organization targets its product, service, or idea only to specific groups of consumers rather than to everybody -- even if it means that other consumers who don't belong to this target market aren't attracted to it
asynchronous interactions
message posts that don't require all participants to respond immediately (text a friend and get an answer the next day)
pastiche
mixture of images and ideas
Utilitarian
objective; can be defined through product attributes; practical/functional (ex. fat, cal, proteins, mph)
postpurchase evaluation
occurs when we experience the product or service we selected and decide whether it meets (or maybe even exceeds) our expectations
covariation
our associations among events that may or may not actually influence one another
information-processing perspective
people calmly and carefully integrate as much information as possible with what they already know about a product, painstakingly weigh the pluses and minuses of each alternative, and arrive at a satisfactory decision
Biogenic
physiological needs; innate, primary needs that are necessary to live (ex. food, water, shelter)
Message Involvement
properties of the medium and message content that influence a person's degree of engagement with the message
interpretivism (postmodernism)
proponents of this perspective argue that our society emphasizes science and technology too much, and they feel that this ordered, rational view of behavior denies or ignores the complex social and cultural world in which we really live.
Psychogenic
psychological needs that are acquired; you learn them in response to our culture or environment (ex. status, power, affiliation, etc)
ethnocentrism
refers to the tendency to prefer products (or people) of one's own culture to those of other countries.
role theory
sociological perspective that takes the view that much of consumer behavior resembles actions in a play
intelligent agents
sophisticated software programs that use collaborative filtering technologies to learn from past user behavior in order to recommend new purchases
nudge
subtle changes in a consumer's environment can change behavior
expectancy theory
suggests that expectations of achieving desirable outcomes -- positive incentives -- rather than being pushed from within, motivate our behavior
situational involvement
takes place with a store, web site, or a location where people consume a product or service
category exemplars
tend to exert a disproportionate influence on how people think of the category in general
positivism (modernism)
the basic set of assumptions underlying the dominant paradigm at this point in time
Big Data
the collection and analysis of extremely large datasets
evaluative criteria
the dimensions we use to judge the merits of competing options
maximizing solution
the extensive cognitive decision strategies we use when we want to identify the best possible choice
determinant attributes
the features we actually use to differentiate among our choices
heuristics
the mental rules of thumb that lead to a speedy decision
popular culture
the music, movies, sports, books, celebrities, and other forms of entertainment that the mass market produces and consumes is both a product of and an inspiration for marketers
perceived risk
the person believes there may be a negative consequence if he or she chooses the wrong option
information search
the process by which we survey the environment for appropriate data to make a reasonable decision
motivation
the processes that lead people to behave as they do
love
the product elicits emotional bonds of warmth, passion, or other strong emotion
self-concept attachment
the product helps to establish the user's identity
interdependence
the product is a part of the user's daily routine
nostalgic attachment
the product serves as a link with a past self
narrative transportation
the result of a highly involving message where people become immersed in the storyline
social media
the set of technologies that enable users to create content and share it with a large number of others
behavior economics
the study of the behavioral determinants of economic decisions
consumer behavior
the study of the processes involved when individuals or groups select, purchase, use, or dispose of products, services, ideas, or experiences to satisfy needs and desires
feature creep
the tendency of manufacturers to add layers of complexity to products that make them harder to understand and use
constructive processing
thought process where we evaluate the effort we'll need to make a particular choice and then tailor the amount of cognitive "effort" we expend to get the job done.
need for uniqueness
to assert one's individual identity
need for affiliation
to be in the company of other people
need for power
to control one's environment
database marketing
tracks specific consumers' buying habits very closely and crafts products and messages tailored precisely to people's wants and needs based on this information
exchange
transaction in which 2 or more organizations or people give and receive something of value
counteractive construal
when consumers engage in this, they exaggerate the negative aspects of behaviors that will interfere with the ultimate goal
problem recognition
when we experience a significant difference between our current state of affairs and some state we desire
consumption communities
where members share opinions and recommendations about anything from Barbie dolls to baseball fantasy league team lineups to iPhone apps
default bias
where we are more likely to comply with a requirement than to make the effort not to comply