UNC BUSI562 Consumer Behavior

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Last updated 2:32 AM on 10/11/26
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103 Terms

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consumer behavior

the study of the processes involved when individuals/groups select, purchase, use, or dispose of products, services, ideas, or experiences to satisfy needs & desires

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consumer behavior process/stages

selection, purchase, use, disposal

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motivations to consume

people often consume not for what the consumption item does but for what the consumption item means & how it makes us feel

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needs

what we need to survive/reach a goal

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wants

how we manifest these needs

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utilitarianism

function/use

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hedonic

emotional/feel

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demographics

observable things we can see about a consumer

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psychographics

interests, activities, opinion

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consumer brand relationships

we form relationships with brands the same way we form them with people

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role theory

following normative behaviors within a specific role

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self-concept attachment

we consume in ways to show who we are

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nostalgic attachment

we consume to take us back to a time when things were simpler/easier

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interdependence

becomes part of our routine; interdependent on it for daily activities

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love

we can consume in ways so much that we form really strong bonds with products

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horizontal revolution

communication top down where business/brand tells us what to think about their items vs consumers teaching other consumers about items/brand

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metaverse

don't have to consume in phsyical environment (online w/ virtual community)

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PESTLE

political, economic, social, technological, legal, environmental

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cultural jamming

strategy to disrupt efforts by the corporate world to dominate our cultural landscape

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market access

extent to which a consumer has the ability to find & purchase goods & services

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cancel culture

phenomenon of the public calling out companies for missteps & recommending that consumer's boycott the guilty brands

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intention behavior gap

we have good intentions --> "blah maybe later"

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SHIFT framework

social influence, habits, individual self, feelings & cognition, tangibility

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social marketing

promotion of causes & ideas (social products), such as energy conservation, charities, and population control

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cause marketing

a strategy that aligns a compnay/brand with a cause to generate business & societal benefits

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greenwashing

when companies make false/exaggerated claims about how environmentallly friendly their products are

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sustainability

an emphasis on creating & maintaining the conditions under which humans & nature can exist in productive harmony, that permit fulfilling the social, economic, & other requirements of present & future generations

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consumption

all facets of the consumer behavior process, including how they choose & purchase things, & how they communicate their identity & sense of self in society

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stages of perception

(1) exposure: when a stimulus comes within range of someone's sensory receptors

(2) attention: extent to which processing acitivity is devoted to that particular stimulus

(3) interpretation: where the perceiver decides what the stimulus means

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sensory marketing

stimulate purchases by playing on consumer's sensations & provoking emotional & cognitive reactions (vision, scent, sound, touch, taste)

*marketers that can appeal to 2+ senses have a greater ability for consumers to remember

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schema

set of beliefs based on experiences you've had before

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sensory threshold

when a stimulus is strong enough to make a conscious impact on one's awareness

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weber's law

the stronger the initial stimulus, the greater a change in the stimulus must be for us to notice it

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attracting attention

size, color, position, novelty, experience

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perceptual vigilance

we're going to pay attention to things we want to look at/that are relevant to us

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perceptual defense

block out stuff not interested in (offensive/triggering/alarming)

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adaptation

the degree to which consumers continue to notice a stimulus over time

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intensity

how strong the stimulus is

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discrimination

to what extent are we willing to analyze/discriminate/process

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relevance

pay attention to tings relevant to us; adapt to things that are not

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semiotics

how can i match a meaning/feeling/interpretation to a sign?

(1) object: message focus

(2) sign: sensory image that represents the intended meanings of the object

(3) interpretant: meaning we derive from the sign

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brand positioning

attributes; relative to competitors; where you're at & where you can move to; opportunities

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incidental learning

casual, unintentional acquisition of knowledge

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behavioral learning

focuses on stimulus-response connections

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classical conditioning

a stimulus that elicits a response is paired with another stimulus that initially doesn't elicit a response on its own

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instrumental conditioning

individual learns to perform behaviors that produce positive outcomes & to avoid those that yield negative ones

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halo effect

take something we've been conditioned to associate positively

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brand equity

a brand has strong postiive associations in a consumer's memory & thus commands loyalty

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repetition

keep concepts at forefront of the brain, strengthen connections, store in longterm memory, activate network

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stimulus generalization

tendency for stimuli similar to a conditioned stimulus to evoke similar, unconditioned responses (family branding, product line extensions, licensing, lookalike packaging)

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consumer socialization

process used to acquire skills & knowledge (parental influence)

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associative networks

the other products we assocate with an individual product influence how we will remember it

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levels of knowledge

we code elements at different levels of abstraction & complexity

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nostalgia

the memories that arise when we view the past

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forgetting

decay, interference, motivated forgetting

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types of memory

(1) sensory: temporary storage of information received from the senses [capacity: low; duration; < 1 sec - a few seconds]

(2) short-term: brief storage of information currently being used [capacity: limited; duration: < 20 secs]

(3) long-term: relatively permanent storage of information [capcity: unlimited; duration: long/permanent]

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motivation

the processes that lead people to behave as they do

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goal

desired end-state

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drive theory

biological needs that produce unpleasant states of arousal (degree of motivation depends on distance between your present state & the goal)

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utilitarian

objective, tangible attributes (functional)

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hedonic

subjective, experiential

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hedonic consumption

refers to the multisensory, fantasy, & emotional aspects of consumer's interactions with products

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maslow's hierarchy

physiological, safety, social, esteem, self-actualization, self-transcendence

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motivational conflict

approach-approach; approach-avoidance; avoidance-avoidance

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involvement

a person's perceived relevance of the object based on their inherent needs, values, & interests

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types of involvement

product, message, situational

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increasing involvement

mass customization, DIY, co-creation, gamification

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increasing message involvement

novel, prominent, celebrity, values, new media platforms

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increasing situational involvement

personalization, high tech, subscription boxes

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perceived risk

monetary, functional, physical, social, psychological

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attitude

a lasting, general evaluation of people, objects, advertisements, or issues

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attitude object

anything toward which one has an attitude

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utilitarian function

relates to rewards & punishments

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value-expressive function

expresses consumer's values or self-concept

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ego-defensive function

protect ourselves from external threats/internal feelings

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knowledge function

need for order, structure, or meaning

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attitude commitment

intenralization, identification, compliance

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consistency principle

we seek harmony among our bleiefs, attitudes & behaviors

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multi-attribute models

attribute models identify specific components & combine them to predict a consumer's overall attitude toward a product/brand

salient beliefs; evlauation of each of the important attributes; object-attribute linkage

*The Fishbein Model

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marketing applications of the multiattribute model

(1) capitalize on relative advantage

(2) strengthen perceived linkages

(3) add a new attribute

(4) influence competitor's ratings

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persuasion

(1) reciprocity - obligation to give when you receive

(2) scarcity - desire to have those things that are limited because they are dwindling, scarce, limited in availability

(3) authority - desire to trust & agree due to expertise/credibility/competence

(4) consistency - desire to behave as you stated you would

(5) liking - desire ot agree w/ ppl who resemble / share values w/ you

(6) social proof/consensus - desire to follow the lead of a similar other

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memory

(1) encoding (2) storage (3) retrieval

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communications model

identifies several important components for marketers when they try to change consumers' attitudes toward products & services (source, message, medium, consumer, feedback)

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mood

temporary positive/negative affective states accompanied by moderate levels of arousal

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mood congruency

idea that people's judgments tend ot be shaped by their moods

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theory of reasoned action

an updated version of the Fishbein multiattribute attitude theory that considers factors such as social pressure & the attitude toward the act of buying a product, rather than simply attitudes toward the product itself

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cognitive consistency

belief that consumers value harmony among their thoughts, feelings, & behaviors & that they're motivated to maintain uniformity among these elements

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balance theory

considers relations among elements a person might perceive as belonging together, & people's tendency to change relations among elemnts to make them consistent or "balanced"

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rational decision making

(1) problem recognition

(2) information search

(3) evlauate alternatives

(4) product choice

(5) post-purchase evaluation

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evoked state

the alternatives a consumer knows about

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consideration set

the alternatives a consumer seriously considers

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evaluative criteria

dimensions we use to judge merits of competing options

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determinant attributes

features we actually use to differentiate among our choices

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habitual decision making

describes the choices we make with little or no conscious effort

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inertia

decisions we make with little thought

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brand loyalty

conscious decisions to repeatedly purchase the same brand

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heuristics

mental rules of thumb that lead to a speedy decision (covariation, country of origin, familiar brand names, higher prices)

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mental accounting

framing a problem in terms of gains/losses influences our decisions (sunk-cost fallacy & loss aversion)

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priming

cues in the environment that make us more likley to react in a certian way even though we're unaware of these influences

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nudging

a deliberate change by an organization that intends to modify behavior