Consumer Behavior

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117 Terms

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consumer behavior

reflects the totality of consumers’ decisions with respect to the acquisition, consumption, and disposition of goods, services, activities, experiences, people, and ideas by decision-making units over time

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acquisition

the process by which a consumer comes to own or experience an offering

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usage

the process by which a consumer uses or consumes an offering

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dispoition

the process by which a consumer discards an offering

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what affects consumer behavior?

the psychological core, the process of making decisions, the consumer’s culture, and outcomes and issues

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the psychological core

internal factors; what do you know, think, and feel?

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the process of making decisions

problem recognition and information search, judgement and decision-making, and post-decision process

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consumer culture

the typical or expected behavior, norms, and ideas that characterize a group of people

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reference groups

a group of people consumers compare themselves with for information regarding behavior, attitudes, or values

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consumer behavior outcomes and issues

innovations, social responsibility, and a symbol of who we are

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symbol

external signs that consumers use to express their identity

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Market segmentation bases

demographics, geographics, psychographics (product-related mindset), and behavioral (product-related habits and patterns)

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ideal state

the way we want things to be

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actual state

current state; the way things actually are

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problem recognition

the perceived difference between an actual state and an ideal state

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active problem

one that consumers are aware of or will become aware of

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inactive problem

one that consumers are not aware of

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diderot effect

attaining one thing that makes you want to change everything else to match that one thing

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internal search

after recognizing a problem, consumers typically first search for information to solve the problem from their memory

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internal search: recall of brands

universal set, retrieval set, and consideration/evoked set (which usually consists of top-of-mind brands)

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associative link

strong branding element in consumer’s minds

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recall of attributes

thinking about info that is accessible, available, diagnostic, salient, and vivid

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accessible/available

information that is easy to perceive, understand, and utilize

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diagnostic

highly distinguishing and recognizeable

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salient

how prominent an attribute is

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vivid

presented in concrete words, pictures, or instructions

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recall of experiences

in the form of specific images and/or the effect associated with them; more likely to be recalled if it is extreme (positive or negative)

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recall of evaluations

from one’s experiences or exposure to relevant information; one thing associated with another

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confirmation bias

tendency to recall information that reinforces or confirms our overall belief rather than contradicting them

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selective perception

we see what we want to see

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inhibition

recalling some information can block recall of other information

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mood

consumers are more likely to recall mood-matching information

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why engage in external search?

missing or uncertain information from simple internal recalls

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MAO

motivation, ability, and opportunity - common determinants of engaging in external search

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motivation

involvement and perceived risk (personal, social, and economic), information uncertainty, and discrepancy of information

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ability

consumer knowledge

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opportunity

situational factors, like the amount of information and time availability

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stages in the decision-making process

problem recognition, information search, evaluation of alternatives, purchase decision, and post-purchase behavior

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system 1 thinking

low MAO → low effort (fast, subconscious, automatic, everyday, error prone)

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system 2 thinking

high MAO → high effort (slow, conscious, effortful, complex decisions, reliable)

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judgement

consumers’ evaluations and estimates about a choice (they are not decisions)

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judgements of likelihood

the likelihood of something

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judgements of goodness/badness

the desirability of something

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anchoring and adjustment process

consumers use an initial information as an “anchor” and adjust their judgements as they consider additional information

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self-positivity bias

bad things are more likely to happen to other people than to themselves

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confirmation bias

focus more on information that confirms what we already know or believe

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attraction effect

the inferior brands increase the attractiveness of the dominant brands

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mental accounting

consumers categorize spending and saving decisions into “accounts” they mentally designate for specific consumption trx, goals, or situations

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decoy pricing

using an unattractive option to make a specific option seem even more appealing

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compromise effect

the intermediate choice is preferred over the extreme choices

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cognitive decision-making models

thought-based, use information to make a decision

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affective decision-making models

feeling-based, use emotions to make a decision

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compensatory model (multi-attribute model)

a cognitive decision-making model; a mental cost-benefit analysis model in which negative features can be compensated by positive ones

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noncompensatory model

a cognitive decision-making model; a simple decision making model in which one attribute information leads to selection/rejection of the option

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conjunctive model

use minimum cutoff values to immediately reject “bad” options

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disjunctive model

use acceptable cutoff values to immediately find “good” options

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lexicographic model

compares one attribute at a time, in order of importance

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construal level theory

whether consumers think about things abstractly (high-level construal) or concretely (low-level construal)

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criteria that are important for decision-making

goal (functional, emotional, symbolic) purposes, time (when to make the decision), and framing (they way the decision is phrased)

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framing

the way in which the task is defined, represented, or framed (attribute = positive or negative framing, outcome framing = gain/loss)

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affective forecasts

a prediction of how you will feel in the future

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representativeness heuristic

making a judgement (goodness/badness) by simply comparing a stimulus with how you usually perceive that thing (green coffee = weird); comparing it with the prototype/exemplar

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prototype

the most typical example of a category

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exemplar

a specific, individual example of a category that is stored in memory

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availability heuristic

a judgement is influenced by the ease with which instances of an event can be brought to mind

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base-rate fallacy

ignore the information on how often an event really occurs and factor in information that is more available

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law of small numbers

the expectation that information obtained from a small number of people represents the larger population

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unconscious, low-effort decision making

when choices are made without conscious awareness; consumers not knowing how or why they are doing something. 50% of unconscious choices in stores are affected by environmental stimuli

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conscious low effort decision making

putting the least amount of effort into making a purchasing decision

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satisficing vs optimizing

finding a good enough option as opposed to finding the best option

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choice tactics

simple rule of thumb used to make low-effort decisions, like price

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cognitive choice tactics include

performance-related tactics, brand loyalty, price, and normative tactics

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performance-related tactics

includes benefits, features, or brand evaluations

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brand loyalty tactics

encouraging repeat purchases

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cognitive lock-in

remain loyal because of high cognitive costs of switching to an alternative

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price tactics

usually context dependent - what are the prices of surrounding or competing products?

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price consciousness

how important is price?

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zone of acceptance

the acceptable price range

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normative tactics

low-elaboration decision-making based on others’ opinions

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affective choice tactics include

affect tactics, brand familiarity, and variety-seeking tactics

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brand familiarity

how recognizable is the brand?

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mere exposure effect

preference is developed by repeated exposure, like co-branding

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variety-seeking tactics

like optimal stimulation level - an internal ideal level of stimulation

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operant conditioning

a process of learning drive by the use of rewards to reinforce desired behavior and punishment to discourage objectionable behavior

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reinforcement

a feeling of satisfaction when consumers’ needs have been met

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punishment

bad product experience, negative consumer evaluations, never purchase it again

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learning (consumer learning)

based on prior beliefs, gather information from the consumption, revise beliefs

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hypothesis generation

about the likely features and quality of the product

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exposure to evidence

actual experience

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encoding of evidence

processing information from the consumption experience

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integration of evidence and prior beliefs

combining new information from the consumption experience with stored knowledge 

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MAO

motivation (involvement), ability (familiarity with the domain and prior knowledge), and opportunity (ambiguity of information)

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top dog

market leader. less affected by the halo effect (positive impressions cushion negative outcomes)

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underdog

lower-share brand. more affected by the learning outcome, the horn effect (negative impressions spill over)

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disconfirmation

a positive or negative discrepancy between one’s prior expectations and the actual performance or outcomes

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functional performance

physical functions

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affective performance

emotional experiences

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symbolic performance

image-enhancing

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accountability — attributing theory

how people try to find explanations or causes for events

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locus of control

is the event caused by the self (internal) or others not under your control (external)?