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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
acquisition
the process by which a consumer comes to own or experience an offering
usage
the process by which a consumer uses or consumes an offering
dispoition
the process by which a consumer discards an offering
what affects consumer behavior?
the psychological core, the process of making decisions, the consumer’s culture, and outcomes and issues
the psychological core
internal factors; what do you know, think, and feel?
the process of making decisions
problem recognition and information search, judgement and decision-making, and post-decision process
consumer culture
the typical or expected behavior, norms, and ideas that characterize a group of people
reference groups
a group of people consumers compare themselves with for information regarding behavior, attitudes, or values
consumer behavior outcomes and issues
innovations, social responsibility, and a symbol of who we are
symbol
external signs that consumers use to express their identity
Market segmentation bases
demographics, geographics, psychographics (product-related mindset), and behavioral (product-related habits and patterns)
ideal state
the way we want things to be
actual state
current state; the way things actually are
problem recognition
the perceived difference between an actual state and an ideal state
active problem
one that consumers are aware of or will become aware of
inactive problem
one that consumers are not aware of
diderot effect
attaining one thing that makes you want to change everything else to match that one thing
internal search
after recognizing a problem, consumers typically first search for information to solve the problem from their memory
internal search: recall of brands
universal set, retrieval set, and consideration/evoked set (which usually consists of top-of-mind brands)
associative link
strong branding element in consumer’s minds
recall of attributes
thinking about info that is accessible, available, diagnostic, salient, and vivid
accessible/available
information that is easy to perceive, understand, and utilize
diagnostic
highly distinguishing and recognizeable
salient
how prominent an attribute is
vivid
presented in concrete words, pictures, or instructions
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)
recall of evaluations
from one’s experiences or exposure to relevant information; one thing associated with another
confirmation bias
tendency to recall information that reinforces or confirms our overall belief rather than contradicting them
selective perception
we see what we want to see
inhibition
recalling some information can block recall of other information
mood
consumers are more likely to recall mood-matching information
why engage in external search?
missing or uncertain information from simple internal recalls
MAO
motivation, ability, and opportunity - common determinants of engaging in external search
motivation
involvement and perceived risk (personal, social, and economic), information uncertainty, and discrepancy of information
ability
consumer knowledge
opportunity
situational factors, like the amount of information and time availability
stages in the decision-making process
problem recognition, information search, evaluation of alternatives, purchase decision, and post-purchase behavior
system 1 thinking
low MAO → low effort (fast, subconscious, automatic, everyday, error prone)
system 2 thinking
high MAO → high effort (slow, conscious, effortful, complex decisions, reliable)
judgement
consumers’ evaluations and estimates about a choice (they are not decisions)
judgements of likelihood
the likelihood of something
judgements of goodness/badness
the desirability of something
anchoring and adjustment process
consumers use an initial information as an “anchor” and adjust their judgements as they consider additional information
self-positivity bias
bad things are more likely to happen to other people than to themselves
confirmation bias
focus more on information that confirms what we already know or believe
attraction effect
the inferior brands increase the attractiveness of the dominant brands
mental accounting
consumers categorize spending and saving decisions into “accounts” they mentally designate for specific consumption trx, goals, or situations
decoy pricing
using an unattractive option to make a specific option seem even more appealing
compromise effect
the intermediate choice is preferred over the extreme choices
cognitive decision-making models
thought-based, use information to make a decision
affective decision-making models
feeling-based, use emotions to make a decision
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
noncompensatory model
a cognitive decision-making model; a simple decision making model in which one attribute information leads to selection/rejection of the option
conjunctive model
use minimum cutoff values to immediately reject “bad” options
disjunctive model
use acceptable cutoff values to immediately find “good” options
lexicographic model
compares one attribute at a time, in order of importance
construal level theory
whether consumers think about things abstractly (high-level construal) or concretely (low-level construal)
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)
framing
the way in which the task is defined, represented, or framed (attribute = positive or negative framing, outcome framing = gain/loss)
affective forecasts
a prediction of how you will feel in the future
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
prototype
the most typical example of a category
exemplar
a specific, individual example of a category that is stored in memory
availability heuristic
a judgement is influenced by the ease with which instances of an event can be brought to mind
base-rate fallacy
ignore the information on how often an event really occurs and factor in information that is more available
law of small numbers
the expectation that information obtained from a small number of people represents the larger population
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
conscious low effort decision making
putting the least amount of effort into making a purchasing decision
satisficing vs optimizing
finding a good enough option as opposed to finding the best option
choice tactics
simple rule of thumb used to make low-effort decisions, like price
cognitive choice tactics include
performance-related tactics, brand loyalty, price, and normative tactics
performance-related tactics
includes benefits, features, or brand evaluations
brand loyalty tactics
encouraging repeat purchases
cognitive lock-in
remain loyal because of high cognitive costs of switching to an alternative
price tactics
usually context dependent - what are the prices of surrounding or competing products?
price consciousness
how important is price?
zone of acceptance
the acceptable price range
normative tactics
low-elaboration decision-making based on others’ opinions
affective choice tactics include
affect tactics, brand familiarity, and variety-seeking tactics
brand familiarity
how recognizable is the brand?
mere exposure effect
preference is developed by repeated exposure, like co-branding
variety-seeking tactics
like optimal stimulation level - an internal ideal level of stimulation
operant conditioning
a process of learning drive by the use of rewards to reinforce desired behavior and punishment to discourage objectionable behavior
reinforcement
a feeling of satisfaction when consumers’ needs have been met
punishment
bad product experience, negative consumer evaluations, never purchase it again
learning (consumer learning)
based on prior beliefs, gather information from the consumption, revise beliefs
hypothesis generation
about the likely features and quality of the product
exposure to evidence
actual experience
encoding of evidence
processing information from the consumption experience
integration of evidence and prior beliefs
combining new information from the consumption experience with stored knowledge
MAO
motivation (involvement), ability (familiarity with the domain and prior knowledge), and opportunity (ambiguity of information)
top dog
market leader. less affected by the halo effect (positive impressions cushion negative outcomes)
underdog
lower-share brand. more affected by the learning outcome, the horn effect (negative impressions spill over)
disconfirmation
a positive or negative discrepancy between one’s prior expectations and the actual performance or outcomes
functional performance
physical functions
affective performance
emotional experiences
symbolic performance
image-enhancing
accountability — attributing theory
how people try to find explanations or causes for events
locus of control
is the event caused by the self (internal) or others not under your control (external)?