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These flashcards cover critical concepts related to consumer behavior, focusing on personality, attitudes, cultural values, and the influence of various factors on buying decisions.
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Personality
Total thoughts, emotions, intentions, and behaviours that a person consistently exhibits.
Freud’s Psychoanalytic Theory
Personality is made of Id (pleasure seeking), Superego (morality), and Ego (balance).
Trait Approach
Focuses on measurable characteristics that influence behaviour.
Value Consciousness
The tendency to maximize benefits for what is spent.
Materialism
Viewing possessions as symbols of success and happiness.
Innovativeness
Openness to new ideas and products.
Need for Cognition
Enjoyment of thinking and solving complex tasks.
Competitiveness
The desire to outperform others.
Self-Congruency Theory
Consumers prefer brands that match their self-image.
Attitude
Enduring evaluation of an object, issue, or person that influences behaviour.
ABC Model
A model comprising Affect (feelings), Behaviour (intentions), and Cognition (beliefs).
Utilitarian Function
Attitudes formed for rewards and to avoid punishments.
Value-Expressive Function
Attitudes that express personal values and identity.
Ego-Defensive Function
Attitudes that protect self-image or justify actions.
Knowledge Function
Helps organize information and simplify decision-making.
High Involvement Hierarchy
Model: Think → Feel → Do (cognitive first).
Low Involvement Hierarchy
Model: Think → Do → Feel (behaviour before feeling).
Experiential Hierarchy
Model: Feel → Do → Think (emotion first).
Behavioural Influence Hierarchy
Environmental factors drive behaviour (e.g. store music, layout).
ATO Model
Attitude toward object = Σ(belief × importance).
Theory of Reasoned Action (TRA)
Behavioural Intent = Attitude + Subjective Norms.
Theory of Planned Behaviour (TPB)
Adds Perceived Behavioural Control to the TRA model.
Elaboration Likelihood Model (ELM)
Distinguishes between Central route (careful thinking) and Peripheral route (surface cues).
Social Judgment Theory
New information is judged against existing attitudes, leading to acceptance or rejection zones.
Culture
Shared beliefs, values, and norms defining acceptable behaviour.
Cultural Norms
Unwritten rules that guide acceptable behaviour in a culture.
Sanctions
Penalties or rewards for following or breaking norms.
Core Societal Values (Hofstede)
Framework of cultural values explaining national differences.
Individualism vs Collectivism
Independence vs group loyalty and harmony.
Masculinity vs Femininity
Competition and success vs care and relationships.
Power Distance
Acceptance of hierarchy vs preference for equality.
Uncertainty Avoidance
Preference for structure and predictability vs risk-taking.
Long-Term Orientation
Future rewards and persistence vs short-term results.
Indulgence vs Restraint
Freedom to enjoy life vs strict social control.
Enculturation
Learning one’s own culture.
Acculturation
Learning a new or foreign culture.
Microculture
Smaller cultural groups within a larger society with distinct values and customs.
Generations
Boomers, Gen X, Millennials, Gen Z – differ in values and consumption.
Divergence
Choosing subcultures to stand out (e.g., punk, vegan, gamer).
Reference Group
People who influence an individual’s attitudes or behaviours.
Types of Reference Groups
Primary, Secondary, Formal, Informal, Aspirational, Dissociative.
Social Power
Influence through Referent, Legitimate, Expert, Reward, or Coercive power.
Word-of-Mouth (WOM)
Consumer-to-consumer information sharing that influences trust.
Opinion Leaders
Influential people who spread product or brand information.
Household Roles
Roles include Initiator, Influencer, Decision-Maker, Buyer, User.
Situational Influence
Temporary factors like time, environment, or mood affecting purchase.
Time Factors
Includes time pressure and time of day, influencing decisions.
Shopping Activities
Includes Acquisitional, Epistemic, Experiential, Impulsive.
Unplanned Buying
Forgotten but necessary purchase.
Impulse Buying
Spontaneous, emotional purchase.
Compulsive Buying
Repetitive, harmful buying behaviour.
Atmospherics
Store environment (music, lighting, scent) influencing behaviour.
Antecedent Conditions
Temporary moods or conditions (tired, happy, broke) that affect buying.