Midterm_ Chapter 1-7

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Last updated 12:07 PM on 9/29/26
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422 Terms

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Absolute Threshold

the minimum amount of stimulation that can be detected on a given sensory channel.

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Adaptation

the process that occurs when a sensation becomes so familiar that it no longer commands attention.

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Aesthetic Bias

product designs that are deemed more attractive lead people to think the product will also be more useful.

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Antifragility

the ability to grow when faced with stressors.

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Attention

the assignment of processing activity to selected stimuli.

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Audio Mining Technology

a method that automatically analyzes the content of auditory speech.

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Augmented Reality (AR)

technology applications that layer digital information over a physical space to add additional information for users.

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Brain Drain

a deficit of cognitive resources.

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Closure Principle

the Gestalt principle that describes a person’s tendency to supply missing information to perceive a holistic image.

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Color Forecasts

predictions that manufacturers and retailers buy so they can be sure they stock up on the next hot hue.

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Color Palette

a set of colors that represent a brand personality.

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Congruence

fit between two or more elements, for instance audio and visual

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Contamination Effect

people like a product less, and are less likely to buy it if another person has touched it previously.

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Contestations

consumers questioning and modifying what the product or service symbolizes.

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Contrast

stimuli that differ from others around them.

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Cross-Modal Effect

the phenomenon whereby two different sensory systems influence one another.

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Differential Threshold

the ability of a sensory system to detect changes or differences among stimuli.

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Endowment effect

the effect that merely touching a product encourages us to imagine we own it.

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Exposure

an initial stage of perception during which some sensations come within range of consumers’ sensory receptors.

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Extended Reality

the collection of all current and future ways to extend reality by either merging the virtual and real worlds or by creating a fully immersive experience.

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Eyeball economy

the argument that in today’s media environment, marketers compete for consumers’ attention rather than their money.

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Figure Ground Principle

the Gestalt principle, whereby one part of a stimulus configuration dominates a situation, whereas other aspects recede into the background.

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Gastrophysics

the science of eating that considers how physics, chemistry, and psychology influence how people experience what they put in their mouths.

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Gestalt

meaning derived from the totality of a set of stimuli, rather than from any individual stimulus.

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Haptic

touch-related sensations.

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Haptic effect

the impact on our beliefs and attitudes triggered by touching an object.

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Hedonic Escalation

the increased liking of each additional bite of a palatable food.

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Icon

a sign that resembles the product in some way.

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Illuminance

the amount of light perceived on an object; for instance, brighter lighting tends to make people more alert, which in turn encourages healthier food choices.

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Index

a sign that is connected to a product because they share some property.

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Inferences

determinations about an object based on information available, such as sensory insights.

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Interpretant

the meaning derived from a sign or symbol.

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Joint vs. Separate Presentation

refers to whether products are presented as a group or independently of one another.

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Just Noticeable Difference (j.n.d)

the minimum difference between two stimuli that can be detected by a perceiver.

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Location

positioning, orientation, spacing, and movement of an object in relation to other objects within an area.

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Materiality

the visual texture and reactance of the exterior surface of an object.

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Mental Stimulation

ability to imagine an event in our mind.

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Metacognitive inference

when consumers perceive themselves to be relatively distracted by a background advertisement, they infer that the advertised brand must be interesting.

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Multiscreening

using another media screen while watching television.

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Multitasking

processing information from more than one medium at a time.

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Natural user interface

a philosophy of computer design that incorporates habitual human movements.

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Need for touch (NFT)

a relative stable preference for touching products.

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Object

in semiotic terms, the product that is the focus of a message.

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Olfactory Cues

sensory stimuli related to the sense of smell.

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Perception

the process by which stimuli are selected, organized, and interpreted.

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Perceptual selection

process by which people attend to only a small portion of the stimuli to which they are exposed.

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Pitch-size effect

the idea that pitch helps consumers make inferences about the size of a product: lower pitch in voice or music leads consumers to infer a larger product size.

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Positioning Strategy

an organization’s use of elements in the marketing mix to influence the consumer’s interpretation of a product’s meaning vis-à-vis competitors.

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Pre-attentive processing

the processing of information and development of positive brand responses that occur nonconsciously.

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Processing fluency

a feeling of ease in processing information that comes from familiarity and experience.

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Psychological Ownership

consumers feel a greater level of attachment to a product after touching it, thus boosting what they are willing to pay for it.

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Psychophysics

the science that focuses on how the physical environment is integrated into the consumer’s subjective experience.

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Relational Processing

processing a stimulus, in relation to the relationships it has with other events, sensations, or images in memory.

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Rich Media

elements of an online ad that employ movement to gain attention.

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Schema

an organized collection of beliefs and feelings represented in a cognitive category.

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Semiotics

a field of study that examines the correspondence between signs and symbols and the meaning or meanings they convey.

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Sensation

the immediate response of sensory receptors (eyes, ears, nose, mouth, fingers) to such basic stimuli as light, color, sound, odors, and textures.

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Sensorialization

the process of stimulating human senses in digital environments to create experiences that resemble the real-world.

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Sensory Marketing

marketing strategies that focus on the impact of sensations on people’s product experiences.

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Sensory Overload

a condition where consumers are exposed to far more information than they can process.

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Sensory Threshold

the point at which a stimulus is strong enough to make a conscious impact on a person’s awareness.

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Shape

perceived space occupied by an object in the perceptual field based on the object’s outer boundaries.

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Shrinkflation

a continuous cycle, where at some point the smallest package offered becomes so small that perhaps it is phased out and replaced by the medium-size package, which has been shrunk.

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Sign

the sensory imagery that represents the intended meanings of the object.

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Similarity Principle

a view that consumers tend to group together objects that share similar physical characteristics.

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Sound Symbolism

the process by which, the sound of a word influences people’s assumptions about what it describes and its such as size.

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Subliminal Perception

the processing of stimuli presented below the level of the consumer’s awareness.

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Surface Color

when consumers perceive a product to be larger when it is presented in a highly saturated color to a greater extent than a paler hue, and are even willing to pay more for the saturated version, even though both sizes are in fact the same.

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Symbol

a sign that is related to a product through either conventional or agreed-on associations.

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Vestibular System

the “sixth sensory system” that is responsible for balance and posture. Vicarious haptic effect, 00.

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Vicarious Haptic Effect

the impact that imagining touching an object increases our sense of ownership of the object.

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Virtual Reality (VR)

provides a totally immersive experience that transports the user into an entirely separate three-dimensional environment.

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Weber’s Law

the principle that the stronger the initial stimulus, the greater its change must be for it to be noticed.

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Algorithm Bias

inaccurate decisions made by computers when the input they receive is flawed in some way

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Algorithmic Transference

tendency to generalize that all algorithms are flawed when one encounters issues with one algorithm.

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Benevolent Halo Effect

when a company does a good thing (even when that good thing is unrelated to their core business), their reputation improves, their consumers’ goodwill also increases, and in turn so do consumers’ evaluations of the company’s product.

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Botnets

a set of computers that are penetrated by malicious software known as malware that allows an external agent to control their actions.

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Brand Purpose

a reason to exist beyond making money

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Bring Your Own Bags (BYOB)

when shoppers are encouraged to bring their own reusable grocery bags to reduce their reliance on disposable plastic bags.

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Business Ethics

rules of conduct that guide actions in the marketplace

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Cancel Culture

the phenomenon of the public calling out companies for missteps and recommending that consumers boycott the guilty brands.

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Cause Marketing

a strategy that aligns a company or brand with a cause to generate business and societal benefits.

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Circular Economy (CE)

an economic model that proposes that sustainable growth can happen only through ongoing reutilization of resources and materials, with the ultimate goal of generating zero waste.

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Climate Upstanders

people who are inherently motivated to take social action and address the climate crisis.

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Conscious Consumerism

a perspective that encourages people to make positive decisions throughout the buying process.

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Consumed Consumers

those people who are used or exploited, whether willingly or not, for commercial gain in the marketplace.

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Consumer Activism

when consumers band together to attack what they view as unsafe or otherwise harmful.

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Consumer Addiction

a physiological or psychological dependency on products or services.

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Consumer Trust

consumers’ confidence in the truthfulness and integrity of companies or the government.

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Corporate Social Irresponsibility (CSI)

business wrongdoing in relation to the environment, community, society, ethics, and business practices.

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Corporate Social Responsibility (CSR)

processes that encourage the organization to make a positive impact on the various stakeholders in its community including consumers, employees, and the environment.

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Corporate Sociopolitical Activism (CSA)

a firm’s public demonstration of support or opposition to a partisan sociopolitical issue.

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Corrective Advertising

messages an organization releases (voluntarily or not) that inform consumers of previous messages that were inaccurate or misleading.

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Counterfeiting

companies or individuals selling (for parallel construction between term and definition) fake versions of real products.

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Culture Jamming

strategies that attempt to disrupt or satirize messages from corporations.

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Customer centricity

the focus on meeting consumers’ needs.

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Cyberbullying

when one or more people post malicious comments online about someone else in a coordinated effort to harass them.

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Data breaches

when criminals hack into an organization’s computers and gain access to sensitive information.

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Data privacy

a branch of data security intended to keep data safe against improper access, theft, or loss.

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Eco-wakening

the growth in awareness of sustainability that influences consumers’ decisions in the buying process.