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A comprehensive set of flashcards covering key concepts from the 'Learning and Memory' lecture focusing on consumer behavior.
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Learning
A relatively permanent change in behavior that is caused by experience.
Vicarious Learning
Observing events that affect others.
Incidental Learning
Casual, unintentional acquisition of knowledge.
Behavioral Learning Theories
Assume learning results from responses to external events, rather than internal thought processes.
Black Box Approach
Focus on observable behavior, not the mind's internal cognitive processes.
Classical Conditioning
Learning through association, where a stimulus that naturally elicits a response is paired with another stimulus.
Unconditioned Stimulus (UCS)
A stimulus that naturally causes a response.
Conditioned Stimulus (CS)
A previously neutral stimulus that, after association with a UCS, elicits a conditioned response.
Conditioned Response (CR)
A learned response to a previously neutral stimulus.
Associative Learning
Consumers learn associations between stimuli without complex cognitive processes.
Repetition
Repeated exposures increase the strength of stimulus-response associations.
Extinction
The reduction and eventual disappearance of a conditioned response.
Stimulus Generalization
Tendency of stimuli similar to a CS to evoke similar responses.
Family Branding
Using a company name to promote a range of products.
Product-line Extensions
Adding related products to an established brand.
Licensing
Allowing others to use well-known names.
Look-alike Packaging
Distinctive designs that create strong brand associations.
Stimulus Discrimination
When a stimulus similar to a CS does not provoke a response.
Masked Branding
Deliberately hiding a product's true origin.
Brand Equity
Positive associations and loyalty that a brand commands in memory.
Advertising Wear-out
When consumers lose attention to a familiar marketing stimulus.
Operant Conditioning
Learning to perform behaviors that yield positive outcomes.
Shaping
Reinforcing successive steps towards a desired response.
Positive Reinforcement
A reward given for desired behavior.
Negative Reinforcement
Removing something negative to increase a desired response.
Punishment
A response is followed by a negative outcome.
Fixed-ratio Reinforcement
Reinforcement occurs only after a specific number of responses.
Variable-ratio Reinforcement
Behavior is reinforced after an unpredictable number of responses.
Fixed-interval Reinforcement
Reinforcement occurs after a specified time period.
Variable-interval Reinforcement
Reinforcement delivery time varies around an average.
Frequency Marketing
Reinforcing purchasing behavior with rewards that grow with purchase amount.
Gamification
Using game-like elements to engage consumers.
Cognitive Learning Theory
Stresses the importance of internal mental processes in learning.
Information Processing
Viewing individuals as problem solvers utilizing external information.
Observational Learning
Learning by watching the actions of others.
Modeling
Imitating the behavior of others.
Retrieving Information for Purchase Decisions
The process of accessing information from long-term memory.
Postexperience Advertising
Advertising influencing perceptions after product usage.
Encoding of Information
Linking new information to existing knowledge for meaningful understanding.
Sensory Meaning
Meaning derived from colors and shapes.
Semantic Meaning
Symbolic associations attached to information.
Episodic Memories
Memories of personally relevant events.
Narratives
Stories used to convey product information meaningfully.
Memory Systems
Three distinct systems: sensory memory, short-term memory, long-term memory.
Chunking
Storing information by combining smaller bits into larger units.
Activation Models of Memory
Different processing levels activate different aspects of memory.
Associative Network Models
Incoming information stored in networks of related bits.
Knowledge Structures
Storage units for data organized by relationships.
Bottom-up Processing
Processing begins at a basic level and becomes increasingly complex.
Spreading Activation
Concept activation spreads between nodes in an associative network.
Propositions
Links between concepts forming complex meanings.
Schema
Cognitive frameworks developed through experience.
Script
Expected sequence of events in a particular context.
Analogical Learning
Learning about a new product by relating it to an existing one.
Base
Existing product serving as a source of knowledge.
Target
New product that receives knowledge from the base.
Retrieval Factors
Factors that influence how information is recalled.
Physiological Factors
Older adults may display inferior recall for current items.
Situational Factors
Context of the message delivery impacts memory retrieval.
Familiarity and Recall
The more experience a consumer has, the easier it is to recall information.
Salience
Prominence or activation level of a brand in memory.
Von Restorff Effect
Novelty increases recall.
Unipolar Emotions
Emotions that are entirely positive or negative.
Pictorial Cues
Visually presented information is more likely to be recognized.
Forgetting Factors
Interference from new information can displace older memories.
Retroactive Interference
Learning new responses displaces old associations.
Proactive Interference
Previous learning interferes with new learning.
Autobiographical Memories
Ads that evoke personal past memories increase liking.
Nostalgia
Bittersweet emotion associated with longing for the past.
Spontaneous Recovery
A stimulus may evoke a weakened response later.
Retro Brand
An updated version of an old brand.
Recognition versus Recall
Two methods to assess memory for ads.
Free-recall Tests
Consumers think independently about what they've seen without prompts.
Memory Lapses
Problems such as omitting facts or telescoping time.
Response Biases
Results influenced by characteristics of measuring instruments.
Psychological Principles
Shape consumer decisions via persuasion.
Reciprocity
People feel obligated to return favors.
Scarcity
Perception that limited availability increases desirability.
Authority
Credibility influences persuasion.
Consistency
Small commitments lead to larger commitments.
Liking Principle
Consumers say yes to people they like.
Consensus Principle
People look to others' behavior to inform their own.
Tactical Communication Options
Considerations for message creation and delivery.
Interactive Communication
Mutual exchange of information between marketers and consumers.
Permission Marketing
Consumers opt-in to receive marketing messages.
Co-creation
Involving consumers as part of the marketing process.
First-order Response
Direct marketing transactions and sales data.
Second-order Response
Non-transactional customer feedback.
Real-time Marketing
Leveraging current events in marketing strategies.
Martyrdom Effect
Increased donations when participants have to struggle.
Transmedia Storytelling
Involves various media to communicate messages.
Source Effects
Same message from different sources influences interpretation.
Source Credibility
Perceived expertise and trustworthiness of the source.
Source Attractiveness
Social value associated with the spokesperson.
Consumer Beliefs
Beliefs about product attributes can be influenced by source bias.
Knowledge Bias
Doubts about a source’s required knowledge.
Reporting Bias
Perceptions of endorsement bias due to payments.
Persuasion Knowledge Model (PKM)
Consumers use knowledge about persuasion to respond to it.
Hype vs Buzz
Buzz is authentic and customer-generated, while hype is corporate propaganda.
Halo Effect
Assumptions about a person based on a single positive trait.