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Learning (Definition)
A relatively permanent change in behaviour caused by experience.
Learning as a Process
An ongoing process that ranges from simple associations to complex cognitive activities.
Incidental Learning
Unintentional learning through mere exposure to stimuli, such as huming a jingle without trying to learn it.
Behavioural Learning Theories
Theories focusing on stimulus-response connections, often viewing the mind as a "black box".
Cognitive Learning Theories
Theories viewing consumers as active problem solvers who process information to make decisions.
Classical Conditioning (Pavlov)
Learning that occurs when a stimulus that elicits a response is paired with another stimulus that initially does not.
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Unconditioned Stimulus (UCS)
A stimulus that naturally and automatically triggers a response (e.g., meat powder for a dog).
Conditioned Stimulus (CS)
A neutral stimulus that, after being paired with a UCS, eventually triggers a response (e.g., the bell).
Unconditioned Response (UCR)
The natural, innate response to an unconditioned stimulus (e.g., salivation at food).
Conditioned Response (CR)
The learned response to a previously neutral stimulus (e.g., salivation at the bell).
Stimulus Generalization
The tendency of stimuli similar to a conditioned stimulus to evoke similar responses (e.g., the "halo effect"). - one attribute is projected on the wole product
Family Branding
A strategy of using a company name for a whole range of products to capitalize on a positive brand image.
Licensing
"Renting" well-known brand names (e.g., Disney characters) to associate their positive image with new products.
Look-alike Packaging
Generic brands using packaging similar to market leaders to benefit from established consumer trust.
Stimulus Discrimination
The ability to differentiate between similar stimuli, helping a brand stand out from competitors.
Instrumental (Operant) Conditioning
Learning where behaviour is strengthened or weakened by rewards or punishments.
Positive Reinforcement
A reward follows a behaviour, increasing the likelihood that the behaviour will be repeated.
Negative Reinforcement
Removing an unpleasant state after a behaviour (e.g., using sunscreen to avoid sunburn).
Punishment
A negative event follows a behaviour to decrease the frequency of that behaviour.
Extinction
The process where a learned behaviour disappears over time when reinforcement is no longer provided.
Fixed-ratio Schedule
Reinforcement occurs after a fixed number of responses (e.g., "buy 10, get 1 free").
Variable-ratio Schedule
Reinforcement occurs after an unpredictable number of responses (e.g., a slot machine).
Fixed-interval Schedule
Reinforcement occurs after a specific period (e.g., seasonal sales).
Variable-interval Schedule
Reinforcement occurs after a random amount of time (e.g., "mystery shopping" or pop-up sales).
Observational Learning (Modelling)
Learning by observing the actions of others and the consequences of those actions.
Modelling Process: Attention
The consumer must focus on the model’s behaviour.
Modelling Process: Retention
The consumer must store the observed behaviour in memory.
Modelling Process: Production
The consumer must have the ability to perform the behaviour.
Modelling Process: Motivation
There must be a reason to imitate the behaviour (e.g., expected reward).
Memory (Definition)
The process of acquiring information and storing it over time so it is available when needed.
Encoding
The stage where information is prepared so the system can recognize it.
Storage
The process of retaining encoded information over a period of time.
Retrieval
The process of accessing information from long-term memory.
Sensory Memory
Stores incoming information from the senses for a very brief duration (fractions of a second).
Short-term Memory (STM)
Stores information for a limited time and has a small capacity.
Chunking
Combining small pieces of information into larger, meaningful units to improve memory.
Long-term Memory (LTM)
The system that allows for the permanent storage of information.
Associative Networks
Knowledge structures in memory consisting of nodes (concepts) and links between them.
Spreading Activation
When one node is activated, energy spreads to related nodes, facilitating retrieval.
Proactive Interference
Prior learning interferes with the ability to learn new information.
Retroactive Interference
Newly acquired information causes trouble remembering older information.
Memory Decay
The structural fading of memory traces over time.
Nostalgia Marketing
Marketers resurrecting popular characters or styles to evoke fond memories (Retro brands).
Memory Error: Omitting
Simple forgetting or leaving out details of an event.
Memory Error: Averaging
The tendency to remember events as more "average" than they actually were.
Memory Error: Telescoping
Misplacing an event in time (usually thinking it happened more recently than it did).
Illusion of Truth Effect
People are more likely to believe statements are true simply because they have heard them before.