Consumer Behavior Chapter 8

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48 Terms

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Learning (Definition)

A relatively permanent change in behaviour caused by experience.

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Learning as a Process

An ongoing process that ranges from simple associations to complex cognitive activities.

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Incidental Learning

Unintentional learning through mere exposure to stimuli, such as huming a jingle without trying to learn it.

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Behavioural Learning Theories

Theories focusing on stimulus-response connections, often viewing the mind as a "black box".

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Cognitive Learning Theories

Theories viewing consumers as active problem solvers who process information to make decisions.

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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).

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Conditioned Stimulus (CS)

A neutral stimulus that, after being paired with a UCS, eventually triggers a response (e.g., the bell).

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Unconditioned Response (UCR)

The natural, innate response to an unconditioned stimulus (e.g., salivation at food).

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Conditioned Response (CR)

The learned response to a previously neutral stimulus (e.g., salivation at the bell).

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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

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Family Branding

A strategy of using a company name for a whole range of products to capitalize on a positive brand image.

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Licensing

"Renting" well-known brand names (e.g., Disney characters) to associate their positive image with new products.

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Look-alike Packaging

Generic brands using packaging similar to market leaders to benefit from established consumer trust.

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Stimulus Discrimination

The ability to differentiate between similar stimuli, helping a brand stand out from competitors.

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Instrumental (Operant) Conditioning

Learning where behaviour is strengthened or weakened by rewards or punishments.

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Positive Reinforcement

A reward follows a behaviour, increasing the likelihood that the behaviour will be repeated.

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Negative Reinforcement

Removing an unpleasant state after a behaviour (e.g., using sunscreen to avoid sunburn).

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Punishment

A negative event follows a behaviour to decrease the frequency of that behaviour.

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Extinction

The process where a learned behaviour disappears over time when reinforcement is no longer provided.

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Fixed-ratio Schedule

Reinforcement occurs after a fixed number of responses (e.g., "buy 10, get 1 free").

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Variable-ratio Schedule

Reinforcement occurs after an unpredictable number of responses (e.g., a slot machine).

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Fixed-interval Schedule

Reinforcement occurs after a specific period (e.g., seasonal sales).

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Variable-interval Schedule

Reinforcement occurs after a random amount of time (e.g., "mystery shopping" or pop-up sales).

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Observational Learning (Modelling)

Learning by observing the actions of others and the consequences of those actions.

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Modelling Process: Attention

The consumer must focus on the model’s behaviour.

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Modelling Process: Retention

The consumer must store the observed behaviour in memory.

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Modelling Process: Production

The consumer must have the ability to perform the behaviour.

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Modelling Process: Motivation

There must be a reason to imitate the behaviour (e.g., expected reward).

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Memory (Definition)

The process of acquiring information and storing it over time so it is available when needed.

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Encoding

The stage where information is prepared so the system can recognize it.

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Storage

The process of retaining encoded information over a period of time.

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Retrieval

The process of accessing information from long-term memory.

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Sensory Memory

Stores incoming information from the senses for a very brief duration (fractions of a second).

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Short-term Memory (STM)

Stores information for a limited time and has a small capacity.

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Chunking

Combining small pieces of information into larger, meaningful units to improve memory.

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Long-term Memory (LTM)

The system that allows for the permanent storage of information.

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Associative Networks

Knowledge structures in memory consisting of nodes (concepts) and links between them.

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Spreading Activation

When one node is activated, energy spreads to related nodes, facilitating retrieval.

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Proactive Interference

Prior learning interferes with the ability to learn new information.

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Retroactive Interference

Newly acquired information causes trouble remembering older information.

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Memory Decay

The structural fading of memory traces over time.

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Nostalgia Marketing

Marketers resurrecting popular characters or styles to evoke fond memories (Retro brands).

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Memory Error: Omitting

Simple forgetting or leaving out details of an event.

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Memory Error: Averaging

The tendency to remember events as more "average" than they actually were.

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Memory Error: Telescoping

Misplacing an event in time (usually thinking it happened more recently than it did).

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Illusion of Truth Effect

People are more likely to believe statements are true simply because they have heard them before.

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