Consumer Behavior Lecture Flashcards

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/100

flashcard set

Earn XP

Description and Tags

Vocabulary terms and definitions from the consumer behavior and perception lecture notes.

Last updated 1:24 AM on 5/27/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai

No analytics yet

Send a link to your students to track their progress

101 Terms

1
New cards

Stimulus

A unit of input into the senses, such as light, color, sound, or odor.

2
New cards

Sensations

The response of sensory receptors to stimuli.

3
New cards

Perception

The process by which an individual selects stimuli, organizes information about those stimuli, and interprets the information.

4
New cards

Selective exposure

The process where individuals avoid certain stimuli, such as advertisements, by switching TV or radio channels.

5
New cards

Attention

Reflects how much mental activity individuals devote to a stimulus; it is selective, can be divided, and is limited.

6
New cards

Absolute threshold

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

7
New cards

Differential threshold (J.N.D)

Also known as the just noticeable difference, it is the amount of change in stimulus necessary for a change to be perceived.

8
New cards

Subliminal message

A signal or message embedded in another object, designed to pass below the normal limits of perception.

9
New cards

Grouping

A Gestalt perceptual law of interpretation where stimuli are organized based on similarity and proximity.

10
New cards

Figure/ground principle

A Gestalt principle determining whether a stimulus is seen as the main focal point or the background; often seen in optical illusions.

11
New cards

Closure principle

A Gestalt principle where individuals finish incomplete information with prior knowledge and forced participation or recall.

12
New cards

Perceived risk

The nature and amount of risk perceived by a consumer in a particular purchase decision, consisting of consequence and uncertainty.

13
New cards

Consequence

One of the two factors of perceived risk, referring to the importance of the loss.

14
New cards

Uncertainty

One of the two factors of perceived risk, referring to the probability of the loss.

15
New cards

Negative publicity

Adverse publicity that a firm may incur due to a particular reason, which may lead to potentially disastrous consequences.

16
New cards

Product Placement

A form of advertisement where branded goods or services are placed in a context, such as movies or television shows.

17
New cards

Perceived quality

The consumer's judgment about a product's overall excellence, influenced by extrinsic and intrinsic cues.

18
New cards

Extrinsic cues

External indicators of quality such as price, brand, reviews, store, and origin.

19
New cards

Intrinsic cues

Internal characteristics of a product such as fit, comfort, material, and durability.

20
New cards

Learning

The process by which memory and behavior are changed as a result of conscious and nonconscious information processing.

21
New cards

Nonconscious information processing

A gradual process that subtly enhances brand awareness and familiarity, shaping consumer preferences and attitudes over time.

22
New cards

Classical conditioning

The process of using an established relationship between a stimulus and response to bring about the learning of the same response to a different stimulus.

23
New cards

Operant (Instrumental) conditioning

A learning process developed by BF Skinner involving rewarding desired behavior with a positive outcome to reinforce the behavior.

24
New cards

Positive reinforcement

A scenario where a behavior is followed by a desired consequence, leading to the repetition of that behavior.

25
New cards

Shaping

A process in which a desired behavior is learned by rewarding intermediate actions along the way.

26
New cards

Fixed interval reinforcement

An instrumental learning application where reinforcement is provided at set times, such as 'Dollar Tuesday'.

27
New cards

Variable interval reinforcement

Reinforcement provided after unpredictable time periods, such as a 'Flash sale'.

28
New cards

Fixed ratio reinforcement

Reinforcement offered after a specific number of responses, such as a loyalty card program.

29
New cards

Variable ratio reinforcement

Reinforcement provided after an unpredictable number of responses, such as random acts of generosity or unexpected discounts.

30
New cards

Stimulus generalization

Occurs when a response to one stimulus is elicited by a similar but distinct stimulus; also known as the 'rub off effect'.

31
New cards

Stimulus Discrimination

The process of learning to respond differently to similar but distinct stimuli, often used in positioning and individual branding.

32
New cards

Individual branding

A marketing strategy, used by companies like P&G, of giving each product in a brand portfolio its own unique brand name.

33
New cards

Memory

The processes of acquiring (encoding), storing (storage), and later retrieving information (retrieval).

34
New cards

Nostalgia marketing

A strategy involving the use of evocative elements from the past to promote a brand.

35
New cards

Fishbein's attitude theory

Proposes that evaluations of salient beliefs cause the overall attitude an individual has toward an object.

36
New cards

Salient beliefs

The specific beliefs associated with an object that individuals consider when forming an attitude.

37
New cards

Multiattribute model

A mathematical model where attitude is calculated as $$A = ext{Brand A} imes ext{Weight}$, representative of several weighted attributes.

38
New cards

Compensatory model

A type of attitude model where a high score on one attribute can offset a low score on another.

39
New cards

Elaboration Likelihood Model (ELM)

A theory suggesting that persuasion occurs via two paths: the central route (high involvement) or the peripheral route (low involvement).

40
New cards

Central route

An ELM pathway for high involvement products focusing on providing substantial information and strong arguments.

41
New cards

Peripheral route

An ELM pathway for low involvement products focusing on peripheral cues like visual elements and influencers.

42
New cards

Cognitive dissonance theory

A theory by Festinger (1957) stating that dissonance occurs when information conflicts with existing beliefs, motivating people to reduce discomfort.

43
New cards

Mere exposure theory

The concept that the more frequently people encounter something, the more they tend to like it, regardless of active analysis.

44
New cards

Likert scale

An attitude measurement scale that asks respondents to indicate their level of agreement with a statement from 'Strongly disagree' to 'Strongly agree'.

45
New cards

Semantic Differential scale

An attitude scale presenting pairs of bipolar adjectives or statements to measure positions between opposites.

46
New cards

Ideal point scale

A scale capturing the distance between the actual performance of a brand and the consumer's ideal level of an attribute: A=brandA Wi×XibrandA\text{A} = \text{brandA } \text{W}_i \times \text{X}_{ibrandA}.

47
New cards

Social desirability basis

A limitation of attitude measurement where respondents provide answers they believe are socially acceptable rather than their true feelings.

48
New cards

Attitude-behavior gap

The discrepancy that occurs when a consumer's stated preference for a brand does not result in the actual purchase of that brand.

49
New cards

Self-Concept

An individual's perception of and feelings toward himself or herself.

50
New cards

Actual Self concept

How an individual actually sees themselves.

51
New cards

Ideal self concept

How an individual would like to see themselves.

52
New cards

Actual public concept

How others actually see the individual.

53
New cards

Ideal public concept

How an individual would like others to see them.

54
New cards

Brand engagement

The extent to which an individual includes brands as part of their self-concept.

55
New cards

Brand community

A group of consumers connected through a shared affinity for a brand, characterized by loyalty and regular member interaction.

56
New cards

VALS

A framework that divides consumers into eight segments based on primary motivation (Ideals, Achievement, Self-expression) and resources.

57
New cards

Ideals motivation

A VALS primary motivation where consumers purchase based on functionality.

58
New cards

Achievement motivation

A VALS primary motivation where the approval of others matters to the consumer.

59
New cards

Self expression motivation

A VALS primary motivation where consumers pursue experiences.

60
New cards

Resources (VALS)

The ability of individuals to pursue their dominant self-orientation based on psychological, physical, and material means.

61
New cards

Innovators

A VALS segment characterized by high resources and high innovation.

62
New cards

Survivors

A VALS segment characterized by low resources and low innovation.

63
New cards

Motive

The reason why an individual does something.

64
New cards

Manifest motives

Motives that individuals are aware of and freely admit.

65
New cards

Latent motives

Motives that individuals are reluctant to admit, reveal, or are not aware of.

66
New cards

Projective Technique

A method designed to uncover thoughts and feelings people are reluctant to expose via straightforward questioning.

67
New cards

Sentence Completion test

A projective technique where subjects are asked to finish phrases to reveal underlying feelings (e.g., 'Someone who drives a Prius is…').

68
New cards

Thematic Apperception Test (TAT)

A projective technique providing subjects with ambiguous pictures and asking them to tell a story about what is happening.

69
New cards

Word Association test (WAT)

A projective technique requiring subjects to respond to a prompt word with the first word that comes to mind.

70
New cards

Approach goal

A goal involving the effort to reach or maintain a desired outcome.

71
New cards

Avoidance goal

A goal focused on avoiding or eliminating an undesired outcome.

72
New cards

Regulatory focus theory

Proposes that individuals have two main motivational orientations: prevention focus and promotion focus.

73
New cards

Prevention focus orientation

Orientation sensitive to losses and non-losses, emphasizing safety, protection, and avoiding negative outcomes.

74
New cards

Promotion focus orientation

Orientation sensitive to gains and non-gains, emphasizing needs for growth and development.

75
New cards

Psychological reactance

A motivational state that drives people to restore their autonomy when they feel their freedom is restricted.

76
New cards

Reactance theory

Suggests consumers increase desire for a product when freedom to choose is restricted, such as 'only 10 left in stock' notifications.

77
New cards

Innate (primary) needs

Basic physiological needs required for survival, such as food, water, and warmth.

78
New cards

Acquired (secondary) needs

Needs learned in response to one's culture or environment, such as the need for prestige or esteem.

79
New cards

Physiological needs

The base of Maslow's hierarchy, including food, water, warmth, and rest.

80
New cards

Safety needs

The second level of Maslow's hierarchy, including security and safety.

81
New cards

Belongingness and love needs

The third level of Maslow's hierarchy, involving intimate relationships and friends.

82
New cards

Esteem needs

The fourth level of Maslow's hierarchy, involving prestige and a feeling of accomplishment.

83
New cards

Self-actualization

The top level of Maslow's hierarchy, referring to achieving one's full potential.

84
New cards

Generic problem recognition

A discrepancy that a variety of brands or any brand within a product category can solve.

85
New cards

Selective problem recognition

A discrepancy that only one specific brand can solve.

86
New cards

Internal search

The process of searching for relevant information from long-term memory.

87
New cards

Disjunctive model

A non-compensatory rule where a brand is acceptable if it meets or exceeds the minimum level for at least one attribute.

88
New cards

Conjunctive model

A decision rule requiring a brand to meet or exceed minimum levels for all attributes; stricter than the disjunctive model.

89
New cards

Lexicographic model

A rule where consumers rank criteria by importance and choose the brand that performs best on the highest-ranked attribute.

90
New cards

Elimination by aspects model

A rule where consumers rank criteria and eliminate brands that do not meet cutoff points attribute by attribute until one remains.

91
New cards

Conjoint analysis

A research technique used to determine how consumers value different attributes of a product.

92
New cards

Compromise effect

The tendency for consumers to select a middle option when presented with extreme alternatives.

93
New cards

Attraction effect

The phenomenon where adding a 'decoy' alternative increases the attractiveness of a 'target' option.

94
New cards

Prospect Theory

A theory by Daniel Kahneman describing decision-making under risk, stating that losses loom larger than gains.

95
New cards

Loss aversion

The concept that consumers are more motivated by the fear of loss than the prospect of gain.

96
New cards

System 1

A mode of decision making that is fast, intuitive, automatic, and often unconscious.

97
New cards

System 2

A mode of decision making that is slow, effortful, and deliberate.

98
New cards

Service recovery paradox

Occurs when a highly effective recovery after a failure results in higher customer loyalty than if no failure occurred.

99
New cards

Spurious loyalty

When a customer appears loyal due to lack of alternatives rather than genuine preference.

100
New cards

Customer affection

An emotional bond formed through storytelling, shared values, and favorable experiences.