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Flashcards for reviewing marketing Final
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Marketing
The process of creating, communicating, delivering, and exchanging offerings that have value for customers, clients, partners, and society.
Creating Value
Developing products or services that meet customer needs and provide benefits.
Communicating Value
Using promotion and advertising to inform customers about the value of offerings.
Delivering Value
Using efficient distribution and supply chain management to get products to customers.
Exchanging Value
The transaction where customers pay a price for the benefits received.
Value
Value is subjective and varies by customer (e.g., the same meal at a restaurant can be valued differently).
Product/Service
Goods or services offered (e.g., iPhone hardware + software).
Price
Monetary cost or alternative payments (e.g., frequent-flier miles).
Promotion
Communication (ads, social media, PR).
Place/Distribution
How the product reaches the customer (e.g., retail stores, online).
Production Era
Focus on efficiency and low-cost production
Selling Era
Aggressive sales tactics (e.g., door-to-door vacuum sales).
Product Era
Innovation and differentiation (e.g., Procter and Gamble’s Product variations).
Marketing Era
Customer-centric approach
Value/One-to-One Era
Personalized relationships (e.g., Amazon’s recommendations).
Service-Dominant Logic
Value delivered through products, services, or both
Strategic Planning Process
Long-term process to allocate resources and capitalize on market opportunities
Situation Analysis
Evaluate internal (micro) and external (macro) environments.
Set Objectives
Realistic, measurable goals
Develop Strategies
Game plans to achieve objectives
Implement Marketing Mix
Execute tactics (4 Ps) to support strategies.
Company Resources
Financial, brand reputation, patents, corporate culture.
Corporate Partners
Suppliers, distributors
Competitors
Direct (e.g., Canada Dry vs. Schwepps) and indirect (e.g., ginger ale vs. water).
Political/legal Factors
Regulations
Economic Factors
Inflation, unemployment, and consumer spending.
Socio-Cultural Factors
Demographics (aging population), trends (health consciousness).
Technological Factors
Digital Communication, e-commerce.
Competitive Factors
Industry rivalry
SWOT Analysis: Strengths/Weaknesses
Internal, Controllable (e.g., Strong brand reputation).
SWOT Analysis: Opportunities/Threats
External, uncontrollable (e.g., government incentives on electric cars).
Competitive Rivalry
Intensity of competition.
Threat of Substitutes
Alternative products.
Threat of New Entrants
Barriers to entry.
Supplier Power
Control over inputs.
Buyer Power
Customer influence.
Market Penetration
Selling more existing products in existing markets (e.g., coupons).
Market Development
Entering new markets with existing products (e.g., international expansion).
Product Development
Introducing new products to existing markets (e.g., Gatorade Zero).
Diversification
Entering new markets with new products (e.g., Google’s failed Picasa).
Locational Excellence
Many locations (e.g., Tim Horton’s Dense store network).
Operational Excellence
Efficient processes (e.g., Walmart’s low-cost supply chain).
Product Excellence
High perceived value (e.g., Supreme’s limited edition branding).
Customer Excellence
Loyalty/service (e.g., Apple’s customer support).
Market Growth Rate
Industry Growth
Relative Market Share
Market share vs. competitors.
Stars
High growth, high share (invest; e.g., Apple Watch).
Cash Cows
Low growth, High share (milk profits; e.g., iPhone).
Question Marks
High growth, low share (decide to invest/divest; e.g., Amazon Fire Tablet).
Dogs
Low growth, low share (divest; e.g., obsolete products).
Corporate-Level Strategic Planning
Overall Company goals
Business-Level Strategic Planning
SBU strategies
Functional-Level Strategic Planning
Department plans
Need/Want Recognition
Triggered by internal or external stimuli
Information Search
Internal (past experiences) or external sources (friends, reviews, brands)
Evaluation of Alternatives
Use evaluative criteria to compare options
Purchase Decision
Select product, retailer, and payment method
Post-Purchase Evaluation
Satisfaction or cognitive dissonance (buyer’s remorse)
High-Involvement Decisions
Expensive, risky, infrequent decisions
Low-Involvement Decisions
Cheap, routine, low-risk decisions
Limited Problem-Solving
Moderate research decisions
Situational Factors
Physical environment, time, social norms
Social/Cultural Factors
Culture (shared beliefs), subcultures (ethnic groups, hobbies), and social class.
Reference Groups
Aspirational or dissociative groups
Demographics
Age, gender, life stage
Psychographics
Activities, values and self-concept (ideal vs. actual self).
Motivation
Maslow’s hierarchy
Perception
Selective exposure/attention/retention/distortion
Learning
Classical and operant conditioning
Attitudes
Hard to change; shaped by beliefs
Qualitative
Focus Groups, depth interviews, ethnography (e.g., observing shoppers).
Quantitative
Surveys with closed-ended questions (e.g., rating satisfaction 1-5).
Causal Primary Research Methods
Experiments
Secondary Research
Existing data (e.g., government reports, industry stats)
Steps in Research
Define the problem, design research, collect data, analyze and report findings
Linear Economics
Produce → Use → Dispose
Circular Economy
Reduce waste via recycling, reuse
B2B Markets
Fewer buyers, larger orders, complex products, derived demand, and more personal selling.
B2C Markets
Many individual buyers, smaller orders, simpler products, and mass marketing.
Producers
Buy goods to transform into other products
Resellers
Sell products without changing them
Governments (B2G)
Large purchasers of goods/services
Institutions
Nonprofits like hospitals or universities
Need Recognition
Someone identifies a problem
Product Specification
Details like quantity, quality, and delivery are defined.
Supplier Search
RFPs (Request for Proposals) are sent to potential vendors.
Proposal Analysis
Vendors are evaluated using scorecards (e.g., price, reliability, service).
Order Specification
Final agreement on terms (price, delivery, warranties)
Performance Assessment
Post-purchase review (e.g., survey users for feedback).
Initiator
Starts the process
User
Uses the product
Influencer
Provides expertise
Gatekeeper
Controls access to decision-makers
Decider
Makes the final call
Straight Rebuy
Routine reorder (no changes).
Modified Rebuy
Adjustments to past orders (e.g., new leather colour).
New Buy
First-time purchase (most complex).
Autocratic
One decider
Consultative
Decider consults team
Democratic
Majority vote