Consumer Behavior Chapter 3

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Last updated 2:05 AM on 9/24/26
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73 Terms

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Absolute Threshold

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

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Adaptation

the process that occurs when a sensation becomes so familiar that it no longer commands attention.

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Aesthetic Bias

product designs that are deemed more attractive lead people to think the product will also be more useful.

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Antifragility

the ability to grow when faced with stressors.

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Attention

the assignment of processing activity to selected stimuli.

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Audio Mining Technology

a method that automatically analyzes the content of auditory speech.

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Augmented Reality (AR)

(AR) technology applications that layer digital information over a physical space to add additional information for users.

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Brain Drain

a deficit of cognitive resources.

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Closure Principle

the Gestalt principle that describes a person’s tendency to supply missing information to perceive a holistic image.

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Color Forecasts

predictions that manufacturers and retailers buy so they can be sure they stock up on the next hot hue.

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Color Palette

a set of colors that represent a brand personality.

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Congruence

fit between two or more elements, for instance audio and visual

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Contamination Effect

people like a product less, and are less likely to buy it if another person has touched it previously.

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Contestations

consumers questioning and modifying what the product or service symbolizes.

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Contrast

stimuli that differ from others around them.

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Cross-Modal Effect

the phenomenon whereby two different sensory systems influence one another.

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Differential Threshold

the ability of a sensory system to detect changes or differences among stimuli.

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Endowment effect

the effect that merely touching a product encourages us to imagine we own it.

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Exposure

an initial stage of perception during which some sensations come within range of consumers’ sensory receptors.

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Extended Reality

the collection of all current and future ways to extend reality by either merging the virtual and real worlds or by creating a fully immersive experience.

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Eyeball economy

the argument that in today’s media environment, marketers compete for consumers’ attention rather than their money.

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Figure Ground Principle

the Gestalt principle, whereby one part of a stimulus configuration dominates a situation, whereas other aspects recede into the background.

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Gastrophysics

the science of eating that considers how physics, chemistry, and psychology influence how people experience what they put in their mouths.

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Gestalt

meaning derived from the totality of a set of stimuli, rather than from any individual stimulus.

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Haptic

touch-related sensations.

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Haptic effect

the impact on our beliefs and attitudes triggered by touching an object.

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Hedonic Escalation

the increased liking of each additional bite of a palatable food.

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Icon

a sign that resembles the product in some way.

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Illuminance

the amount of light perceived on an object; for instance, brighter lighting tends to make people more alert, which in turn encourages healthier food choices.

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Index

a sign that is connected to a product because they share some property.

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Inferences

determinations about an object based on information available, such as sensory insights.

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Interpretant

the meaning derived from a sign or symbol.

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Joint vs. Separate Presentation

refers to whether products are presented as a group or independently of one another.

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Just Noticeable Difference (j.n.d)

the minimum difference between two stimuli that can be detected by a perceiver.

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Location

positioning, orientation, spacing, and movement of an object in relation to other objects within an area.

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Materiality

the visual texture and reactance of the exterior surface of an object.

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Mental Stimulation

ability to imagine an event in our mind.

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Metacognitive inference

when consumers perceive themselves to be relatively distracted by a background advertisement, they infer that the advertised brand must be interesting.

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Multiscreening

using another media screen while watching television.

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Multitasking

processing information from more than one medium at a time.

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Natural user interface

a philosophy of computer design that incorporates habitual human movements.

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Need for touch (NFT)

(NFT) a relative stable preference for touching products.

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Object

in semiotic terms, the product that is the focus of a message.

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Olfactory Cues

sensory stimuli related to the sense of smell.

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Perception

the process by which stimuli are selected, organized, and interpreted.

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Perceptual selection

process by which people attend to only a small portion of the stimuli to which they are exposed.

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Pitch-size effect

the idea that pitch helps consumers make inferences about the size of a product: lower pitch in voice or music leads consumers to infer a larger product size.

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Positioning Strategy

an organization’s use of elements in the marketing mix to influence the consumer’s interpretation of a product’s meaning vis-à-vis competitors.

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Pre-attentive processing

the processing of information and development of positive brand responses that occur nonconsciously.

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Processing fluency

a feeling of ease in processing information that comes from familiarity and experience.

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Psychological Ownership

consumers feel a greater level of attachment to a product after touching it, thus boosting what they are willing to pay for it.

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Psychophysics

the science that focuses on how the physical environment is integrated into the consumer’s subjective experience.

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Relational Processing

processing a stimulus, in relation to the relationships it has with other events, sensations, or images in memory.

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Rich Media

elements of an online ad that employ movement to gain attention.

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Schema

an organized collection of beliefs and feelings represented in a cognitive category.

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Semiotics

a field of study that examines the correspondence between signs and symbols and the meaning or meanings they convey.

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Sensation

the immediate response of sensory receptors (eyes, ears, nose, mouth, fingers) to such basic stimuli as light, color, sound, odors, and textures.

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Sensorialization

the process of stimulating human senses in digital environments to create experiences that resemble the real-world.

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Sensory Marketing

marketing strategies that focus on the impact of sensations on people’s product experiences.

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Sensory Overload

a condition where consumers are exposed to far more information than they can process.

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Sensory Threshold

the point at which a stimulus is strong enough to make a conscious impact on a person’s awareness.

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Shape

perceived space occupied by an object in the perceptual field based on the object’s outer boundaries.

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Shrinkflation

a continuous cycle, where at some point the smallest package offered becomes so small that perhaps it is phased out and replaced by the medium-size package, which has been shrunk.

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Sign

the sensory imagery that represents the intended meanings of the object.

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Similarity Principle

a view that consumers tend to group together objects that share similar physical characteristics.

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Sound Symbolism

the process by which, the sound of a word influences people’s assumptions about what it describes and its such as size.

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Subliminal Perception

the processing of stimuli presented below the level of the consumer’s awareness.

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Surface Color

when consumers perceive a product to be larger when it is presented in a highly saturated color to a greater extent than a paler hue, and are even willing to pay more for the saturated version, even though both sizes are in fact the same.

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Symbol

a sign that is related to a product through either conventional or agreed-on associations.

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Vestibular System

the “sixth sensory system” that is responsible for balance and posture. Vicarious haptic effect, 00.

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Vicarious Haptic Effect

the impact that imagining touching an object increases our sense of ownership of the object.

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Virtual Reality (VR)

provides a totally immersive experience that transports the user into an entirely separate three-dimensional environment.

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Weber’s Law

the principle that the stronger the initial stimulus, the greater its change must be for it to be noticed.