Consumer Behavior Chapter 8

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20 Terms

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Situational Effects

The temporary conditions surrounding a purchase (such as mood, time pressure, physical environment, or presence of others) that alter consumer decision-making regardless of the product or brand.

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Antecedent States

The temporary physical, emotional, or financial condition a shopper brings into a purchasing situation (e.g., mood, stress levels, energy) prior to any store or marketing influence.

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The Mood Effect (Buyer Behavior)

A consumer's emotional state upon arrival. A positive mood broadens product evaluation and willingness to browse, whereas a negative mood narrows choices toward familiar, low-risk options.

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Time Pressure (Situational Effect)

A constraint that reduces cognitive processing, kills brand comparison, and shifts consumer decision-making directly to habit or the fastest acceptable option.

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Social Surroundings (Presence of Others)

The influence of who is accompanying or observing the consumer during a purchase. Choices made in front of others shift toward options that are socially defensible or convey status.

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Usage Occasion

The intended purpose or context for a product (e.g., personal consumption vs. gift giving), which changes price tolerance, risk perception, and evaluation criteria.

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Trip Type Segmentation (The Errand vs. The Wander)

Segmenting shoppers by their situational intent rather than demographic profile—such as an "errand trip" (high speed, routine, single item) versus a "wander trip" (open-ended time, high product exposure).

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Retail Environment

The collection of all physical, auditory, visual, and spatial elements of a shopping space (layout, lighting, sound, shelf height, and friction) intentionally designed to influence consumer behavior.

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Planned vs. Reminded Purchases

A planned purchase is decided prior to entering the store. A reminded purchase is not on the initial list, but seeing the product in the environment triggers memory of a pre-existing need.

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Unplanned vs. Impulse Purchases

An unplanned purchase occurs when the store environment creates a brand-new need on the spot. An impulse purchase is a sudden, highly emotional, non-deliberative buy driven by immediate sensory cues.

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Store Layout & Pathing

Spatial design strategies engineered to direct foot traffic. For example, placing staple goods (like milk) at the back forces shoppers to traverse maximum store area and increase unplanned exposure.

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Shelf Position & Eye-Level Placement

The physical placement of products on retail shelves. Eye level is the most valuable retail real estate because items within direct line of sight require the least effort to notice and reach.

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Environmental Pace & Auditory Control

Using sensory variables like music tempo to control store pacing. Slower tempo music reduces walking speed, increasing time spent in-store and total exposure to shelf displays.

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Friction in Retail Design

Physical or procedural obstacles in the purchase journey (e.g., long checkout queues, out-of-stock items, hard-to-reach shelves). Increased friction leads directly to cart abandonment.

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Postpurchase Satisfaction

The consumer's evaluation of a product after purchase, measured by comparing actual performance against pre-purchase expectations.

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Expectancy Disconfirmation Model

A framework stating that satisfaction is determined by the gap between expectations and actual performance: Positive Disconfirmation (exceeds expectations →\rightarrow delight/loyalty), Confirmation (meets expectations →\rightarrow neutral retention), and Negative Disconfirmation (fails expectations →\rightarrow dissatisfaction).

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Product Disposal & Product Lifecycles

The final stage of consumption where consumers keep/use, store (unused clutter), pass on/resell, or discard a product. How a product ends its lifecycle increasingly affects consumer brand evaluation and loyalty.

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Resale & Second-Life Value

The aftermarket value of a brand's products. High resale value signals build quality and acts as a psychological justification for higher upfront pricing on initial purchase.

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Unused Product Guilt

The negative psychological state associated with buying items that are retained but never used, creating cognitive friction that deters future purchases within that product category.

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Online Environment Elements (Digital Analogs)

The digital equivalents of physical retail variables: search result ranking acts as shelf position, reviews serve as social proof, and one-click checkout minimizes operational friction.