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Advertising Wear-Out
Advertising Weariness
Associative Network
Behavioral Learning Theories
Brand Equity
Brand Extension
Category Exemplars
Chunking
Classical Conditioning
Cognitive Learning Theory
Conditioned Response (CR)
a response to a conditioned stimulus caused by the learning of an association between a conditioned stimulus (CS) and an unconditioned stimulus (UCS).
Conditioned Stimulus (CS)
a stimulus that produces a learned reaction through association over time.
Consumer Confusion
in legal contexts, the likelihood that one company’s logo, product design, or package is so similar to another that the typical shopper would mistake one for the other.
Consumption Constallations
a set of products and activities used by consumers to define, communicate, and perform social roles.
Decay
structural changes in the brain produced by learning decrease over time.
Deception Memory
memory for lies we told.
Elaboration
a cognitive process that involves thinking about the meaning of a stimulus and relating it to other information already in memory.
Embodied Knowledge
the perspective that people’s behaviors and observations of what they do and buy shape their thoughts rather than vice versa.
Encoding Stage
the stage of the memory process where information enters in a way the system will recognize.
Episodic Memories
memories that relate to personally relevant events; this tends to increase a person’s motivation to retain these memories.
Evaluative Conditioning
when an unconditioned stimulus (UCS) is paired with a series of different stimuli that all trigger the same type of emotional response.
Expertise
special skill or knowledge that is acquired by training, study, or practice.
Extinction
the process whereby a learned connection between a stimulus and response is eroded so that the response is no longer reinforced.
Family Branding
an application of stimulus generalization when a product capitalizes on the reputation of its manufacturer’s name.
Follower Brands
brands that enter a market after another brand has already tested the waters.
Frequency Marketing
a marketing technique that reinforces regular purchasers by giving them prizes with values that increase along with the amount purchased.
Halo Effect
a phenomenon that occurs when people react to other, similar stimuli in much the same way they respond to the original stimulus.
Hybrid Products
items that feature characteristics from two different product domains.
Incidental Learning
unintentional acquisition of knowledge.
Instrumental Conditioning
also known as operant conditioning, occurs as the individual learns to perform behaviors that produce positive outcomes and avoid those that yield negative outcomes.
Interference
one way that forgetting occurs; as additional information is learned, it displaces the previous information.
Knowledge Structures
organized system of concepts relating to brands, stores, and other concepts.
Learning
a relatively permanent change in a behavior caused by experience.
Licensing
popular marketing strategy that pays for the right to link a product or service to the name of a well-known brand or designer.
Long Term Memory (LTM)
the system that allows people to retain information for a long period of time.
Look alike packaging
package designs that mimic the shapes and colors of well-known brands.
Memory
a process of acquiring information and storing it over time so that it will be available when needed.
Memory Efficacy
the belief that people will be able to remember things that they are experiencing right now.
Memory Markers
the idea that products can serve as reminders of personal or collective experiences.
Memory Preservation
when photos and memorabilia help make otherwise intangible experiences easier to remember.
Mixed emotions
affect with positive and negative components.
Modeling
imitating the behavior of others.
Motivated forgetting
trying to forget any message that threatens a person’s social identity.
Multiple Intelligence Theory
a perspective that argues for other types of intelligence, such as athletic prowess or musical ability, beyond the traditional math and verbal skills psychologists use to measure IQ.
Narrative
product information in the form of a story.
Negative Reinforcement
the process whereby the environment weakens responses to stimuli so that inappropriate behavior is avoided.
Nostalgia
a bittersweet emotion; the past is viewed with sadness and longing; many “classic” products appeal to consumers’ memories of their younger days.
Objective Knowledge
the type of knowledge that comprises actual facts and ideas stored in memory.
Observational Learning
the process in which people learn by watching the actions of others and noting the reinforcements they receive for their behaviors.
Picture Superiority
the tendency to remember pictures better than words.
Pioneer Brands
the first brand to enter a market.
Positive Reinforcement
the process whereby rewards provided by the environment strengthen responses to stimuli and appropriate behavior is learned.
Primacy
the tendency to better remember information that is presented first in a sequence.
Product Placement
the process of obtaining exposure for a product by arranging for it to be inserted into a movie, television show, or some other medium.
Punishment
the learning that occurs when a response is followed by unpleasant events.
Recall
the process of retrieving information from memory; in advertising research, the extent to which consumers can remember a marketing message without being exposed to it during the study.
Recency
the tendency to better remember information that is presented last (most recently) in a sequence.
Recognition
in advertising research, the extent to which consumers say they are familiar with an ad the researcher shows them.
Repetition
multiple exposures to a stimulus.
Response Bias
a form of contamination in survey research in which some factor, such as the desire to make a good impression on the experimenter, leads respondents to modify their true answers.
Retrieval Stage
the part of the memory process when people access the desired information.
Retro Brand
an updated version of a brand from a prior historical period.
Salience
the prominence of a brand in memory.
Script
a learned schema containing a sequence of events we expect to occur.
Semantic Memory
long-term memory that stores factual knowledge and that is not tied to personal experiences.
Semantic Network
a knowledge structure that depicts how concepts are related to one another and illustrates how they interconnect.
Sensory Memory (Working Memory)
(working memory) the temporary storage of information received from the senses.
Shaping
the learning of a desired behavior over time by rewarding intermediate actions until the final result is obtained.
Short Term Memory (STM)
he mental system that allows people to retain information for a short period of time.
Sonic Branding
the association of a sound with a brand.
Sound Signatures
the use of sound to convey brand characteristics.
Spacing
communicating information with intervals between each new piece of information.
Spreading Activation
meanings in memory are activated indirectly; as a node is activated, other nodes linked to it are also activated so that meanings spread across the network.
Stages of Cognitive Development
the ability to comprehend concepts of increasing complexity as a person matures.
Stimulus Generalization
the process that happens when the behavior caused by a reaction to one stimulus occurs in the presence of other, similar stimuli.
Storage Stage
the stage of memory processing when individuals integrate incoming information with existing data and store it until needed
Subjective Knowledge
perceived knowledge that represents what we think we know, which can be influenced by our emotions.
Theory of Mind
a cognitive skill that refers to knowing and being aware of one’s own and other people’s mental states: understanding what they think and feel.
Unconditioned Stimulus (UCS)
(UCS) a stimulus that is naturally capable of causing a response.
Unipolar Emotions
emotional reactions that are either wholly positive or wholly negative.
Von Restorff Effect
techniques like distinctive packaging that increase the novelty of a stimulus and also improve recall.
Willfully Ignorant Memory
remembering only those things people like about a brand.
Working Memory
system that holds the information we are currently processing for a short period of time.