Consumption to Satisfaction Study Guide

Consumption, Value, and Satisfaction Fundamentals

  • The Centrality of Consumption: Consumption is at the heart of all consumer behavior. Consumers use or experience products and receive value in return. Without consumption, there is no value.

  • Consumption Leading to Value: Consumption experiences possess the potential to produce both utilitarian and hedonic value.

  • Potential Value: Benefits that are not yet realized from a service because they have yet to be consumed.

  • Basic Consumption Process: Outlined in Exhibit 14.1, this represents the standard flow from need/want to consumption and finally to value.

  • Product Classification and Consumption:     * Durable Goods: Goods that are typically expensive and usually consumed over a long period of time.     * Nondurable Goods: Goods that are typically inexpensive and usually consumed quickly.     * Consumption Frequency: The number of times a product or service is consumed in a given period of time.     * Classification of Services: Services and experiences are usually classified as nondurable by default.

Situational Impacts and Consumer Reactions

  • Influence of Settings: Consumption situations and settings impact the consumer experience significantly.

  • Key Influential Factors: The temporal factors, antecedent conditions, and the physical environment are particularly influential on the consumption experience.

  • Authenticity: The degree to which an object, person, place, or experience seems real, genuine, unique, and part of history or tradition. Authenticity is often difficult to detect.

  • Meaning Transference: The process through which cultural meaning is transferred to a product and subsequently onto the consumer. This process begins with culture, and value is largely affected by the meaning of goods, services, and experiences.

  • Transformative Consumption Experience: These are instances where consumption offers extreme value so that consumers’ lives are forever changed.     * Basic Needs Example: At the basic levels of the hierarchy of needs, utilitarian value through basic consumption can be transformative. Examples include the consumption of electricity and running water.

Perspectives on Value and Experience

  • Consumption Outcomes and Emotions: Consumers choose products, services, and experiences they believe will deliver value by addressing wants and needs. They anticipate good outcomes; otherwise, they would make different choices. Emotions influence Consumer Behavior (CB) before, during, and after consumption, affecting value both directly and indirectly.

  • Value in Experience vs. Value in Use:     * Value in Use: Typically linked to utilitarian value where the product produces value through use as a means to an end. Example: An Oculus Quest provides access to virtual reality and augmented reality internet content.     * Value in Experience: Typically linked to hedonic value where the experience itself provides rewards directly linked to the consumption of time spent interacting. Example: The virtual reality video game "Half-Life: Alyx" projects the consumer into a horror film capable of producing intense emotions.

Defining Consumer Satisfaction and Dissatisfaction

  • The Role of Satisfaction in Business: Many companies strive to satisfy customers. Performance is often tracked by the American Consumer Satisfaction Index (ACSI), which plots scores for major companies across industries.

  • Top-line Performance: A business term referring to sales growth, where sales are reported at the top of an earnings statement.

  • Consumer Satisfaction: A mild, positive emotion resulting from a favorable appraisal of a consumption outcome.     * It is a post-consumption phenomenon because it is a reaction to an outcome.     * It results from a cognitive appraisal.     * As an emotion, it is relatively mild and does not create strong behavior motivations.

  • Consumer Dissatisfaction: A mild, negative affective reaction resulting from an unfavorable appraisal of a consumption outcome.     * Consumers react differently to losses than to gains, meaning dissatisfaction explains behaviors that satisfaction cannot.

  • Other Post-Consumption Reactions: Emotions such as delight, disgust, surprise, exhilaration, and anger are often overlooked. An angry consumer exhibits much more noticeable and persistent behavior than one with low satisfaction.

Expectancy/Disconfirmation Theory

  • Theory Definition: The satisfaction formation theory that proposes consumers use expectations as a benchmark against which performance perceptions are judged.

  • Core Components:     * Positive Disconfirmation: A perceived state wherein performance perceptions exceed expectations.     * Negative Disconfirmation: A perceived state wherein performance perceptions fall short of expectations.

  • Defining Expectations: The pre-consumption beliefs of what will occur during an exchange and consumption of a product. Expectations have two components: (1) the probability that something will occur and (2) an evaluation of that potential occurrence.

  • Types of Expectations:     * Predictive Expectations: What a consumer thinks will actually occur during an experience.     * Normative Expectations: What a consumer thinks should happen based on past experiences.     * Ideal Expectations: What a consumer really wants to happen if everything were ideal.     * Equitable Expectations: What a consumer thinks ought to happen given the level of work they put into the experience.

  • Sources of Expectations: Word-of-mouth (WOM) communication, previous experience, explicit promises (advertisements/promotions), and personal factors.

Performance Perceptions and Judgment Bias

  • Performance Perceptions: These directly influence how a consumer interacts with the world. They can influence satisfaction formation independent of the disconfirmation process, especially when a consumer has no previous experience with a product.

  • Confirmatory Bias: The tendency for expectations to guide performance perceptions.

  • Self-Perception Theory: States that consumers are motivated to act in accordance with their attitudes and behaviors.

  • Service Quality: The overall goodness or badness of a service experience, often measured by the SERVQUAL instrument.     * SERVQUAL: A questionnaire that measures service quality by capturing consumers' disconfirmation of service expectations.

  • Desires: The level of a particular benefit that will lead to a valued end state. Desires directly impact satisfaction beyond disconfirmation.

Equity and Attribution Theories

  • Equity Theory: A theory proposing that people compare their own level of inputs and outcomes to those of another party in an exchange.     * Distributive Fairness: The way a consumer judges the outcomes of an exchange.     * Interactional Fairness: Perception of how fairly consumers believe they were treated when dealing with service personnel to resolve issues.

  • Inequitable Treatment: Service providers must ensure all customers are treated fairly in public to maintain positive equity perceptions.

  • Inequitable Consumers: If inequity favors the consumer, they may be satisfied, but their actions might disadvantage others or be considered unethical.

  • Attribution Theory: Proposes that consumers look for the cause of consumption experiences when arriving at satisfaction judgments. Key elements include:     * Locus: Judgments of who is responsible for an event.     * Control: The extent to which an outcome was controllable or not.     * Stability: The likelihood that an event will occur again in the future.

Cognitive Dissonance

  • Definition: An uncomfortable feeling that occurs when a consumer has lingering doubts about a decision.

  • Conditions for Occurrence: Dissonance is more likely when:     * There are many attractive alternatives offering comparable value.     * The decision is difficult to reverse.     * The decision is important and involves risk.     * The consumer has low self-confidence.

  • Relation to Satisfaction: While satisfaction is felt after consumption, dissonance may be experienced even before consumption begins due to the uncertainty of events.

  • Dissonance Reduction Strategies: Outlined in Exhibit 14.5, these are methods consumers use to resolve lingering doubts.

Measuring Satisfaction and Statistical Issues

  • Measurement Approaches: The three common approaches include direct measures, difference scores, and disconfirmation.

  • Scale Types:     * Direct, Global Measure: Asks for an overall assessment (e.g., "How do you rate your overall satisfaction with your stove?").     * Attribute-Specific: Assesses satisfaction with specific components (e.g., "How satisfied are you with the heat of the burners?").     * Disconfirmation: Compares expectations vs. performance (e.g., "Compared to my expectations, this stove performs…").

  • Improving Accuracy: Satisfaction is difficult to measure accurately because marketers often measure only existing patrons, leading to results where 80%+80\%+ of consumers choose "satisfied" or "completely satisfied."

  • Data Distribution: Satisfaction surveys often produce left-skewed data, where most responses cluster at the positive end of the scale.

  • Improving Statistical Properties: Utilizing a 00 to 100100-point scale or multiple scale items can increase variance and predictive usefulness.

Disposal of Consumption Refuse

  • Consumer Refuse: Any packaging no longer necessary for consumption or the actual good that no longer provides value.

  • E-waste: The mass of discarded electronics, including old cell phones, computers, and tablets.

  • Disposal Methods: Recycling, converting to another use, trading, reselling, or donating to nonprofits.

  • Emotional Bonds and Symbolism: Consumers often develop emotional bonds with possessions. Disposing of goods can feel like losing a part of oneself.

  • Packrats: Consumers with a high level of a lifestyle trait leading to a strong tendency to retain consumption-related possessions.

  • Value in Disposal: Selling an item is one method, acknowledging that even emotional value has a price.