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Zeitgeist
Spirit of the times
Marketing
The process that includes all communication of information that sellers want to share with consumers
Competitive Advantage
Delivery of benefits that exceed those supplied by the competition, making your product or service the best choice for the consumer and more profitable for the orginizarion
Five points of competitive advantage
Difficult to mimic; applicable to multiple situations; unique; sustainable; superior to competition
Recent approaches to fashion marketing
Buzz theory; guerrilla marketing; ambush marketing; viral marketing; word of mouth
Buzz theory
Everyone wants to participate in spreading news; people are flattered to participate; result=wide exposure and momentum for a product
Market segment
A homogeneous group of consumers displaying like needs, wants, values, buying behaviors
Target market
An incorporation of likely groups of potential consumers who share similar lifestyles and preferences
Theory of collective selection
Mass of people formulate certain collective tastes reflected by the goods or services they choose and their selections illustrate beliefs and values of the group's social system
Up branding rules of thumb
Play from your brand's strength; leverage design; limit distribution channels; go "green"
Product differentiation
Creating a certain perception or image about the product that differentiates it from the competition
Brand
Everything known/felt about a product/service from its recognizable name, logo, slogan, packaging, to the power it holds in people's minds
Brand image
Deliberate, consistent way a company communicates a product's quality and essence
Brand Loyalty
behavior exhibited by customers who have strong connections to favorite brands
Brand equity
Group of strong assets that include value, esteem, worth to create satisfaction, retention, and demand
Consumer behavior
The study of the processes involved when individuals or groups select, purchase, use and dispose of products services, ideas, experiences to satisfy needs and desires
Consumption Analysis/Research
Analysis of why, how, where, when people use products in addition to why and how they buy
Why study consumer behavior?
Affects personal policy; determines everyone's economic health; helps formulate public policy; determines success of marketing or demarketing programs; determines economic economic health of nation
Consumer Decision Process Model
represents the steps that consumers go through before, during, and after making purchases need recognition-->information search-->alternative evaluation -->purchase-->post purchase
3 major approaches to consumption analysis/research
1) Observation; 2) Interviews and surveys; 3) Experimentation
Observation cosumer research
In-home; shadowing; physiological (eye movement or galvanic skin response (GSR)); interviews and surveys; focus groups; longitudinal studies; cohort studies
Experimentation
To understand cause-and-effect relationships by carefully manipulating/measuring independent variables to determine how these changes affect dependent variable (i.e. lab experiment with max control of variables; field experiment in natural setting)
Misc. research methods
Diaries; photography and pictures; storytelling
Types of empirical research
Empirical research is a way of gaining knowledge through direct observation or experience. Types: quantitative and qualitative
Quantitative
Includes observations surveys, experiments. NUMBER BASED. Statistical tests used for analysis. More objective, enables researches to predict consumer behavior; large sample size (usually used for larger populations)
Qualitative
In-depth interviews, focus groups, story-telling (text-based). Requires no statistical data. More subjective, with a goal to understand or describe a problem or condition. Small sample sizes, less generalizable.
Sensations
Immediate response of sensory receptors to basic stimuli
Perception
The process by which sensations are selected organized, and interpreted
Sensory Marketing
When companies pay extra attention to impact of sensations on our product experiences
Hedonic consumption
Evaluation of a consumption experience based on gratifying wants or needs derived from emotional needs
Utilitarian consumption
Consumers focus is on product's physical or technical performance
Balanced consumption
Consumption situation that includes both utilitarian and hedonic experiences
Absolute threshhold
Minimum amount of stimulation a person can detect on any given sensory channel
Differential threshhold
Ability of sensory system to detect changes in or differences between two stimuli
JND
Just noticeable difference
Embeds
Figures inserted into magazine ads by high-speed photography or airbrushing
Subliminal auditory perception
Sounds, music, or voice text inserted into advertising
Attention
The extent to which processing activity is devoted to a particular stimulus; consumers experience sensory overload; marketer need to break through the clutter
Perceptual selection factors
1) Perceptual vigilance (consumers are more likely to be aware of stimuli that relate to their current needs); 2) Perceptual defense (people see what they want to see); 3) Adaptation (the degree to which consumers notice a stimulus over time)
Habituate
Consumers become numb to stimuli; they need stronger doses of stimuli to notice it
Duration
lengthy exposure required in order for stimuli to be processed because you need long attention span
Dscrimination
Simple stimuli habituate because they don't need attention to detail
Exposure
Frequently encountered stimuli habituate as rate of exposure increases
Relevance
Stimuli that's irrelevant, almost automatic habituation because you don't need to pay attention
Interpretation
The meaning we assign to a sensory stimuli which is based on a schema
Priming
certain properties of a stimulus involve a schema
Gestalt principal
The whole it greater than the sum of its parts
Perceptual map
Map of where brands are perceived in consumers' minds
Learning
Stored experiences, direct or observed. Ongoing process.
Incidental learning
Casual, unintentional acquisition of knowledge
Theories of learning
Behavioral learning theories focus on stimulus-response connections cognitive theories focus on consumers as problem solvers who learn when they observe relationships
Instrumental conditioning
Individual learn to perform behaviors that produce positive outcomes and to avoid those that yield negative outcomes
Classical conditioning
A stimulus that elicits a response is paired with another stimulus that initially does not illicit a response on its own
Halo effect
Tendency to react to other similar stimuli as one would respond to original stimuli (piggy backing). Practiced by most retailers' private labels
Instrumental conditioning
Occurs when we learn to repeat behaviors with positive outcomes and avoid those with negative outcomes
Fixed interval reinforcement
First response made brings reward. i.e. sale shoppers only shopping at sale time
Variable interval reinforcement
You don't know when reward will be offered because you don't know exactly when to expect the reinforcement, you have to respond at a consistent rate
Fixed ratio reinforcement
Reinforcement only occurs after a fixed number of responses (like a punch card)
Variable-ratio schedule
You never know how many responses are required (like gambling)
Observational learning
We watch people in action with a product. Storing observations for later use.
Decay
Memories fading with time/age
Proactive interference
Prior learning interferes with new leaning
Retroactive interference
Forgetting stimulus response associations
Spacing effect
Tendency to recall printed material more effectively when target item is repeated periodically rather than presenting it repeatedly in a short time period
van restoff effect
More likely to remember bad experiences
What is the illusion of truth effect?
We regard statements that we are more familiar with as more true.
Generic need recognition
When the need for an entire product category is stimulated by marketers. Undertaken by industries where consumers perceive little difference between brands (examples: beef, milk, cotton)
Motivation
The drive to satisfy both physiological and psychological needs through product purchase and consumption
Utilitarian needs
functional or practical benefit
Hedonic needs
Experiential need involving emotional responses or fantasies
Drive theory
biological needs that produce unpleasant state of arousal (like hunger)
Goal valence (value)
Consumer will approach positive goal and avoid negative goal
Approach-approach
2 desirable alternatives
Approach-avoidance
Positive and negative aspects
Avoidance-avoidance
Choice with 2 undesirable alternatives
Levels of need in Maslow's Hierarchy
physiological>safety>affiliation>esteem>self-actualization
Inertia
Consumption at the low end of involvement; decisions made out of habit (lack or motivation)
Product involvement
A consumer's level of interest in a particular product
Levels of involvement
TV has low involvement because it requires passive viewer and we exert little control over content; print has high involvement because reader actively processes info, can pause and reflect on info
State of Narrative Transportation
People become immersed in the storyline
Purchase situation involvement
Differences that may occur for buying the same thing in different contexts
Hofstede's cultural dimensions
Countries rated based on five dimensions to compare and contrast values: 1) Power distance; 2) Individualism; 3) Masculinity; 4) Uncertainty avoidance; 5) Long-term orientation
Laddering
Uncovers consumers' associations between specific attributes and general consequences
LOHAS
Lifestyles of health and sustainability; worry about environment, want products produced in sustainable way
Etic
Adopt standardized strategy (objective and analytical). Outside perspective
Emic
Adopt localized strategy. Subjective, experiential (inside perspective)

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