Words Flashcards

1
Q

Abandoned Products

A

Grocery items that shoppers buy
but never use

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2
Q

What is the 80/20 Rule?

A

The rule of thumb (or heuristic) whereby only 20% of a product’s users account for 80% of the volume of that product that a company sells.

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3
Q

ABC Model of Attitudes

A

A multidimensional perspective stating that attitudes are jointly defi ned by affect, behaviour and cognition

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4
Q

Absolute Threshold

A

The minimum amount of stimulation that can be detected by a sensory channel

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5
Q

Access-Based Consumption

A

Transactions that can be market mediated but where no transfer of ownership takes place

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6
Q

Accommodative purchase decision

A

The process to achieve agreement among a group whose members have different preferences or priorities

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7
Q

Acculturation

A

The process of learning the beliefs and behaviours endorsed by another culture

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8
Q

Acculturation agents

A

Friends, family, local businesses and other reference groups which facilitate the learning of cultural norms

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9
Q

Achieved status

A

Status earned through hard work.

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10
Q

Activation models of memory

A

Approaches to memory stressing different levels of processing that occur and activate some aspects of memory rather than others, depending on the nature of the processing task

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11
Q

Activity Stores

A

A retailing concept that lets consumers participate in the production of the products or services being sold in the store

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12
Q

Actual Self

A

A person’s realistic appraisal of his or her qualities

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13
Q

Adaptation

A

The process that occurs when a sensation becomes so familiar that it is no longer the focus of attention

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14
Q

Advergaming

A

Online games merged with interactive advertisements that let companies target specifi c types of consumers

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15
Q

Affect

A

The way a consumer feels about an attitude object

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16
Q

Affluenza

A

A term used to describe what some critics see as the negative side effects for consumers’ mental and physical health of an excessive focus on consumption; and the underlying assumption of an inverse relationship between happiness and concern with material goods

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17
Q

Age cohort

A

A group of consumers of the same approximate age who have undergone similar experiences

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18
Q

Agentic Goals

A

Goals that stress self-assertion and mastery and are associated with males

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19
Q

AIOs

A

Activities, Interests, & Opinions. The psychographic variables used by researchers in grouping consumers

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20
Q

Alternate Reality Games (ARGs)

A

Games that take place in an interactive networked narrative that uses the real world as a platform and media across multiple platforms to deliver a story that can be altered by players actions

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21
Q

Anchoring

A

A concept in behavioural economics that refers to a number that people use as a standard for future judgements

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22
Q

Androgyny

A

The possession of both masculine and
feminine traits”

23
Q

Anti-conformity

A

The actions taken by consumers involving the deliberate defacement or mutilation of products

24
Q

Anti-Consumption

A

The actions taken by consumers involving the deliberate defacement or mutilation of products

25
Q

Appeal

A

The basis of the persuasive message in an advertisement which can be linked to a range of emotions (e.g. fear) and message types (e.g. humour)

26
Q

Approach-approach Conflict

A

A person must choose between two desirable alternatives

27
Q

Art product

A

A creation viewed primarily as an object of aesthetic contemplation without any functional value

28
Q

Ascribed status

A

Status that comes/is aquired by birth.

29
Q

Aspirational Reference Group

A

High-profile athletes and celebrities used in marketing efforts to promote a product

30
Q

Asynchronous Interactions

A

Actions that don’t require all participants to respond immediately, like when you text a friend and get an answer the next day

31
Q

Atmospherics

A

The use of space and physical features in store design to evoke certain effects in buyers

32
Q

Attention

A

The assignment of cognitive capacity to selected stimuli

33
Q

Attitude

A

A lasting, general evaluation of people (including oneself), objects or issues

34
Q

Attitude Object (Ao)

A

Anything towards which one has an attitude

35
Q

Attitude Towards The Act of Buying (Aact)

A

The perceived consequences of a purchase

36
Q

Attitude Towards The Advertisement (Aad)

A

A predisposition to respond favourably to a particular advertising stimulus during an exposure situation

37
Q

Augmented Reality (AR)

A

This term refers to media that combine a physical layer with a digital layer to create a combined experience. If you’ve ever watched a 3D movie with those clunky glasses, you’ve experienced one form of augmented reality

38
Q

Autocratic decisions

A

Purchase decisions that are made exclusively by one spouse

39
Q

Automated Attention Analysis (AAA)

A

The automated recording of the way people look at images and how they react

40
Q

Avoidance-avoidance Conflict

A

Occurs when we may face a choice between two undesirable alternatives

41
Q

B2C E-commerce

A

Business selling to consumers, cyberspace/internet

42
Q

Balance Theory

A

Considers relations among elements a person might perceive as belonging together and people’s tendency to change relations among elements in order to make them consistent or balanced

43
Q

Behavioural Targeting

A

The appearance and personality a person takes on as an avatar in a computer-mediated environment like Second Life

44
Q

Behavioural Economics

A

The study of the behavioural determinants of economic decisions

45
Q

Behavioural learning theories

A

The perspectives on learning that assume that learning takes place as the result of responses to external events

46
Q

Being Space

A

A retail environment that resembles a residential living room where customers are encouraged to congregate

47
Q

Bitcoin

A

A form of digital currency that is created and held electronically

48
Q

Body Cathexis

A

A person’s feelings about aspects of his or her body

49
Q

Body Image

A

A consumer’s subjective evaluation of his or her physical appearance

50
Q

Boomerang kids

A

Children or dependents who find themselves needing to return to their parents/guardians home, primarily for financial reasons

51
Q

Bounded Rationality

A

A concept in behavioural economics that states since we rarely have the resources (especially the time) to weigh every possible factor into a decision, we settle for a solution that is just good enough

52
Q

Brand

A

The name associated by a manufacturer with their product in order to distinguish their product from similar products in the marketplace; it can often also be a trademark

53
Q

Brand Advocates

A

Consumers who supply product
reviews online