Chapter 1 Flashcards

(53 cards)

1
Q

consumer

A

ultimate user of a good or service

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2
Q

marketing

A

the activity, set of institutions, and processes for creating, communicating, delivering, and exchanging offerings that have value for customers, clients, partners, and society at large

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3
Q

marketing mix

A

combination of the product itself, the price of the product, the promotional activities that introduce it, and the place where it is made available, that together create a desired response among a set of predefined consumers

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4
Q

Four P’s

A

produce
price
promotion
place

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5
Q

product

A

tangible good, service, idea, or some combo of these that satisfies consumer or business customer needs through the exchange process; a bundle of attributes including features, functions, benefits, and uses

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6
Q

promotion

A

coordination of a marketer’s communication efforts to influence attitudes or behavior

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7
Q

place

A

availability of the product to the customer at the desired time and location

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8
Q

channel of distribution

A

series of firms or individuals that facilitates the movement of a product from the producer to the final customer

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9
Q

price

A

assignment of value, or the amount the consumer must exchange to receive the offering

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10
Q

exchange

A

process by which some transfer of value occurs between a buyer and a seller

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11
Q

consumer goods

A

goods individual consumers purchase for personal or family use

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12
Q

services

A

intangible products that are exchanged directly between the producer and the customer

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13
Q

B2B marketing

A

marketing of goods and services from one organization to another

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14
Q

industrial goods

A

goods that individuals or organizations buy for further processing or for their own use when they do business

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15
Q

e-commerce

A

buying or selling of goods and services electronically, usually over the internet

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16
Q

NGOs

A

organizations with charitable, educational, community, and other public service goals that buy goods and services to support their functions and to attract and serve their members

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17
Q

marketing concept

A

management orientation that focuses on identifying and satisfying consumer needs to ensure the organization’s long-term profitability

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18
Q

need

A

recognition of any difference between a consumer’s actual state and some ideal or desired state

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19
Q

want

A

desire to satisfy needs in specific ways that are culturally and socially influenced

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20
Q

benefit

A

outcome sought by a customer that motivates buying behavior that satisfies a need or want

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21
Q

demand

A

customers’ desires for products coupled with the resources needed to obtain them

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22
Q

market

A

all the customers and potential customers who share a common need that can be satisfied by a specific product, who have the resources to exchange for it, who are willing to make the exchange, and who have the authority to make the exchange

23
Q

marketplace

A

any location or medium used to conduct an exchange

24
Q

rentrepreneurs

A

enterprising consumers who make money by renting out their possessions when they aren’t using them

25
collaborative consumption
term used to refer to the activities practiced by rentrepreneurs
26
utility
usefulness or benefit that consumers receive from a product
27
stakeholders
buyers, sellers, or investors in a company; community residents; and even citizens of the nations where goods and services are made or sold; any person or organization that has a "stake" in the outcome
28
production orientation
management philosophy that emphasizes the most efficient ways to produce and distribute products
29
selling orientation
managerial view of marketing as a sales function, or a way to move products out of warehouses to reduce inventory
30
customer orientation
business approach that prioritizes the satisfaction of customers' needs and wants
31
total quality management (TQM)
management philosophy that focuses on satisfying customers through empowering employees to be an active part of continuous quality improvement
32
mobile marketing
interacting with consumers via mobile devices
33
User (consumer)-generated content
marketing content and activities created by consumers and users of a brand such as advertisements, online reviews, blogs, social media, input to new product development or serving as wholesalers or retailers
34
branded content
marketing communication developed by a brand to provide educational or entertainment value rather than to sell the brand in order to develop a relationship with consumers; may indicate the brand is the sponsor
35
corporate citizenship (corporate social responsibility)
refers to a firm's responsibility to the community in which they operate and to society in general
36
screen addicts
consumers who spend so much time on smartphones, tablets, and computers that it interferes with more normal activities and productivity
37
growth hackers
experts who work on apps and sites to better hook consumers and keep them coming back and staying longer
38
value proposition
marketplace offering that fairly and accurately sums up the value that will be realized if the good or service is purchased
39
brandfests
events that companies host to thank customers for their loyalty
40
lifetime value of a customer
potential profit a single customer's purchase of a firm's products generates over the customer's lifetime
41
competitive advantage
firm's edge over its competitors that allows it to have higher sales, higher profits, more customers and enjoy greater success year after year
42
distinctive competency
superior capability of a firm in comparison to its direct competitors
43
differential benefit
properties of products that set them apart from competitors' products by providing unique customer benefits
44
value chain
series of activities involved in designing , producing, marketing, delivering, and supporting any product. Each link in the chain has the potential to either add or remove value from the product the customer eventually buys
45
folksonomy
classification system that relies on users rather than preestablished systems to sort contents
46
wisdom of crowds
under the right circumstances, groups are smarter than the smartest people in them, meaning that large numbers of consumers can predict successful products
47
crowdsourcing
practice where firms outsource marketing activities (such as selecting an ad) to a community of users
48
consumer addiction
physiological/psychological dependency on goods or services including alcoholism, drug addiction, cigarettes, shopping, and use of the Internet
49
shrinkage
losses experienced by retailers as a result of shoplifting, employee theft, and damage to merchandise
50
anticonsumption
deliberate defacement of products
51
mass market
all possible customers in a market, regardless of the differences in their specific needs and wants
52
market segment
distinct group of customers within a larger market who are similar to one another in some way and whose needs differ from other customers in the larger market
53
target market
market segments on which an organization focuses its marketing plan and toward which it directs its marketing efforts