Consumer Behavior Flashcards

(39 cards)

1
Q

The mental stress or discomfort experienced from having conflicting thoughts, beliefs, or attitudes
Humans strive for internal consistency

A

Cognitive dissonance

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2
Q

Cognitive dissonance

A

The mental stress of discomfort experienced from having conflicting thoughts, beliefs, or attitudes
Humans strive for internal consistency

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3
Q

Cognitive dissonance: humans strive for

A

Internal consistency

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4
Q

Cognitive dissonance is the mental stress or discomfort experienced from having conflicting (3)

A

Thoughts, beliefs, or attitudes

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5
Q

Consumer behavior 3 corners

A

Affect (how you feel)
Cognition (what you think)
Behavior (what you do)

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6
Q

3 ways humans deal with cognitive dissonance

A
  1. Change belief
  2. Change action
  3. Change action perception
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7
Q

Action changes attitude _____ than attitude changes action

A

Faster

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8
Q

9 ways to motivate action

A
Framing
Collectivism
Ownership
Play
Utility
Modeling
Skill
Ease
Commitment
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9
Q

People react to a particular choice in different ways depending on how it is presented

A

Framing effect

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10
Q

Why does reframing work?

A

Because our brains have limited processing capacity

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11
Q

Framing effect

A

People react to a particular choice in different ways depending on how it is presented

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12
Q

The practice or principle of giving a group priority over each individual in it

A

Collectivism

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13
Q

Collectivism

A

The practice or principle of giving a group priority over each individual in it

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14
Q

Four building blocks of collectivism

A

Obedience
Conformity
Action
Purpose

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15
Q

Obedience study

A

Milgram study

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16
Q

Conformity study

17
Q

Two ownership effects

A

The endowment effect

The IKEA effect

18
Q

People place a disproportionate value on something they own, build, or help create themselves

19
Q

There is a connection between the things we own and our selves; we think highly of ourselves so we think highly of the things we own and create

20
Q

Ownership

A

People place a disproportionate value on something they own, build, or help create themselves
There is a connection between the things we own and ourselves; we think highly of ourselves so we think highly of the things we own and create

21
Q

The use of game mechanisms and game structures to make situations playful

22
Q

Gamification

A

The use of game mechanisms and game structures to make situations playful

23
Q

Why do humans like games?

A

Because activities with rewards activate dopamine

24
Q

Play is the intersection of what two things

A

Do what I enjoy (consumer wants)

Spend time with my brand (advertiser wants)

25
The more value that can be injected into a brand (making the brand increasingly valuable to the consumer), the stronger the brand becomes
Utility
26
Utility
The more value that can be injected into a brand (making the brand increasingly valuable to the consumer), the stronger the brand becomes
27
Value =
Ability to meet my goal/price
28
Three examples of "models"
Family Friends Reference groups
29
An individual or group whose perspectives, values, or behavior is used by another individual as a basis for his or her judgements, opinions, and/or actions
Reference groups
30
3 types of reference groups
Membership (officially belong) Aspirational (desire Association) Dissociative (to be avoided)
31
Making a task easier through capacity building and providing resources to confidently engage in the behavior
Skill
32
Skill
Making a task easier through capacity building and providing resources to confidently engage in the behavior
33
A person's belief in their ability to succeed in a given situation
Self efficacy
34
Self efficacy
A person's belief in their ability to succeed in a given situation
35
This eliminates complexity - makes it easier for people to undertake behaviors Modify the environment or context of the bah cope to make it easier
Ease
36
Ease: This system is fast, unconscious, automatic, everyday decisions, error prone
System 1
37
Ease: This system is slow, conscious, effortful, complex decisions, reliable
System 2
38
Foot in the door - people are more likely to do a larger task if you ask them to do a smaller task first Cognitive dissonance
Commitment
39
Commitment example
Foot-in-the-door: people are more likely to do a larger task if you ask them to do a smaller task first