Words Flashcards

(53 cards)

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
Appeal
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
Approach-approach Conflict
A person must choose between two desirable alternatives
27
Art product
A creation viewed primarily as an object of aesthetic contemplation without any functional value
28
Ascribed status
Status that comes/is aquired by birth.
29
Aspirational Reference Group
High-profile athletes and celebrities used in marketing efforts to promote a product
30
Asynchronous Interactions
Actions that don’t require all participants to respond immediately, like when you text a friend and get an answer the next day
31
Atmospherics
The use of space and physical features in store design to evoke certain effects in buyers
32
Attention
The assignment of cognitive capacity to selected stimuli
33
Attitude
A lasting, general evaluation of people (including oneself), objects or issues
34
Attitude Object (Ao)
Anything towards which one has an attitude
35
Attitude Towards The Act of Buying (Aact)
The perceived consequences of a purchase
36
Attitude Towards The Advertisement (Aad)
A predisposition to respond favourably to a particular advertising stimulus during an exposure situation
37
Augmented Reality (AR)
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
Autocratic decisions
Purchase decisions that are made exclusively by one spouse
39
Automated Attention Analysis (AAA)
The automated recording of the way people look at images and how they react
40
Avoidance-avoidance Conflict
Occurs when we may face a choice between two undesirable alternatives
41
B2C E-commerce
Business selling to consumers, cyberspace/internet
42
Balance Theory
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
Behavioural Targeting
The appearance and personality a person takes on as an avatar in a computer-mediated environment like Second Life
44
Behavioural Economics
The study of the behavioural determinants of economic decisions
45
Behavioural learning theories
The perspectives on learning that assume that learning takes place as the result of responses to external events
46
Being Space
A retail environment that resembles a residential living room where customers are encouraged to congregate
47
Bitcoin
A form of digital currency that is created and held electronically
48
Body Cathexis
A person’s feelings about aspects of his or her body
49
Body Image
A consumer’s subjective evaluation of his or her physical appearance
50
Boomerang kids
Children or dependents who find themselves needing to return to their parents/guardians home, primarily for financial reasons
51
Bounded Rationality
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
Brand
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
Brand Advocates
Consumers who supply product reviews online