Title | MARK202 notes - All lectures from 1-12 |
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Author | Lucy King |
Course | Consumer Behaviour |
Institution | Victoria University of Wellington |
Pages | 106 |
File Size | 7.1 MB |
File Type | |
Total Downloads | 658 |
Total Views | 923 |
Introduction - Consumer BehaviourLearning Objectives Understand and apply the theories of consumer behaviour Analyse consumer decision - making processes using consumer behaviour principles Communicate consumer behaviour theories Generate and utilise critical and creative thinkingDefinitionsC...
Introduction - Consumer Behaviour Learning Objectives
Understand and apply the theories of consumer behaviour Analyse consumer decision - making processes using consumer behaviour principles Communicate consumer behaviour theories Generate and utilise critical and creative thinking
Definitions Consumer - a person/organisation who identifies a need or desire, makes a purchase, uses the product, service, experience and then disposes of it Customer - a person/organisation who pays for what is purchased Consumer behaviour - the processes involved when individuals or groups select, purchase, use or dispose if products, services, ideas or experiences to satisfy needs and desires Consumption - purchasing or obtaining the product, service, experience and using it
Consumer Behaviour as a process Pre-Consumption ⇒ Consumption ⇒ Post-Consumption
Issues that arise during the consumption process
Consumer Behaviour processes Based on exchange
Exchange theory (2 types of exchange theories)
Based on value Value-in-use Symbolic value Co-created value Crowdsourcing - when a company doesn't have sufficient resources itself to do a certain job
The importance of consumers in marketing strategy
Consumers are different Marketers must use their resources to maximum effect Segmentation - the process of identifying groups of consumers who are similar to one another in one or more ways, and then devising marketing strategies that appeal to one or more of these groups o Targeting a small section of a population 80/20 rule o Pareto principle - 80% of income comes from 20% of customers
Bases of segmentation
Demographic - age, gender, marital status, income, education, occupation Geographic Psychographic - activities, interests, opinions Psychological - personality, attitudes, perceptions Sociocultural - family life cycle, social class, culture Use-related - frequency of use, context of use
Age
Digital native o Born being aware of computers Digital immigrant o Born outside of the digital age
Gender
Male, female, LGBT o Pink money - gay males, loyal
Geographic
Affects clothing attire
Psychographic
Lifestyle - target them with goods/service/experience that suit their lifestyles,
Sociocultural Family life cycle
Social class Education, Occupation, Income Snobbism - often insecure people and therefore want to be better/happy to be better than others and show this off
Cultural
Ethnicity Religious
Use-related
Heavy users o Light users can become the heavy users
Aspects of segments of interest What is bought Why is it bought When it is bought How often they buy How often they use How they use it How they dispose of it Garbology - study of people's rubbish bins, how much is thrown out, how much is used
Criteria for segments Sufficiently large Easily identifiable Measurable Accessible Enduring/stable Actionable
Relationship marketing
Relationship marketing - relationship with consumer and company Database marketing - resulted in development of big data Big data - volume, speed Trust in the brand Direct marketing - selling directly to the consumer
The roles we play Types of relationships consumers might have with products Self-concept attachment - product helps establish the user's identify Nostalgic attachment - product services as a link with the past self Interdependence - product is part of the daily routine Love - product elicits emotional bonds Holt's distinct approaches to consuming Consuming as an experience - e.g. fans attending a soccer match Consuming as integration - e.g. fans wearing jerseys of the club they support Consuming as classification - e.g. fans having flags of the club they support on display on their cars
Consuming as play - e.g. fans performing a Mexican wave
Needs, wants, desires Need - something a person must have to live or achieve a goal Want - the particular form of consumption chosen to satisfy a need Desire - an emotional solution to satisfying a higher level hedonistic or emotional need
Decision making Chapter 9 Types of Consumer Decisions Extended problem solving - an elaborate decision-making process whereby consumers collect as much information as possible and carefully weigh up product alternatives Limited problem solving - use of simple decision-making rules to arrive at a purchase decision Habitual behaviour - choices made with little or no conscious effort Based on: Cognition, affect, conation (behaviour)
Continuum of Buying Decision Behaviour Habitual Behaviour
Limited problem solving
Low consumer involvement Low-cost products Familiar product class/brands Frequent purchase Little thought, search or time given to purchase
Limited vs extended problem solving
Extended problem solving
High consumer involvement More expensive products Unfamiliar product class/brands Infrequent purchase Extensive thought, search and time given to purchase
Limited Problem Solving
Extended Problem Solving
Motivation
Low risk and involvement
High risk and involvement
Information search
Little search Information processed passively In-store decision likely
Extensive search Information processed actively Multiple sources consulted prior to store visits
Weakly held beliefs Only most prominent criteria used Alternatives perceived as basically similar Non-compensatory strategy used
Alternative evaluation
Purchase
Limited shopping time; may prefer self-service Choice often influenced by store displays
Strongly held beliefs Many criteria used Significant differences perceived between alternatives Compensatory strategy used Many outlets shopped if needed Communication with store personnel often desirable
Consumers as emotion experiencers Affect events theory - an affective event creates an emotion which leads to an affect-driven attitude and behaviour Affect control theory - we change our thoughts/behaviours to maintain our emotions Affect infusion theory (model) - four reasoning approaches resulting from affect Direct access Motivated Heuristic Substantive processing
Consumers as habitual actors
Habits are automatic, continual behaviours with little conscious thought Routines are sets of habits in a particular sequence
French's exchange framework - valence (reward, punishment), cognitive engagement (passive, active) Problem solving strategy: hug (reward, active) Problem solving strategy: smack (punishment, active) Habitual strategy: shove (punishment, passive) Habitual strategy: nudge (reward, passive)
o o o
Nudging can be condescending Nudging may work in the short term but not long term Nudges are really hard to get right
Consumers are problem solvers
Engel-Kollat-Blackwell model of consumers behaviour Problem recognition - actual/ideal state, opportunity recognition, need recognition Information search - pre-purchase search and ongoing search (determinants, motives, outcomes) Evaluation of alternatives - product categorisation Product choice - evaluative criteria, determinant attributes Post-purchase processes
Problem Recognition
Consumer decision-making rules Compensatory - consumer evaluates brand options in terms of each relevant attribute and computes a weighted or summated score for each brand. Positives and negatives outweigh one another Non-compensatory
Conjunctive - a separate minimally acceptable level for each attribute. If any brand falls below that point on any attribute, they're eliminated Disjunctive - if a brand meets or exceeds the cut off point of any one attribute, it's accepted Lexicographic - attributes are ranked in terms of perceived importance. Working down the list, the first brand to exceed the others is accepted
Heuristics - mental shortcuts Based on the notion of bounded rationality
Typical shortcuts o Product signal o Market beliefs o Choosing a familiar brand o Inertia - tends to mean lazy / changeable Mental accounting o Sunk-cost fallacy - if you bought something and paid for it, you use it o Hyperopia - when you are too future focused so you don't use the thing because you're saving it to use in the future e.g. nana and poppa o Prospect theory - where you actually assess the pros, cons, gains and losses
Chapter 10 The importance of experience
Four realms of experience o Entertainment, educational, aesthetic, escapist Five design principles o Theme the experience o Harmonise impressions with positive cues o Eliminate negative cues o Mix in memorabilia o Engage all five senses Five aspects of customer experience o Cognitive, emotional, physical, sensorial, social
Contextual effects on buying
Effect on physical surroundings o Store image o Atmospherics o Shopping centres as "third" places Effect of other customers (social surroundings) Temporal factors o Economic time
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Psychological time - times as a pressure cooker, map, mirror, river, feast Antecedent states Task definition Shopping orientation o Reasons for shopping or not - social, safety, sharing of common interests, instant status, thrill of the hunt
The purchase environment
Spontaneous or planned shopping POP stimuli Catalogue shopping, E-commerce, M-commerce, f-commerce
Post-purchase outcomes
Satisfaction/dissatisfaction - word of mouth/mouse o Complaining - voice, private, third-party response o Post-purchase cognitive dissonance Brand loyalty - a pattern of repeat product purchases, accompanied by a positive attitude to the brand
Product disposal
Sustainability Disposal options o Keep - to serve original purpose, to serve new purpose, store it o Get rid of item permanently - throw away, give away, trade it, sell it (to consumer, through middleman, to middleman) To be (re)sold, to be used o Get rid of item temporarily - rent it, lend it Lateral cycling o Divestment of products
Perception Sensory marketing A sensation is the immediate and direct response of the sensory organs to a stimulus Vision - colours (international implications) Smells Sound - sound symbolism Touch - the endowment effect Taste - taste fads
Stages of perception: Exposure
Sensory threshold - the point at which a stimulus is strong enough to make a conscious impact on a person's awareness Absolute threshold - a minimum amount of stimulation that can be detected on a given sensory channel Differential threshold - the ability of a sensory system to detect changes or differences between stimuli Just noticeable different (j.n.d.) - the minimum difference between two stimuli that can be detected by the perceiver Weber's law - the stronger the initial stimulus, the greater its change must be for it to be noticed Sub-liminal perception - the processing of stimuli presented below the level of the consumer's awareness
J.n.d The Briscoes Lady 1990, 2019
Stages of perception: Attention Personal selection factors Experience Selective exposure Selective attention/personal vigilance Perceptual defence Perceptual blocking Adaptation o Intensity o Duration o Discrimination o Exposure o Relevance
Stimulus selection factors Size, colour, position, novelty
Attention tracking
Colour
Position, size, colour
Novelty, position
Position, colour, novelty
Novelty, colour
Novelty, size, colour
Stages of perception: Interpretation
Stimulus organisation Gestalt - the whole pattern or configuration The closure principle The principle of similarity The figure-ground principle Interpretation bias
Gestalt
Closure
Figure and ground
The Fibonacci sequence Each number in the sequence is the sum of the two numbers that precede it. So, the sequence goes: 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, and so on
Semiotics - the meaning of meaning
Object - focus of the message Sign - sensory message that represents the intended meaning of the object Interpretant - the meaning derived Icon - a sign that resembles the product in some way Index - a sign that is connected to a product because they share some property Symbol - a sign connected to a product through conventional or agree-upon associations
Icons
Index https://www.pinterest.nz/pin/237424211575104703/
Symbols
Perceptual positioning - perceptual mapping
Perceived price Reference prices - internal, external Tensile and objective price claims - e.g. range of discounts, specific discounts Perceived quality Perceived quality of service o Serqual - tangiles, relatability, responsiveness, assurance, empathy Price Retailer image Manufacturer image
Risk - functional, physical, financial, social, psychological, time
Motivation and Values Learning Core Concepts Motivation - an internal state that activates goal-oriented behaviour (internal - you've got to be feeling it) Need - primary (innate, comes from you, typically physiological); secondary (acquired, external sources that influence you, you will always be influenced by external sources because you are a social being) Want - the particular form of consumption chosen to satisfy a need Goal - a consumer's desired end state Generic goals (e.g. getting an education); product-specific goals (e.g. what sort of education do you want) Drive - the desire to satisfy a biological need in order to reduce physiological arousal
Aspects of Motivation Motivational strength Biological (primary) vs learned (secondary) needs o Drive theory - focuses on biological needs that produce unpleasant states of arousal (drive - set of unsatisfied/satisfied arousal state, then motivation is determined) o Expectancy theory - behaviour is largely pulled by expectations of achieving an external outcome rather than pushed from within (externally driven)
Vroom's expectancy theory
Aspects of Motivation continued.. Motivational direction Needs vs wants Motivational conflicts - two incompatible motivations Theory of cognitive dissonance - a state of tension is created when beliefs or behaviours conflict with one another Approach-approach conflict - two desirable alternatives (one ice cream that is rich and creamy, another than is delectably sweet and flavourful - you can't make up your mind, the marketer mixes it together, they resolve the conflict)
Approach-avoidance conflict - a desirable and an undesirable alternative (desirable eat the ice cream that is delicious, undesirable - not eat it, but eat a non calorie one, try and reduce the sweetness which is undesirable) Avoidance-avoidance conflict - two undesirable alternatives (legacy systems - IT e.g. blackboard, heavily invested in, clunky and expensive to run, keeps running it, OR investing in a whole new system, may cost more, but will be worth it at the end of the day)
Dynamics of motivation
Needs are never fully satisfied New needs emerge as old needs are satisfied Success and failure influence goals - the more failure you have, the less certain you are, may need to revisit goals) Substitute goals Frustration o Defence mechanisms o Aggression o Rationalisation o Regression
o o o o o
Withdrawal Projection Autism - withdrawal Identification Repression Multiplicity of needs Needs and goals vary among individuals
Maslow's Hierarchy of Needs
Self-determination theory
Internal vs external motivation Self-determination theory Intrinsic motivation - occurs when we are motivated by the enjoyment of an activity without a further end-goal Extrinsic motivation - occurs when there is an external reason or force determining the purpose of the activity
3-D model of motivation (meta-theoretic model of motivation and personality) Elemental level - inherited dispositions and tendencies Compound level - add learning and associated traits of, e.g. competitiveness Situational level - add the context/occasion of the behaviour, e.g. Christmas Surface level - add product category influence, e.g. coupon-proneness
Levels of involvement - concepts Involvement - the motivation to process product-related information Inertia - purchase decisions are made out of habit because the consumer lacks the motivation to consider alternatives Flow - a situation in which consumes are truly involved with a product
Measuring involvement Strategies to increase involvement Appeal to consumers' hedonic needs Use novel stimuli (something unexpected) Use prominent stimuli (bigger than what you expected it to be) Include celebrity endorsers Build a bond with consumers
Values Value - a belief that some condition is preferable to its possible Generational
Cultural o Value system - a culture's ranking of the relative importance of values o Core values - common general values held by a culture; must be pervasive and enduring o Enculturation - the process of learning the beliefs and behaviours endorsed by one's own culture o Acculturation - the process of learning the beliefs and behaviours endorsed by another culture Materialism - the importance o Consumers attach to worldly possessions
Rokeach Values Survey Terminal values - end states desired by members of a culture Instrumental values - goals endorsed because they are needed to achieve desired end states, or terminal values Means-end chain model Laddering - a technique for uncovering consumers' associations between specific attributes and general values
Liberty/Freedom
Feeling good/Health
Wealth
Values scales LOV - list of values VALS - values and lifestyles
Behavioural learning theories Classical conditioning - a learning process where a stimulus is paired with another stimulus and the response transfers to the new stimulus Unconditioned stimulus - a stimulus that is naturally capable of causing a response Conditioned stimulus - a stimulus that produces a reaction through association over time Conditioned response - a response that has been learned through association over time Stimulus generalisation - the process that occurs when the behaviour caused by a reaction to one stimulus transfers to a similar stimulus Stimulus discrimination - the process that occurs when consumers learn to differentiate a stimulus from other similar stimuli
Marketing applications of classical conditioning
Brand equity Extinction Creating positive associations by marketing e.g. Crayola crayons smell Marketing applications of repetition e.g. Tui Applications of stimulus generalisation o Family branding o Product line extensions o Licensing e.g. Calvin Klein luggage
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Look-alike packaging Marketing applications ...