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CONSUMER BEHAVIOR: FINALS

PSYCHOLOGICAL CORE TRUTH EFFECT


- When consumers believe a
LOW EFFORT SITUATION
statement simply because it has
- Consumers are unwilling to use effort
been repeated a number of times
or emotional resources to process an
idea
How to overcome? HOW COGNITIVE ATTITUDES ARE
- Peripheral route to persuasion INFLUENCED?
- Aspects other than key message COMMUNICATION SOURCE
arguments that are used to - Source expertise is used to judge
influence attitudes the credibility of a message
- Peripheral cues: easily processed MESSAGE
aspects of a message, such as - Category and scheme consistent
music, an attractive source, information
picture, or humor. - Number of supporting arguments
- Design ads to favor the thoughts and - Simple messages
feelings of consumers - Involving messages such as self-
referencing
UNCONSCIOUS INFLUENCES ON MESSAGE CONTEXT AND REPETITION
CONSUMER’S ATTITUDES - Message context affects the
strength and salience of
THIN SLICE JUDGEMENTS
consumer’s beliefs
- Evaluations made after very brief
- Repetition enhances brand
observations
awareness
- Assessments consumers made
- Incidental learning: learning that
- Consumers can form accurate
occurs from repetition rather than
information thru this.
from conscious processing
BODY FEEDBACK
- Influence’s attitude and behavior
AFFECTIVE BASES OF ATTITUDES IN LOW-
EFFORT CONSUMERS
COGNITIVE BASES OF ATTITUDES IN LOW-
EFFORT CONSUMERS MERE EXPOSURE EFFECT
- When familiarity leads to
SIMPLE INFERENCES
consumers liking an object
- Beliefs based on peripheral cues
CLASSICAL
- Consumer’s superficial analysis of
- Producing a response to a stimulus by
brand’s name, country origin
repeatedly pairing it with another
HUERISTICS
stimulus that automatically produces
- Simple rules of thumb that are
this response
used to make judgments
EVALUATIVE
- FREQUENCY HEURISTICS: belief
- A special case of classical conditioning,
based simply on the number of
producing an affective response by
supporting arguments or amount
repeatedly pairing a neutral
of r1epetition
conditioned stimulus with an
CONSUMER BEHAVIOR: FINALS
emotionally charged unconditioned - Positioning a product or service as a
stimulus solution to the problem
ATTITUDE TOWARD THE AD
- When liking an ad leads to positive INTERNAL SEARCH
feelings to the brand
- Process of recalling stored information
CONSUMER MOOD
from memory
- A stimulus creates a positive or a
negative mood; in turn, this mood
HOW MUCH DO WE ENGAGE IN INTERNAL
can affect the consumer’s
SEARCH?
reactions to any other stimulus
- Degree of internal search varies
the happen to evaluate
- Depends on their MAO to process
- SEVA: surgency elevation, vigor,
information
and activation
- Greater degree of knowledge and
- Deactivation feelings: soothing,
experience, have a greater ability to
relaxing, quiet, or pleasant
search internally
responses
- Social affection: feelings of
KINDS OF INFORMATION RECALLED FROM
warmth, tenderness, and care
INTERNAL SEARCH (4 Major dko alam)
COMMUNICATION SOURCE
- Brands
- Physical attractiveness, liability,
- Attributes
and celebrity
- Evaluations
MESSAGE
- Experiences
- Pleasant pictures
- Music
- Humor BRAND RECALL
- Sex CONSIDERATION (OR EVOKED SET)
- Emotional content such as - Subset of top-of-mind brands
transformational advertising and evaluated when making a choice
dramas - Size
- context - Stability
- Variety
PROBLEM RECOGNITION - Preference dispersion
- perceived difference between an
FACTORS THAT INCREASE THE POSSIBILITY
actual and an ideal state
OF CONSUMERS RECALLING A PARTICULAR
- IDEAL – the way we want things to be
BRAND
- ACTUAL – current state; the way
- Prototypicality – easily recall
things are
brand close to prototype
- Brand familiarity – well-known
STIMULATING PROBLEM RECOGNITION
brands are easily recalled rather
- Creating a new ideal state
than unknown brands
- Encouraging dissatisfaction with the
- Goals and usage situation
actual state
- Brand preference
CONSUMER BEHAVIOR: FINALS
- Retrieval cues – facilitates the MOOD
activation of memory - enhancing the recall of positive
attitude through the use of humor or
ATTRIBUTE RECALL attractive visuals
- Factors that influence the recall of
attribute information in the EXTERNAL SEARCH
information search and decision- - The process of collecting information
making process from outside sources (magazines,
- Accessibility/availability dealers, ads)
- Diagnosticity – information helps
us distinguish objects from one to TYPES OF EXTERNAL SEARCH
another PREPURCHASE SEARCH
- Salience – prominent or gano - A search for information that aids a
kasikat ung attribute specific acquisition decision.
- Vividness – vivid information or
maganda ung picture, endorser ONGOING SEARCH
- Goals – ano ba goals mo? - A search that occurs regularly,
regardless of whether the consumer is
RECALL OF EVALUATIONS making a choice.
- Are easier to remember than
specific attribute information SOURCE OF EXTERNAL INFORMATION
- Tend to form associative links with - Retailer
the brand - Media and Social media
- Interpersonal
RECALL OF EXPERIENCES - Independent
- Take the form of specific images and - Experiential
the effect associated with them - Internet
- Are most likely to be recalled when
they are more vivid, salient, or INTERNET SOURCES
frequent
- Keyword search
- Shopping agents
IS INTERNAL SEARCH ACCURATE? - Information overload
CONFIRMATION BIAS - Simulations
- tendency to recall information that - Online community
reinforces or confirms our overall
beliefs rather than contradicting them, INFORMATION PROCESSING
thereby making our judgement or
MOTIVATION
decision more positive
- involvement and perceived risk,
INHIBITION
perceived cost and benefits,
- limitations in consumer’s capacity, the
consideration set, relative brand
recall of one attribute inhibiting the
uncertainty, attitude toward search,
recall of another
discrepancy of information
CONSUMER BEHAVIOR: FINALS
ABILITY EMOTIONAL ACCOUNTING
- consumer knowledge, cognitive - The intensity of positive or negative
abilities, consumer affect, feelings associated with each mental
demographics, “account” for saving or spending
OPPORTUNITY
- amount of information available, BIASES IN JUDGEMENT PROCESSES
information format, time availability, • Confirmation
number of items being chosen • Self-positivity
• Negativity
INFORMATION ACQUIRED EXTERNAL SEARCH • Mood
- Brand name • Prior bran evaluations
- Price • Prior experience
- Other attribute that are salient and • Difficulty of mental calculations
diagnostic
HIGH-EFFORT CONSUMER DECISIONS
THE PROCESS OF MAKING DECISIONS Deciding:
JUDGEMENT AND DECISION MAKING BASED - Which brands to consider
ON HIGH EFFORT - What is important to the choice
Judgement – Evaluation of an object or - What brand to choose
estimate of likelihood of an outcome or event - Whether to make a decision now
• Estimation of likelihood – Judging how - When alternatives cannot be compared
likely something will occur
• Goodness/Badness – Evaluating the Which brands to consider
desirability of something - Options fall under inept set, inert set,
▪ Anchoring and Adjustment: and consideration set
Starting with an initial evaluation - Attraction effect: When the addition of
and adjusting it with additional an inferior brand to a consideration set
▪ Imagery: Multi-sensory mental increases the attractiveness of the
representation (image) of a dominant brand
stimulus or an event
• Mental and Emotional accounting What is important to the choice
- Goal
Decision-Making – Making a selection among - Time
options or courses of action - Decision framing

MENTAL ACCOUNTING What brand to choose


- Categorizing spending and saving - Cognitive decision making model: The
decisions into “accounts” mentally process by which consumers combine
designated for specific consumption items of information about attributes
transactions, goals, or situations to reach a decision
- Affective decision-making model: The
process by which consumers base their
decision on feelings and emotions
CONSUMER BEHAVIOR: FINALS
options based on minimum
TYPES OF COGNITIVE CHOICE MODELS acceptable levels.
Compensatory Noncompensatory • The disjunctive model sets maximum
• Multiattribute • Conjunctive acceptable levels for attributes.
models BRAND model o Allows consumers to simplify the
• Disjunctive decision-making process by
model focusing on finding options that
• Additive • Lexicographic excel in at least one key attribute.
difference ATTRI model
• The lexicographic model is a
model BUTE • Elimination-by-
noncompensatory decision-making
aspects model
model where consumers prioritize
COMPENSATORY MODEL
attributes in a hierarchical order.
• A mental cost-benefit analysis model in
o If multiple options have the same
which negative features can be
performance on the most
compensated for by positive ones
important attribute, the next
• Multiattribute models are decision-
attribute in the hierarchy is
making models that consider multiple
evaluated, and the option that
attributes or criteria simultaneously
performs best on that attribute is
when evaluating options.
selected.
o Multiattribute models often
• The elimination-by-aspects model is
involve assigning importance
another noncompensatory decision-
weights to each attribute based on
making model that involves
their relative importance to the
systematically eliminating options
decision-maker.
based on specific aspects or attributes.
• The additive difference model is a
o The options are evaluated
specific type of multiattribute model
attribute by attribute, and any
that assumes decision-makers
option that fails to meet the
evaluate options by comparing them
minimum cutoff value on any
to a reference point or standard.
attribute is eliminated from
o In this model, decision-makers
consideration.
assess the differences between
each option's attribute value and a
reference point for that attribute.
NONCOMPENSATORY MODEL
• A simple decision model in which
negative information leads to rejection
of the option
o Cutoff levels
• The conjunctive model operates on
the principle of minimum cutoffs for
attributes.
o It simplifies the decision-making
process by narrowing down the
CONSUMER BEHAVIOR: FINALS
DECISIONS BASED ON GAINS AND LOSSES independently within a group
Prospect Theory – Losses have more influence setting. In group decision-making,
than gains individuals may have their own
- Endowment effect: When ownership personal objectives that they aim
increases the value of an item to achieve while collaborating
- Consumers have stronger reaction to with others.
price increases than price decreases • Individual-group goals
o Refer to objectives that are shared
CONSUMER CHARACERISTICS AND by a group of individuals and are
DECISIONS aligned with the interests and
• Expertise aspirations of both the individual
• Good mood members and the group as a
• Time pressure whole.
• Extremeness aversion
• Metacognitive experience JUDGEMENT & DECISION-MAKING BASED ON
LOW EFFORT
Extremeness Aversion – Options that are • When MAO (Monoamine Oxidase) is
extreme on some attributes are less attractive
low, individuals are motivated to
than those with a moderate level of those
simplify the cognitive process by using
attributes heuristics
• Compromise effect: When a brand
gains share because it is an REPRESENTATIVENESS HEURISTIC
intermediate rather than an extreme • Making a judgement by simply
option comparing a stimulus with the category
• Attribute balancing: Picking a brand prototype or exemplar.
because it scores equally well on
certain attributes rather that faring AVAILABILITY HEURISTIC
unequally in these attributes • Basing judgements on events that are
easier to recall
Metacognitive Experiences – How the BIASES
information is processed beyond the content
• Base-rate information
of the decision
o Refers to the tendency of
individuals to rely on general
DECISION CHARACTERISTICS AFFECTING
statistical information or prior
DECISION MAKING
probabilities when making
• Information availability judgments or decisions, while
• Information format potentially underweighting or
• Trivial attributes neglecting specific case
information.
GROUP DECISION MAKING o How often an event occurs on
• Individual-alone goals average
o It refers to the goals that • Law of small numbers
individuals prioritize and pursue
CONSUMER BEHAVIOR: FINALS
o Refers to the tendency of LOW-EFFORT THOUGHT-BASED DECISION
individuals to draw broad MAKING
conclusions or make • Performance-related tactics
generalizations based on a small o Tactics based on benefits,
sample size of observations or features, or evaluations of the
data points. brand
o The expectation that information o Based on benefits, features, or
obtained from a small number of evaluations of a brand
people represents the larger o Used when the outcome of the
population. consumption process is positive
reinforcement
UNCONSCIOUS LOW-EFFORT DECISION o Evaluation can be general or
MAKING focused on a specific attribute or
• People may make a decision without benefit
being consciously aware of how or • Habit
why they are doing so o A learned behavior that involves
• Influenced by environmental stimuli regular performance of the same
• Customer decisions are affected by act repeatedly over time.
visual aspects o Behaviors are often performed
• Automatic goal-related behavior unconsciously and may be difficult
to discontinue
CONSCIOUS LOW-EFFORT DECISION MAKING ▪ Little or no information
• Hierarchy of effects for low-effort seeking
situations ▪ Little or no evaluation of
o Sequence of thinking, behaving, alternatives
and feeling • Brand loyalty
o Traditional hierarchy of effects: o Buying the same brand repeatedly
Sequential steps used in decision- because of a strong preference for
making involving thinking, then it
feeling, then behavior ▪ Multiple loyalty: Buying two
• Affective processing (Affective or more brands repeatedly
decision-making model) because of a strong
o The process by which consumers preference for them
base their decisions on feelings • Price-related tactics
and emotions o Simplifying decision heuristics that
• Factors that influence low motivation, are based on price
ability, and opportunity (MAO) process ▪ Price consciousness is not
o Satisfice: Finding a brand that static
satisfies a need even though the • Normative influences
brand may not be the best brand o Low-elaboration decision-making
o Choice tactics: Simple rules of that is based on others’ opinions
thumb used to make low-effort ▪ Result from direct or indirect
decisions influences or vicarious
observation
CONSUMER BEHAVIOR: FINALS
▪ Common among inexperienced POST-DECISION REGRET
consumer • The negative feeling that one should
have made another purchase,
LOW-EFFORT FEELINGS-BASED DECISION consumption, or disposition decision
MAKING than one actually did
• Affect related tactics • Immediate
o Tactics based on feelings • Later
▪ Affect does not necessarily
result from a conscious
recognition of need
satisfaction
▪ Affect referral: A simple type
of affective tactic whereby we
simply remember our feelings
for the product or service
• Brand familiarity
o Easy recognition of a well-known
brand
▪ Co-branding: An arrangement
by which the two brands form
a partnership to benefit from
the power of both
• Variety-seeking
o Trying something different
▪ Consumer seek variety due to
satiation or boredom
• Impulse purchases
o An unexpected purchase based on
a strong feeling
▪ Intense feeling to buy the
product
▪ Disregard for negative
purchase consequences
▪ Feelings of euphoria and
excitement
▪ Conflict between control and
indulgence

POST DECISION PROCESSES


POST-DECISION DISSONANCE
• A feeling of discomfort about whether
or not the correct decision was made
CONSUMER BEHAVIOR: FINALS
WHAT AFFECTS LEARNING? of people involved in an exchange are
• Motivation equal
• Prior knowledge or ability
• Ambiguity of information or lack of SATISFACTION/DISSATISFACTION BASED ON
opportunity FEELINGS
• Processing biases • Experience emotions
o Post-decision emotions: Positive or
CONSUMER JUDGEMENTS negative emotions experienced
• Satisfaction while using or disposing of the
• Dissatisfaction acquired brands, products, or
• Utilitarian and Hedonic services
• Mispredictions about emotions
o Affective forecasting: Consumers
THOUGHT-BASED JUDGEMENTS OF
tend to be more dissatisfied when
SATISFACTION/DISSATIFACTION
a product fails to perform as they
CONFIRMED OR DISCONFIRMED BY ITS thought it would; makes them feel
ACTUAL PERFORMANCE worse than they forecasted it
• Disconfirmation: When expectations would
do not match the actual brand, product
or service performance, because RESPONSE TO DISSATISFACTION
performance is either better or worse • Complaining
than expected • Responding to service recovery
• Expectations: Belief (hypothesis) about • Engaging in negative word-of-mouth
the performance of a brand, product, communication
or service
• Performance: The extent to which the TYPES OF COMPLAINERS
product/service does what it is • Consumers are more likely to complain
supposed to do and fulfills consumers’ when they have the time and easy
needs access to formal channels of
communication to do so
CAUSALITY AND BLAME o Passives
• Attribution theory: A theory of how o Voicers
individuals find explanations for events o Irates
• Based on stability, focus, and o Activists
controllability
CUSTOMER RETENTION
FAIRNESS AND EQUITY • Caring about customers
• Equity theory: A theory about the • Remembering customers between
fairness of exchanges between sales
individuals, which helps in • Building trusting relationships
understanding consumer satisfaction • Monitoring service-delivery process
and dissatisfaction • Providing extra effort
• Fairness in the exchange: The
perception that the inputs and outputs
CONSUMER BEHAVIOR: FINALS
DISPOSING MEANINGFUL OBJECTS
• Physical detachment – Physically
disposing of an item
• Emotional detachment – Emotionally
disposing of a possession

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