Chapter 6
Chapter 6
Goals
1. Perception
1.1. Definition
Perception is the process by which people select, organize,
and interpret these sensations.
Solomon
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Vision
• visual elements in advertising, store design, and packaging
• communicate meanings on the visual channel through a
product’s color, size, and styling
• colors may even influence our emotions more directly
• gender differences in color preferences
• some colors become some companies’ trade dress
Scent
• our brains process scents in the limbic system, the most primitive
part of the brain and the place where we experience immediate
emotions.
Sound
• Music and other sounds affect people’s feelings and behaviors.
• Sound symbolism is the process by which the way a word
sounds influences our assumptions about what it describes and
attributes
Touch
• important role the haptic (touch) sense plays in consumer
behavior.
• natural user interface
• endowment effect
Taste
• All foods are a combination of five basic tastes: sweetness,
sourness, bitterness, saltiness, and umami (a savory taste)
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Exposure occurs when a stimulus comes within the range of Absolute threshold.
someone’s sensory receptors. Consumers concentrate on Example:
some stimuli, are unaware of others, and even go out of their • Human hearing threshold: 20Hz-20,000Hz
way to ignore some messages. • Visible light spectrum: not seeing infrared and ultra violet rays
absolute threshold • Sight
difference threshold
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1.2.3. Attention
Stimulus Selection Factors
• Size
• Color
• Motion
• Position
• Seperation
• Novelty
1.2.3. Attention
Application
The location and characteristics of advertisements and
other marketing stimuli
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1.2.4. Interpretation
Similarity principle
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1.2.4. Interpretation
Hyperreality refers to the process of making real what is Our perception of a brand comprises both its functional
initially simulation or “hype.” Advertisers create new attributes (e.g., its features, its price, and so on) and its
relationships between objects and interpretants when they symbolic attributes (its image and what we think it says
invent connections between products and benefits about us when we use it)
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Information
Stimuli Learning Memory
process
Stimulus Generalization
Stimulus generalization refers to the tendency of stimuli
similar to a conditioned stimulus to evoke similar,
conditioned responses.
The halo effect occurs when people react to other, similar
stimuli in much the same way they respond the original
stimulus.
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Observational learning occurs when we watch the In these situations, learning occurs as a result of vicarious
actions of others and note the reinforcements they receive rather than direct experience.
for their behaviors. We mimic others’ behaviors as a social default.
Modeling is the process of imitating the behavior of
others.
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Four conditions must be met for observational learning in Consumer socialization is the process used to acquire
the form of modeling to occur: skills and knowledge
• The consumer’s attention must be directed to the appropriate • Parent’s Influence
model. • Television and the Internet: Electronic Babysitters
• The consumer must remember what the model says or does. • Cognitive Development
• The consumer must convert this information into actions. • Message Comprehension
• The consumer must be motivated to perform these actions.
3. Memory 3. Memory
Memory is a process of
acquiring information and
storing it over time so that it will
be available when we need it.
3 types of memories:
Sensory memory
Short-term memory
Long-Term Memory
3. Memory 3. Memory
• We combine smaller pieces of information into larger chunks • Elaborative rehearsal allows information to move rom STM
of information. This is known as chunking into LTM.
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3.1. How Our Memories Store Information 3.1 How Our Memories Store Information
Associative Networks
Spreading Activation
Levels of Knowledge
• Meaning concepts are stored as individual nodes.
• When combines into larger unites they are propositions
(or beliefs)
• Combined propositions are known as a schema.
üA script is a schema that guides behavior
üService scripts guide behavior in commercial settings
3.2. How We Retrieve Memories When We 3.2. How We Retrieve Memories When We
Decide What to Buy Decide What to Buy
Ways to recall memories
We retrieve information on a pioneer brand (first brand to
enter a market) from memory better than for follow brands State-Dependent Retrieval
The spacing effect is the tendency to recall printed material Familiarity and Recall
easier when the advertiser repeats the information Salience and Recall
periodically
The Viewing Context
Pictorial Versus Verbal Cues
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4.3. Memory
Repeat periodically to enhance memory of brand Find 2 examples applying classical conditioning and
instrumental conditioning in marketing programs for the
Make the message more memorable (size, position, novelty,
following industries and explain how the 2 theories are
etc.)
applied in the examples
Put the product / brand in appropriate contexts
Industries: Dining service, tourism, consumer goods
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