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Module Final Review II
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Learning Outcomes Identifying the Customer Investigating the Customer
Understanding Customer Behaviour Predicting and Influencing Customer Behaviour
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Basic Framework Motivation Perception Search Evaluation Choice
Learning
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Motivation: Consumer Behaviour: “… the inner drive that reflects goal
-directed behaviour” Consumer Behaviour: The drive to satisfy needs and wants through the purchase and use of products and services
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Bases of Motivation Physiological + Psychological needs and wants
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e.g. Maslow’s Hierarchy of needs
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Functional Symbolic + Experience
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Functional Buying things for what they do Physiological
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Functional Buying things for what they do Physiological
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Symbolic Buying things for what they mean Psychological
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Experiential The value from the experience Physiological + Psychological
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Perception “How we see the world around us”
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Elements of Perception
Sensation Absolute threshold Differential threshold Subliminal perception
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Sensation Direct response of sensory organs to stimuli Absolute threshold is the lowest level at which an individual can experience a sensation
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Weber’s Law The stronger the initial stimulus, the greater the intensity for the second stimulus to be perceived as different Basis for “habituation”
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Perceptual Selection Consumers selective in what they perceive
Selection depends on - nature of stimulus - expectations - motives
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Aspects of Selection Selection Organisation Interpretation
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Perceptions and Marketing
Basis for marketing decisions – strategy and operational e.g. product positioning communications media and message
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Search
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Stages of Search and Choice
Information Search – seeking values Evaluation of Alternatives – assessing value Purchase decision – buying value Post Purchase – value in use
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Stages of Search and Choice
Information Search – seeking values Evaluation of Alternatives – assessing value Purchase decision – buying value Post Purchase – value in use
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Routine Problem Solving
Almost a Habit Little effort in buying process Low priced, frequently used products
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Limited Problem Solving
Moderate effort Buyer has little time or effort to spend
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Extended Problem Solving
All stages of decision making process used Time and effort spent on search and evaluation High involvement purchases
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Information Search Internal - memory of previous External
experiences External - personal sources - public sources - marketing sources
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Alternative Evaluation – Assessing Value
Consumers evaluation criteria represent Objective / functional attributes of product Symbolic/subjective factors
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Five Situational Influences
Purchase Task Social surroundings Physical surroundings Temporal effects States (Mood)
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Purchase and Post-Purchase
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Post – Purchase Evaluation
learned outcome from use/consumption “cognitive dissonance” Satisfaction / dissatisfaction
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Cognitive Dissonance Inner tension that consumer experiences after recognisng an inconsistency between expectation and experience
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Dissonance and Post-Purchase
Did I make a good decision? Did I buy the right product? Did I get good value?
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Satisfaction Consumer discovers after purchase that the product:
Unexpected features / benefits Performs at a higher level than expected
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Dissatisfaction Consumer discovers after purchase that product:
Does not have all expected features Fails to perform as expected Is defective or flawed
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Learning A process that creates changes in behaviour, immediate or expected, through experience and practice
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Impact of Learning Brand Loyalty Lifetime Customer Value (LCV)
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Brand Loyalty No Preference Brand Switcher Brand Loyal Brand Champion
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Lifetime Customer Value
The total value of spending by a customer – and the impact of customer recommendation on revenue – over the period customer is in a market
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External Influences on Consumer Behaviour
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External Influences: Culture Subculture Demographics Social Status Reference groups Family Marketing activities
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Culture and Subculture
… the way we do things around here”
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Culture: Set of Values, ideas and attitudes that are accepted by a group of people and are passed on to the next generation
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Culture and Consumers Influences values, perceptions, decisions
Is Learned Provides “boundaries” for thought and action Mostly unaware of culture
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Sub Cultures Groups within the larger/ national culture with unique values, ideas and attitudes Each group displays specific social and cultural behaviour affecting buyer behaviour
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The subculture may be distinctive because of:
age of its members, their race, ethnicity, class gender
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Culture and Subcultures
A major influence on Marketing activity through the determination of Consumer Values, Perceptions and Behaviour in exchange
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Group Influences on Consumers
(Ref. Chapter 6 and 7)
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Group Influences include:
Primary Groups – family, friends Secondary Groups – work groups, neighbours
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Family The Household is the basic consumption unit for most consumer purchases More than one consumer involved in decision - making
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The Family Life Cycle Households go through distinct stages – based on composition of members of household Consumption patterns change at different stages
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Family Purchases Family members can play different roles in decisions:
Initiator Information gatherer Influencer Decision – maker Purchaser
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Reference Groups A group whose perspectives or values are being used by an individual as the basis for their current behaviour
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e.g. Types of groups Consumption subculture- activity groups Brand Communities – Apple users Virtual Communities – Internet groups
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Reference Groups influence:
Information Expectations Identification
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