Unit 4

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Consumer Learning

• Learning is applying your knowledge and past experience to present


circumstances.
• Learning is permanent change in behaviour with experience
• Learning is the process by which individuals acquire the purchase and
consumption knowledge and experience they apply to future, related
behavior.
• Consumer learning is a process that evolves and changes as consumers
acquire knowledge from experience, observation, and interactions with
others and newly acquired knowledge affects future behavior. Incidental vs
Intentional
This casual, unintentional acquisition of knowledge is known as incidental
learning.
Learning
Four elements:
Motives - Unfilled needs lead to motivation, which spurs learning. Eg Learning to use Instagram
Cues - are stimuli that direct motivated behavior. The ad is the cue (or stimulus) that suggests a specific way to satisfy
a salient motive. In marketing, price, styling, packaging, advertising, and store displays are cues designed to persuade
consumers to fulfill their needs by buying specific products.

Only cues that are consistent with consumer expectations can drive motivation.

Responses - In the context of learning, response is an individual’s reaction to a drive or cue. Learning can occur
even when responses are not overt. Multiple responses towards a need or motive

Reinforcement - Reinforcement is the reward—the pleasure, enjoyment, and benefits—that the consumer
receives after buying and using a product or service. For the marketer, the challenge is to continue to provide consumers
with an ongoing positive product or service, thus reinforcing future purchases.
Classical Conditioning
Applications of Classical Conditioning
• Associative learning - Contemporary behavioral scientists view classical conditioning as
learning of associations among events that enable consumers to expect and anticipate events.
Rather than being a reflexive action, this is seen as cognitive associative learning—not the
acquisition of new reflexes, but the acquisition of new knowledge about the world.
• In advertising, repetition is the key to forming associations between brands and fulfillment of
needs.
Advertising wear-out
• One to make consumers aware of the product, a second to show consumers the relevance of the
product, and a third to remind them of its benefits. This exposure pattern is called the three-hit
theory.
• Stimulus generalization
• Stimulus discrimination
Stimulus Generalization
• Product line extensions
• Product form extensions
• Family branding
• Licensing

Source: Procter & Gamble Co.


Top Licensing Companies
Stimulus Discrimination
• Brand differentiation
• Market leaders want consumers to distinguish between
products and imitators
• Relevant, meaningful, valuable differentiation
Instrumental Conditioning
• What is the difference between positive reinforcement and negative
reinforcement?
• Positive reinforcement, rewards a particular behavior and thus strengthens the
likelihood of a specific response during the same or similar situation.
Rewarding hard work with monetary gifts
• Negative reinforcement is the removal of an unpleasant stimulus and it strengthens
the likelihood of a given response during the same or similar circumstances.
• Eg Giving next day off after hard work
• What is the difference between negative reinforcement and punishment?
• punishment, which is designed to discourage behavior.
• What is the difference between extinction and forgetting?
Reinforcement Schedules (1 of 2)
possibility of receiving a reward is the reinforcement and incentive
for continued patronage inspite of satisfaction
• Continuous reinforcement a reward is provided after each
transaction
• A fixed ratio reinforcement schedule provides reinforcement every
nth time the product or service is purchased (say, every third time).
• A variable ratio reinforcement schedule rewards consumers on a
random basis.
Extinction and Forgetting
Defined
Extinction occurs when a learned response is no longer reinforced and the link
between the stimulus and the expected reward is eliminated.
• Extinction occurs when a learned response is no longer reinforced and the link between
the stimulus and the expected reward breaks down.
• Eg dissatisfaction

Forgetting is the point at which the link between the stimulus and the expected
reward ceases to exist.

• Forgetting: Behavior that is not reinforced becomes “unlearned.” due to lack of


use Eg. Restaurant
Massed Vs. Distributed Learning
er us

• Should a learning schedule be spread out over a period of time?


• Should a learning schedule be “bunched up” all at once?

• Reinforcement performed before the desired consumer


behavior actually takes place is called shaping.
Observational Learning
Defined
Also known as modeling, observational learning occurs when
people observe and later imitate observed behaviors
Reinforcement is necessary
Sensory Store
Defined
A location in the brain where the sensory input lasts for just
a second or two. If it is not processed immediately, it is lost.
Cognitive Learning (1 of 2)
Information Processing
• Storing information
• Sensory store
• Short-term storage
• Long-term storage
• Rehearsal
• Encoding is the process by which we select a word or visual image to represent a perceived
object.
• Information overload when consumers receive too much information and then have
difficulty encoding and storing it, information overload occurs.
• Retention
• Chunking grouping small bits into a larger units
• Retrieval is the process by which people recover information from the long-term store; it is
frequentlytriggered by external cues.
Information Overload
Defined
A situation that occurs when consumers receive too much
information and find it difficult to encode and store it
Retaining Information
• Brand imprinting
• Sound symbolism
• Linguistic characteristics
Cognitive Learning (2 of 2)
Defined
• Cognitive learning is the systematic evaluation of
information and alternatives needed to solve a
recognized but unfilled need or unsolved problem.
Discussion Question
How would the ad influence
the behavior of an individual
who was engaged in a
cognitive learning process?

Figure 5 .11 Cognitive


Learning: Crest Pro-Health

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