Learning
Learning
Learning
Consumer Learning
A process by which individuals acquire the purchase and consumption knowledge and experience that they apply to future related behaviour.
Learning Processes
Intentional
Importance of Learning
Marketers
Reinforcement
Reinforcement
A positive or negative outcome that influences the likelihood that a specific behaviour will be repeated in the future in response to a particular cue or stimulus.
Classical
Instrumental Modeling
Learning
or Observational
Classical Conditioning
Pairing a stimulus with another
stimulus that elicits a known response to produce the same response when used alone.
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a.html
based on a trial-and-error process, with habits forced as the result of positive experiences (reinforcement)
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Generalization Discrimination
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Repetition
Repetition
increases strength of associations and slows forgetting but over time may result in advertising wearout. Cosmetic variations reduce satiation.
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Three-Hit Theory
Repetition
is the basis for the idea that three exposures to an ad are necessary for the ad to be effective number of actual repetitions to equal three exposures is in question.
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The
Stimulus Generalization
The
Marketing
Product Line, Form and Category Extensions Family Branding Licensing Generalizing Usage Situations
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The
ability to select a specific stimulus from among similar stimuli because of perceived differences.
Stimulus Discrimination
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Consumers
learn by means of trial and error process in which some purchase behaviours result in more favorable outcomes (rewards) than other purchase behaviours. A favorable experience is instrumental in teaching the individual to repeat a specific behaviour.
Instrumental Conditioning
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Reinforcement
Positive
Reinforcement: Positive outcomes that strengthen the likelihood of a specific response Example: Ad showing beautiful hair as a reinforcement to buy shampoo
Negative Reinforcement: Unpleasant or negative outcomes that serve to encourage a specific behaviour Example: Ad showing wrinkled skin as reinforcement to buy skin cream
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the product the ultimate reward Provide samples and free trials Provide non-product rewards Practice relationship marketing Reinforcement Schedules
Shaping
Massed
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which enables individuals to gain some control over their environment. Three types:
Observational learning Rote Learning Reasoning
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rote learning to teach consumers about the brand Use reasoning or problem solving for complex or high-involvement products Use modelling to extinguish negative behaviour Use knowledge of information processing to help consumers store, retain and retrieve messages.
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Observational Learning
individuals
learn by observing the behaviour of others, and consequences of such behaviour. Also known as modeling or vicarious learning.
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Reasoning
Highest
level of cognitive
learning Involves creative thinking Depends on how information is processed and stored
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Recognition Cognitive
Responses to Advertising Copy-testing Measures Attitudinal and Behavioural Measures of Brand Loyalty
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