The observable aspects consists of things that go into the box (The
stimuli or events perceived from the outside world) and things that come
out of the box (the responses or reactions to these stimuli).
CLASSIC CONDITIONING: A stimulus that elicits a response is
paired with another stimulus that initially does not elicit a
response on its own.
Over time, this second stimulus causes a
similar response because it is associated
with the first stimulus.
Responses controlled by the autonomic (e.g.
salivation) and nervous (e.g. eye blink) system.
Focuses on olfactory cues that
induce hunger, thirst or sexual.
When the cues are consistently paired with conditioned paired with
conditioned stimuli, such as brand names, consumers may learn to
feel hungry, thirsty or aroused later exposed.
CLASSIC CONDITIONING ISSUES
Repetition: Increases learning. More Exposure - Increased
Brand Awareness, When Exposure decreases, EXTINCTION
occurs. Too MUCH exposure leads to advertising wear out.
STIMULUS GENERALIZATION - The tendency of stimuli similar to
a Conditioned Stimulus to evoke similar conditioned responses.
E.G. Family Branding, Product line extensions and Look-alike
packaging.
STIMULUS DISCRIMINATION- Occurs when a stimulus similar to a CS is not followed by
an Unconditioned stimulus. In these situations, reactions are weakened and will
soon disappear. Part of the learning process involves making a response to some
stimuli but not to other, similar stimuli. Manufactures of well-established brands
commonly urge consumers not to buy 'cheap imitations' because the result will not
be what they expect.
INSTRUMENTAL CONDITIONING (OR OPERANT CONDITIONING)-
The individual learns to perform behaviours that product positive
outcomes and to avoid those that yield negative outcomes.
More closely associated with psychologist, who demonstrated the
effects of instrumental conditioning by teaching animals to dance,
pigeons to play ping-pong, and so-on, by systematically rewarding them
for desired behaviours.
RESPONSES are made deliberately to obtain a goal and may be
more complex. The desired behaviours may be learned over a period
of time, as intermediate actions are rewarded in a process called
shaping.
E.G - The owner of a new shop may award prizes to shoppers
just for coming in, hoping that over time they will continue to
drop in and eventually buy something.
PUNISHMENT - Negative event weakens
responses that are followed by negative
outcome.
EXTINCTION - Removal of positive event weakens
responses preceding occurrences.
NEGATIVE REINFORCEMENT - Removal of negative
event strengthens responses that allow avoidance of
negative outcomes.
REINFORCEMENT SCHEDULE
FIXED INTERVAL - (E.g. Seasonal sales) [ After a specified period has
passed, the first response that is made brings the reward. Under such
conditions, people tend to respond slowly immediately after being reinforced,
but their responses speed up as the time for the next reinforcement
approaches.
VARIABLE INTERVAL - (e.g. secret shoppers) [The time that must pass
before reinforcement is delivered varies around some average. Since the
person does not know exactly when to expect the reinforcement,
responses must be performed as a consistent rate.
FIXED RATIO - (E.g. grocery-shopping receipt programmes)
[Reinforcement occurs only after a fixed number of responses. This
schedule motivates people to continue performing the same
behaviour over and over again].
VARIABLE RATIO - (e.g. slot casino machines) The person is reinforced after a
certain number of responses but they do not know how many responses are required.
People in such situations tend to respond at very high steady rates, and this type of
behaviour is very difficult to extinguish.
COGNITIVE THEORIES : Occurs as a result of
mental processes. In contrast to behavioural
theories of learning, cognitive learning theory
stresses the importance of internal mental
processes.
Focus on consumers as problems solvers
who learn when they observe.
On-going process - Learn what we do not try.
Can be direct or indirect.
Observing others behaviour.
ATTENTION - The consumer focuses on a model's
behaviour.
RETENTION - The consumer retains this behaviour in
memory
PRODUCTION PROCESSES - The consumer has the ability
to perform the behaviour.
MOTIVATIONAL - A situation arises wherein the behaviour is
useful to the consumer.
OBSERVATIONAL LEARNING - The consumer acquires and
performs the behaviour earlier demonstrated by a model.
Processes information about brands to retain them in memory.
External Inputs
ENCODING -
Information is placed
in memory.
STORAGE - Information
is retained in memory.
RETRIEVAL - Information
stored in memory is found as
needed
OBSERVATIONAL LEARNING - Occurs when people watch the
actions of other and note the reinforcements they receive for their
behaviours.
A complex process:
People store these observations in memory as they accumulate
knowledge, perhaps using this information at a later point to guide
their own behaviours.
Imitating the behaviour of others is called modelling.
Four conditions must be met.
1. The consumer's attention must be directed to the appropriate
model that, for reasons of attractiveness, competence, status
or similarity, it is desirable to emulate.
2. The consumer must remember what is said or done by the
model. (Retention)
3. The consumer must convert this information into
actions. (Production processes).
4. The consumer must be motivated to perform these actions
(Motivation).
MEANING
NARRATIVE - Marketers are using stories to talk to consumers. A
consumer may process a stimulus simply in terms of its SENSORY
MEANING (such as colour and shape). When this occurs the meaning
may be activated when the person sees a picture of the stimulus.
We may experience a sense of familiarity on seeing an ad for a new
snack food we recently tasted.
SEMANTIC MEANING - Refers to abstract, symbolic
associations. E.g. Rich people eat particular types of food and
champagne.
EPISODIC MEMORIES - Those that relate to events that are
personally relevant, such as Mario's Strong (more likely to be in
long term memory).
A person's motivation to retain these
memories by focusing on experiences shared
by many people.
Couples often have 'their
song' that reminds them of
their first date or wedding.
MEMORY SYSTEMS
SENSORY MEMORY (Temporary
storage of sensory information).
ATTENTION - Information that passes through as
attentional gate is transferred to short term memory.
SHORT-TERM MEMORY - Brief storage of
information currently being used.
ELABORATIVE REHEARSAL - information
subjected to elaborate rehearsal or deep processing,
is transferred to long-term memory.
Long-Term Memory - Relatively permanent storage of
information
STORING OF INFORMATION IN MEMORY
Activation Models of Memory
The more effort it takes to process information, the more
likely it is that information will be placed will be placed
in long-term memory.
Knowledge Structures - Storage units, that can be
thought of as complex spiders' webs filled with
pieces of data.
Information is placed into nodes, which are
connected by associative links within structures.
Pieces of information that are seen as similar in some way are
chunked together under some more abstract category.
New, incoming information is interpreted to be consistent with
the structure already in place.
According to the hierarchal processing model, a message processed in a
bottom-up fashion: Processing begins at a very basic level and is subject to
increasingly complex processing operations that require greater cognitive
capacity.
Spreading Activation
A meaning can be activated indirectly: energy spread
across nodes at varying levels of abstraction.
As one node is activated, other nodes associated with it
also begin to be triggered.
Meaning thus spreads across the network, bringing up concepts including
competing brands and relevant attributes that are used to form attitudes towards
the brand.
LEVELS OF KNOWLEDGE
Knowledge is coded at different levels of abstraction and
complexity.
Nodes are combined into a large unit, called a proposition (also
known as a belief).
A proposition links two nodes together to form a more complex
meaning, which can serve as a single chunk of information.
A schema is a cognitive framework that is developed through
experience.
UNDERSTANDING WHEN WE REMEMBER
STATE-DEPENDENT RETRIEVAL - [More likely to remember if mood is in the right way. A
process termed state-dependent retrieval; people are better able to access information if their
internal state is the same at the time of recall as it was when the information was learned.
MOOD CONGRUENCE EFFECT - Underscores the desirability of matching a
consumer's mood at the time of purchase when planning exposure to marketing
communications.
A consumer is more likely to recall an ad,
for example, if their mood or level of
arousal at the time of exposure is similar
to that in the purchase environment
FAMILIARITY AND RECALL
Basic goal of marketers who are trying to create and maintain awareness of their products.
A highlighting effect, where the order in which consumers learn about brands determines
the strength of association between these brands and their attributes.
SALIENCE AND THE "VON RESTORFF" EFFECT
The salience of a brand refers to its prominence or level of
activation in memory.
Stimuli that stand out in contrast to their environment are more likely
to command attention, which in turn, increases the likelihood that they
will be recalled.
PICTORIAL VERSUS VERBAL CUES
Some evidence for the superiority of visual memory over verbal
memory, but this advantage is unclear because it is more
difficult to measure recall of pictures.
However, the available data indicate that information
presented in pictorial form is more likely to be recognised
later.
MEASURING MEMORY FOR MARKETING STIMULI
RECOGNITION VERSUS RECALL
Recognition tests, subjects are shown ads one
at a time and asked if they have seen them
before.
Recall tests ask consumers to produce
independently previously acquired information and
then perform a recognition test on it.
PROBLEMS WITH MEMORY MEASURES
RESPONSE BIAS [Results obtained from a measuring instrument
are not necessarily due to what is being measured, but rather to
something else about the instrument.
MEMORY LAPSES - Omitting, Averaging and Telescoping.
THE MARKETING POWER OF NOSTALGIA
NOSTALGIA - Describes a bittersweet emotion where we
view the past with both sadness and longing.
Valued possessions can evoke thoughts about prior events on several dimensions,
including sensory experiences, friends and loved ones, and breaking away from parents
or formers partners.