c3: learning + memory

Cards (54)

  • learning refers to a relatively permanent change in behaviour that is caused by experience
  • learning can take place vicariously (imagination or incidentally)
  • assume that learning takes place as a result of responses to external evens as opposed to internal thought processes
  • a stimulus that elicits a response is paired with another stimulus that initially does not elicit a response on its own
  • transferred meaning can be conditioned by fairly simple associations
  • the goal of classical conditioning is to create brand equity
  • instrumental conditioning is when the individual learns to perform behaviours that produce positive outcomes and avoid those that yield negative outcomes
  • under instrumental conditioning, people perform more complex behaviours and associate these behaviours with:
    • shaping
    • positive reinforcement
    • negative reinforcement
    • punishment
  • an example of a fixed-ratio reinforcement schedule is frequent flyer programs
  • an example of a variable-ratio reinforcement schedule is slot machines
  • an example of a fixed-interval reinforcement schedule is seasonal sales
  • an example of a variable-interval reinforcement schedule is free coupons
  • frequency marketing reinforces the behaviour of regular purchasers by giving them prizes with values that increase along amount purchased
  • gamification involves borrowing from basic principles of game mechanics to motivate consumers across a broad spectrum of behaviours
  • associative learning is when consumers learn associations between between stimuli in a rather simple fashion without complex processes
  • classical conditioning is a form of associative learning
  • associative learning can occur for more complex reactions to stimuli too
  • more brand exposure results in greater brand awareness and less can result in a decay
  • when exposure decreases extinction results
  • too much exposure leads to advertising wear out
  • stimulus generalization is the tendency for stimuli similar to a conditioned stimulus to evoke unconditioned responses (ie. keys jangling resemble sound of a bell)
  • stimulus generalizational is done through: family branding, product line extensions, look-alike packaging, stimulus discrimination
  • stimulus discrimination is when you only buy the brand names
  • central to branding and packaging decisions that attempt to capitalize on consumers’ positive associations with an existing brand/company name
  • cognitive learning theory stresses the importance of internal mental process and views people as problem solvers who actively use information from the world around them to master their environment
  • observational learning is when people who watch the actions of others and note the reinforcements they receive for their behaviours
  • memory is acquring and storing information over time so that it’ll be available when needed
  • chunking is when informational units are stored in short-term memory
  • an elaborative rehearsal is processing the relationships between new and old information
  • the activation models of memory depends on the nature of the processing task, different levels of processing occur that activate some aspects of memory rather than others
  • the more effort it takes to process information the more likely it is that information will placed in long term memory
  • an incoming piece of information is stored in an associative network
  • consumers have organized systems of concepts relating to brands, stores, manufacturers
  • knowledge structures which are storage units that organize and associate incoming information can be thought of as a complex spider web
  • a meaning can be activated indirectly
    • meaning types of associated notes:
    • brand-specific
    • ad-specific
    • brand identification
    • product category
    • evaluative reactions
  • marketers use Analogical Learning when they want to inform the consumer about a product and does so using an analogy
  • in analogical learning the base is the existing product and the target is the new product
  • analogical learning is effective because the consumer can integrate knowledge about the base into the schema for the target product
  • retrieval is the process of accessing information from long-term memory factors