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