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Types of consumption
Important purchases (relevance) Repetitive consumption (frequency) Involuntary consumption (freedom) Group consumption (susceptibility to social influence)
Important purchases
Product purchased for the first time Infrequently purchased products
Time and effort to choose Little experience High involvement
Repetitive consumption
Frequent purchase Low price (or standard quality/variability?) Little conscious attention Low involvement Experience goods Salt at the supermarket
Involuntary consumption
Unavoidable consumption
Petrol for the car Telephone Repair of roads (social form, public goods)
Group consumption
Purchase based on some group influence process
Family expenditures Company purchases
Mineral water
MODEL
Advertising
Impact on sales (or loyalty or brand recognition) Duration of effects Underlying mechanisms
Brand extension
Impact on the new product Impact on the old product Why?
Purchase paradigms
Are not mutually exclusive Subjective preferences Appropriateness for particular conditions
Purchase paradigms
1. Cognitive paradigm (US)
Purchase as the outcome of problem-solving
3. Habit paradigm
Pre-established pattern of behaviour
Cognitive paradigm
Does it work? Typical purchase (especially for food)
Few alternatives Little external search Few evaluative criteria
Habitual decision-making
Loyalty to the brand Inertia
The need is satisfied, but there is no special interest in the product
Reinforcement learning
Trial and error learning Shaping (behaviour changed by reinforcing the performances that show change in a desired direction)
Classical conditioning
Signs and colour coding (e.g. mailbox)
Example of reinforcers: Kinder egg surprise, air miles, Tesco clubcard point, cashback
Degree of opennes (range of activities available to the consumer) Environment affects behaviour
Frustration factor
Frustration as blocked motivation No options are available Minor frustrations in using products may lead to change products New products should be designed to avoid frustration
Reinforcement paradigm
Change the environment and stimuli
Habit paradigm
Packaging Advertising
Problem/need recognition
In general, individuals recognise they have a need for something when there is a discrepancy between their actual state and ideal state.
Need recognition