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Test your basic knowledge |
Consumer Behavior
Start Test
Study First
Subject
:
business-skills
Instructions:
Answer 50 questions in 15 minutes.
If you are not ready to take this test, you can
study here
.
Match each statement with the correct term.
Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.
This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. A source of communication that speaks on behalf of an organization - either a for-profit or a not-for-profit organization
Single-Variable Indexes
Formal Communication Source
Comparative Advertising
Attitude-Toward-Object Model
2. Born between 1965-1979 - post baby boomer segment
Generation X
Societal Marketing Concept
Rehearsal
Consumer Socialization
3. The sum total of learned beliefs - values and customs that serve to direct the consumer behavior of members of a particular society
Culture
Hemispheric Lateralizatio
Elaboration Likelihood Model (ELM)
Cognitive Dissonance Theory
4. According to Pavlovian theory - conditioned learning results when a stimulus paired with another stimulus that elicits a known response serves to product the same response by itself
Generation X
Core Values
Classical Conditioning
Viral Marketing
5. A theory of learning based on mental information processing - often in response to problem solving
Theory of Planned Behavior
Socioeconomic Status Score
Cognitive Learning
Geodemographic Clusters
6. The process by which we recover information from long-term storage
Rehearsal
Value-Expressive Function
Information Processing
Retrieval
7. Reinforcement performed before the desired consumer behavior actually takes place - increases the probabilities that certain desired customers behavior will occur
Attribution Theory
Societal Marketing Concept
Marketing Ethics
Shaping
8. The ability to select a specific stimulus from among similar stimuli because of perceived differences
Class Consciousness
Chunking
Stimulus Discrimination
Market Maven
9. When consumers recode what they have already encoded to include largest amounts of information
Stimulus-Response Learning
Field Observation
Chunking
Attitudinal Measures
10. A person or organization involved in passing along the basic values and behaviors of a group - mainly because they are in close proximity and control the means to reward and/or punish actions
Branded Entertainment
Consumer Involvement
Socialization Agent
Attribution Theory
11. Without active involvement - individuals process and store right-brain (non-verbal - pictorial) information
Theory-of-Reasoned-Action (TRA) Model
Co-Branding
World Brand
Passive Learning
12. Marketing messages and promotional materials that appear to come from independent parties - although they are sent by marketers
Covert - Masked or Stealth Marketing
Audience Profile
Index of Status Characteristics
Sleeper Effect
13. An attitude-change theory that classifies attitudes in terms of four functions: utilitarian - ego-defensive - value-expressive - and knowledge functions
Multiattribute Attitude Models
Attribution Theory
Generation Y
Functional Approach
14. Determination if an advertisement increased a product's sales
Theory of Planned Behavior
Cognitive Dissonance Theory
Rokeach Value Survey
Sale Effects
15. A method for systematically analyzing the content of verbal and/or pictorial communication. the method is frequently used to determine prevailing social values of a society in a particular era under study
Sleeper Effect
Unaided Recall
Content Analysis
Advertising Wearout
16. The amount of status members of one social class have in comparison with members of other social classes
Sleeper Effect
Megabrands
Social Status
Attitude-Toward-the-Ad Models
17. Advertising designed to promote a favorable company image rather than specific products
Geodemographic Clusters
Institutional Advertising
Index of Status Characteristics
Socioeconomic Status Score
18. A process that includes imparting to children and other family members the basic values and modes of behavior consistent with the culture
Cross-Cultural Consumer Analysis
Internal Attributions
Attributions Toward Others
Socialization of Family Members
19. The process by which the sender (or source) of a communication message selects and assigns words or visual images to represent the message's contents
Foot-In-The-Door Technique
Encoding
Branded Entertainment
Persuasion Effects
20. Individuals inferences or judgements as to the causes of their own behavior
PRIZM NE
Medium
Self-Perception Theory
Generation X
21. A component of the functional approach to attitude-change theory that suggest that consumers have a strong need to know and understand the people and products with which they come into contact
Socioeconomic Status Score
Knowledge Function
Attributions Toward Things
Social Class
22. A theory that suggest consumers are likely to accept credit for successful outcomes (internal attribution) and to blame other persons or products for failure (external attribution)
Defensive Attribution
Licensing
Social Class
Branded Entertainment
23. An individual's perceived age (usually 10 to 15 years younger than his chronological age)
Socioeconomic Status Score
Cognitive Ages
Class Consciousness
Cross-Cultural Consumer Analysis
24. The practice of marketing a whole line of company products under the same brand name
Corrective Advertising
Family Branding
Attributions Toward Others
Participant Observers
25. Moral rules that apply to consumers - such as the choices to return a used item for a refund - shoplift - and engages in software piracy - as well as the steps the company takes to counter these actions - such as charging restocking fees and lim
Attitude-Toward-the-Ad Models
Consumer Ethics
Classical Conditioning
Physiological Measures
26. The number of consumers exposed to a message and how they react
Core Values
Exposure Effects
Baby Boomers
PRIZM NE
27. A self-administered inventory consisting of 18 "terminal" values (personal goals) and 18 "instrumental" values (wasy of reaching personal goals
Cognitive Learning
Addressable Messages
Rokeach Value Survey
Social Status
28. The silent - mental repetition of material
Rehearsal
Objective Measures
Cognitive Learning
Knowledge Function
29. The premise that observable responses to specific external stimuli signal that learning has taken place
Stimulus-Response Learning
Exposure Effects
Multiattribute Attitude Models
Attitudinal Measures
30. Others behave in response to certain situations (stimuli) and the ensuing results (reinforcement) that occur - and they imitate (model) the positively reinforced behavior when faced with similar situations
Formal Communication Source
Modeling (observational/vicarious learning)
Attributions Toward Others
Cognitive Ages
31. The point at which an individual can become satiated with numerous exposures and both attention and retention decline
Traditional Family Life Cycle
Co-Branding
Advertising Wearout
Composite-Variable Indexes
32. Advertising that explicitly names or otherwise identifies one or more competitors of the advertised brand for the purpose of claiming superiority - either on an overall basis or on selected product groupings
Institutional Advertising
Comparative Advertising
Elaboration Likelihood Model (ELM)
Behavioral Learning
33. A revision of the traditional marketing concept that suggests that marketers adhere to principles of social responsibility in the marketing of their goods and services; that is - they must endeavor to satisfy the needs and wants of their target mark
Covert - Masked or Stealth Marketing
Physiological Measures
Societal Marketing Concept
Central Route to Persuasion
34. Designing - packageing - pricing - advertising - and distributing products in such a way that negative consequences to consumers - employees - and society in general are avoided
Marketing Ethics
Exploitive Targeting
Buzz Agents
Rehearsal
35. Wordplay - often used to create a double meaning - used in combination with a relevant picture
Rokeach Value Survey
Family Branding
PRIZM NE
Advertising Resonance
36. Learning theory in which the basic premise is that the righta dn left hemispheres of the brain "specialize" in the kinds of information that they process
Functional Approach
Country-of-Origin Effects
Hemispheric Lateralizatio
Internal Attributions
37. A marketing strategy that combines elements of the global and local marketing strategies - offering either a customized message and uniform product - or a uniform message and customized product
Information Processing
Encoding
Mixed Strategies
Global Strategy
38. The practice of encouraging individuals to pass on an email message to others - thus creating the potential for exponential growth in the message's exposure and infuence
Broadcast Model
Viral Marketing
Culture
Cross-Cultural Consumer Analysis
39. A composite index of geographic and socioeconomic factors expressed in residential zip-code neighborhoods from which geodemographic consumer segments are formed
PRIZM NE
Consumer Involvement
Behavioral Learning
Shaping
40. A theory concerned with how people assign causality to events - and form or alter their attitudes after assessing their own or other people's behaviors
Megabrands
Attribution Theory
Social Class
Stimulus Generalization
41. An unpleasant or negative outcome that also serves to encourage a specific behavior
Negative Reinforcement
Encoding
Behavioral Learning
Objective Measures
42. Aka product placement - a marketing technique in which a product is integrated into a TV show or film through its use by the characters
Socioeconomic Status Score
Branded Entertainment
Unaided Recall
Socialization Agent
43. A theory that suggest the memory of a negative cue simply decays faster than the message itself - leaving behind the primary message content
Differential Decay
Classical Conditioning
Single-Variable Indexes
Megabrands
44. A communication channel - generally classified as either impersonal (mass medium) and interpersonal (conversations between people)
Single-Variable Indexes
Medium
Ego-Defensive Function
Buzz Agents
45. The use of a single socioeconomic variable (such as income) to estimate an individual's relative social class
Cognitive Learning
Multiattribute Attitude Models
Single-Variable Indexes
Advertising Wearout
46. The learning of associations among events through classical conditioning that allows the organism to anticipate and represent its environment
Cognitive Associative Learning
Theory-of-Reasoned-Action (TRA) Model
Traditional Family Life Cycle
Objective Measures
47. A more dynamic communication technology - sometimes called alternative or nontraditional media - characterized by addressibility - interactivity - and response measurability
New Media
Exploitive Targeting
Informal Communication Source
Source Credibility
48. Customizing both product and communications programs by area or country when conducting business on a global basis
Local Strategy
Attributions Toward Things
Corrective Advertising
Addressable Messages
49. Messages that can be customized and addressed to various receivers. different receivers can get varied renderings of the same basic message
Addressable Messages
Consumer Generated Media
Co-Branding
Behavioral Learning
50. A component of the functional approach to attitude-change theory that suggests consumers hold certain attitudes partly because of the brand's utility
Utilitarian Function
Field Observation
Socialization of Family Members
Negative Reinforcement