Consumer Learning
Consumer Learning
LEARNING
MFM-2
Importance of Learning
Marketers must teach consumers:
where to buy
how to use
how to maintain
how to dispose of products
Consumer Learning
A process by which individuals acquire the
purchase and consumption knowledge and
experience that they apply to future related
behavior
Learning Processes
Motivation
Cues
Response
Reinforcement
A positive or
negative outcome
that influences the
likelihood that a
specific behavior
Reinforcement
will be repeated in
the future in
response to a
particular cue or
stimulus.
Behavioral Learning Theories
Classical Conditioning
Instrumental Conditioning
Modeling or Observational Learning
Classical Conditioning
A behavioral learning theory according to which a
stimulus is paired with another stimulus that elicits
a known response that serves to produce the same
response when used alone.
Instrumental (Operant) Conditioning
Unconditioned Stimulus
Meat paste
Unconditioned Response
Salivation
Conditioned Stimulus
Bell
Unconditioned Stimulus
Dinner aroma
Unconditioned Response
Salivation
Conditioned Stimulus
6 o’clock news
Repetition
Stimulus Generalization
Stimulus Discrimination
Repetition
Repetition increases
strength of associations
and slows forgetting but
over time may result in
advertising wear out.
Cosmetic variations
reduce saturation.
Substantive Variations
are the changes in
advertising content.
Three-Hit Theory
Repetition is the basis for the idea that three
exposures to an ad are necessary for the ad to be
effective
The number of actual repetitions to equal three
exposures is in question.
Stimulus Generalization
The possibility of other similar stimuli replacing a
known conditioning stimuli.
Stimulus Generalization and Marketing
Positioning
Differentiation
A Model of Instrumental Conditioning
Try Unrewarded
Brand A Legs too tight
Try Unrewarded
Brand B Tight in seat
Stimulus
Situation
Try Unrewarded
(Need good-
looking jeans) Brand C Baggy in seat
Try Reward
Brand D Perfect fit
Repeat Behavior
Instrumental Conditioning
Consumers learn by means of trial and error
process in which some purchase behaviors result in
more favorable outcomes (rewards) than other
purchase behaviors.
A favorable experience is instrumental in teaching
the individual to repeat a specific behavior.
Instrumental Conditioning and
Marketing
Customer Satisfaction (Reinforcement)
Extinction and Forgetting
Reinforcement Schedules
Total / continuous reinforcement
Fixed / systematic reinforcement
Variable / random reinforcement
Shaping
Performance of Reinforcement before the actual
consumer behaviour.
Reinforcement
Positive Negative
Reinforcement: Reinforcement:
Positive outcomes that Unpleasant or negative
strengthen the outcomes that serve to
likelihood of a specific encourage a specific
response behavior
Example: Ad showing Example: Ad showing
beautiful hair as a wrinkled skin as
reinforcement to buy reinforcement to buy
shampoo skin cream
Other Concepts in Reinforcement
Punishment
Choose reinforcement rather than punishment
Extinction
Combat with consumer satisfaction
Forgetting
Combat with repetition
A process by which
individuals observe
the behavior of
others, and
Observational
consequences of
Learning
such behavior. Also
known as modeling
or vicarious
learning.
Consumers
Learn by
Modeling
This theory is based
on the premises that
the kind of learning
Cognitive most characteristics
Learning of human beings is
Theory problem solving,
which enables
individuals to gain
some control over
their environment.
Appeal to
Cognitive
Processing
A cognitive theory of
human learning
patterned after
computer information
Information processing that
Processing focuses on how
information is stored
in human memory
and how it is
retrieved.
Information Processing and Memory
Stores
Working
Working
Memory
Memory Long-
Long-
Sensory Sensory
Sensory (Short-
(Short- term
term
Input Store
Store Rehearsal Encoding Retrieval
term
term Store
Store
Store)
Store)
Information is stored in
long-term memory
Episodically: by the order in
which it is acquired
Semantically: according to
significant concepts
Models of Cognitive Learning
Involvement
HIGH LOW
Message Peripheral
Arguments Cues
Influence Influence
Attitudes Attitudes
Measures of Consumer Learning