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3 Confused Guys
Nguy?n C?ng Ph¨²
1258053
Ph?m H?ng Th?nh
1258076
Nguy?n T?n Huy
1258023
Chapter 3: Learning and Memory
The Learning Process
? Learning:
? A relatively permanent change in behavior
caused by experience
? Incidental Learning:
? Casual, unintentional acquisition of
knowledge
? Learning is an Ongoing Process:
? Constantly being revised
? Can be either simple association (logo
recognition) or complex cognitive activity
(writing an essay)
Learning is a Process
? Our tastes are formed as a result of a
learning process, sometimes with
painful results
Behavioral Learning Theories
? Assume that learning takes place as the
result of responses to external events.
? View is represented by two major
approaches to learning:
? 1) Classical Conditioning
? 2) Instrumental Conditioning
? People¡¯s experiences shaped by feedback
they receive as they go through life
? Actions result in rewards and punishments,
which influences future responses to similar
situations.
The Consumer as a ¡°Black Box¡±
A Behaviorist Perspective on
Learning
Classical Conditioning
? Ivan Pavlov¡¯s Dogs
? Unconditioned stimulus (UCS) ¨C Naturally
capable of causing a response.
? Conditioned stimulus (CS) ¨C Does not
initially cause a response
? Conditioned response (CR) ¨C Response
generated by repeated paired exposures
to UCS and CS. Eventually, through
learned association and repetition, the
CS will cause the CR.
Classical Conditioning in
Advertising
? Ivan Pavlov rang bell and put meat powder into dogs¡¯
mouths; repeated until dogs salivated when the bell rang
? Meat = UCS (natural reaction is drooling)
? Bell = CS (dogs learned to drool when bell rang)
? Drooling = CR
Classical Conditioning
? Stimulus generalization:
? Tendency of a stimulus similar to a CS to
evoke similar, conditioned responses
? Stimulus discrimination:
? Occurs when a UCS does not follow a
stimulus similar to a CS.
Marketing Applications of
Behavior Learning Principles
? Brand Equity:
? A brand has strong positive associations
in a consumer¡¯s memory and loyalty.
? Applications of Repetition
? Applications of Conditioned Product
Associations:
? Semantic associations
? Phonemes
? Applications of Stimulus
Generalization:
? Family branding
? Product line extensions
? Licensing
? Look-alike packaging
? Applications of Stimulus
Discrimination:
? Consumers learn to differentiate a brand
from its competitors
? Unique attributes of the brand
Marketing Applications of
Behavior Learning Principles
Instrumental condition
? Behave
=> positive and negative outcome
? 3 type:
? 1. Positive reinforcement
? 2. Negative reinforcement
? 3. Punishment
Positive reinforcement
? Give motivation => well behave
? Example: give candy
Negative reinforcement
? Prevent an event
? Example: child clean his room
Punishment
? Take out a behaviour, unpleasant
event, won't repeat
? Example: yelling not to run
? Difference
? positive reinforcement and
punishment: receive reaction
? Negative reinforcent: avoid negative
outcome
? Extinction: lose positive outcome
Introduction to philosophy
Variable-ratio reinforcement
? Unpredictable number of responses=>
reinforced
Cognitive learning theory
? Internal mental process
Observational learning
? Learn product, witness behaviour
? Vicarious learning
? Example:
cheating =>
punish =>
not to cheat
Memory
? Process of acquire and store
information
Introduction to philosophy
How information get encode
? Encode: retain data have connection
to things in mind.
? Attention to ongoing event =>
information place in memory system
? 2 type:
? Sensory meaning: the literal color or
shape of a package
? Semantic meaning: symbolic
association, for example that rich guy
drink champagne.
Episodic memory
? Event relevant to a person =>
flashback
? Example: remember graduate from
school
Introduction to philosophy
Storing Information in
Memory
? Associative Networks:
? Contains many bits of related information
organized according to some set of relationships
? Knowledge structures: Complex ¡°spider webs¡±
filled with pieces of data
? Hierarchical processing model: Message is
processed in a bottom-up fashion (i.e., starts at a
basic level and is subject to increasingly complex
processing which requires increased cognitive
capacity)
? An associative network is developed as links
form between nodes.( Node: A concept related to
a category)
An Associative Network for
Perfumes
Storing Information in
Memory
? Spreading Activation:
? A process which allows consumers to shift back
and forth between levels of meaning
? Levels of Knowledge:
? Knowledge is coded at different levels of
abstraction and complexity.
? Proposition (a.k.a. belief): A larger unit of
meaning (i.e., formed by combinations of nodes)
? Schema: A cognitive framework (comprised of
propositions) developed through experience
? Script: A type of schema consisting of a sequence of
events expected by an individual
Retrieving Information for
Purchase Decisions
? Factors Influencing Retrieval:
? Physiological Factors (e.g. age)
? Situational Factors:
? Pioneering brand: First brand to enter a market. Is
generally easier to retrieve from memory.
? Descriptive brand names easier to recall than
names that do not provide cues to what the product
is.
? Viewing environment: Commercials shown first in a
series of ads are recalled better than those shown
last.
? Postexperience advertising effects:
? When consumers confuse recently viewed ads with
their own experiences.
Pictorial versus Verbal Cues
? There is some
evidence for the
superiority of visual
memory over verbal
memory.
? Pictorial ads may
enhance recall, but
do not necessarily
improve
comprehension.
Factors Influencing Forgetting
? Decay:
? Structural changes in the brain produced by
learning simply go away.
? Retroactive Interference:
? Consumers forget stimulus-response
associations when new responses to the same or
similar stimuli are learned.
? Proactive Interference:
? As new responses are learned, a stimulus loses
its effectiveness in retrieving the old response.
? Part-list Cueing Effect:
? When only a portion of the items in a category
are presented to consumers, the omitted items
are not as easily recalled.
Measuring Memory
for Marketing Stimuli
? Recognition Versus Recall:
? Two basic measures of impact.
? Typical recognition test: Subjects are shown
ads and asked if they have seen them before.
? Typical recall test: Subjects are asked to
independently think of what they have seen
without being prompted first.
? The Starch Test
? A widely used commercial measure of
advertising recall for magazines.
Products as Memory Markers
? Products and ads can serve as powerful
retrieval cues.
? Autobiographical memories: Consumer
memories related to their own past.
? Mnemonic qualities: Aspects of a consumer¡¯s
possessions that serve as a form of external
memory which prompts the retrieval of episodic
memories.
? The Marketing Power of Nostalgia
? Spontaneous recovery: The ability of a stimulus
to evoke a response years after it is initially
perceived.
? Memory and Aesthetic Preferences
? Ads and products that remind consumers of their
past also help to determine what they like now.
Nostalgia Appeal
Fossil¡¯s product designs evoke
memories of earlier classic designs
Introduction to philosophy

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Introduction to philosophy

  • 1. 3 Confused Guys Nguy?n C?ng Ph¨² 1258053 Ph?m H?ng Th?nh 1258076 Nguy?n T?n Huy 1258023
  • 2. Chapter 3: Learning and Memory
  • 3. The Learning Process ? Learning: ? A relatively permanent change in behavior caused by experience ? Incidental Learning: ? Casual, unintentional acquisition of knowledge ? Learning is an Ongoing Process: ? Constantly being revised ? Can be either simple association (logo recognition) or complex cognitive activity (writing an essay)
  • 4. Learning is a Process ? Our tastes are formed as a result of a learning process, sometimes with painful results
  • 5. Behavioral Learning Theories ? Assume that learning takes place as the result of responses to external events. ? View is represented by two major approaches to learning: ? 1) Classical Conditioning ? 2) Instrumental Conditioning ? People¡¯s experiences shaped by feedback they receive as they go through life ? Actions result in rewards and punishments, which influences future responses to similar situations.
  • 6. The Consumer as a ¡°Black Box¡± A Behaviorist Perspective on Learning
  • 7. Classical Conditioning ? Ivan Pavlov¡¯s Dogs ? Unconditioned stimulus (UCS) ¨C Naturally capable of causing a response. ? Conditioned stimulus (CS) ¨C Does not initially cause a response ? Conditioned response (CR) ¨C Response generated by repeated paired exposures to UCS and CS. Eventually, through learned association and repetition, the CS will cause the CR.
  • 8. Classical Conditioning in Advertising ? Ivan Pavlov rang bell and put meat powder into dogs¡¯ mouths; repeated until dogs salivated when the bell rang ? Meat = UCS (natural reaction is drooling) ? Bell = CS (dogs learned to drool when bell rang) ? Drooling = CR
  • 9. Classical Conditioning ? Stimulus generalization: ? Tendency of a stimulus similar to a CS to evoke similar, conditioned responses ? Stimulus discrimination: ? Occurs when a UCS does not follow a stimulus similar to a CS.
  • 10. Marketing Applications of Behavior Learning Principles ? Brand Equity: ? A brand has strong positive associations in a consumer¡¯s memory and loyalty. ? Applications of Repetition ? Applications of Conditioned Product Associations: ? Semantic associations ? Phonemes
  • 11. ? Applications of Stimulus Generalization: ? Family branding ? Product line extensions ? Licensing ? Look-alike packaging ? Applications of Stimulus Discrimination: ? Consumers learn to differentiate a brand from its competitors ? Unique attributes of the brand Marketing Applications of Behavior Learning Principles
  • 12. Instrumental condition ? Behave => positive and negative outcome ? 3 type: ? 1. Positive reinforcement ? 2. Negative reinforcement ? 3. Punishment
  • 13. Positive reinforcement ? Give motivation => well behave ? Example: give candy
  • 14. Negative reinforcement ? Prevent an event ? Example: child clean his room
  • 15. Punishment ? Take out a behaviour, unpleasant event, won't repeat ? Example: yelling not to run
  • 16. ? Difference ? positive reinforcement and punishment: receive reaction ? Negative reinforcent: avoid negative outcome ? Extinction: lose positive outcome
  • 18. Variable-ratio reinforcement ? Unpredictable number of responses=> reinforced
  • 19. Cognitive learning theory ? Internal mental process
  • 20. Observational learning ? Learn product, witness behaviour ? Vicarious learning
  • 21. ? Example: cheating => punish => not to cheat
  • 22. Memory ? Process of acquire and store information
  • 24. How information get encode ? Encode: retain data have connection to things in mind. ? Attention to ongoing event => information place in memory system ? 2 type: ? Sensory meaning: the literal color or shape of a package ? Semantic meaning: symbolic association, for example that rich guy drink champagne.
  • 25. Episodic memory ? Event relevant to a person => flashback ? Example: remember graduate from school
  • 27. Storing Information in Memory ? Associative Networks: ? Contains many bits of related information organized according to some set of relationships ? Knowledge structures: Complex ¡°spider webs¡± filled with pieces of data ? Hierarchical processing model: Message is processed in a bottom-up fashion (i.e., starts at a basic level and is subject to increasingly complex processing which requires increased cognitive capacity) ? An associative network is developed as links form between nodes.( Node: A concept related to a category)
  • 28. An Associative Network for Perfumes
  • 29. Storing Information in Memory ? Spreading Activation: ? A process which allows consumers to shift back and forth between levels of meaning ? Levels of Knowledge: ? Knowledge is coded at different levels of abstraction and complexity. ? Proposition (a.k.a. belief): A larger unit of meaning (i.e., formed by combinations of nodes) ? Schema: A cognitive framework (comprised of propositions) developed through experience ? Script: A type of schema consisting of a sequence of events expected by an individual
  • 30. Retrieving Information for Purchase Decisions ? Factors Influencing Retrieval: ? Physiological Factors (e.g. age) ? Situational Factors: ? Pioneering brand: First brand to enter a market. Is generally easier to retrieve from memory. ? Descriptive brand names easier to recall than names that do not provide cues to what the product is. ? Viewing environment: Commercials shown first in a series of ads are recalled better than those shown last. ? Postexperience advertising effects: ? When consumers confuse recently viewed ads with their own experiences.
  • 31. Pictorial versus Verbal Cues ? There is some evidence for the superiority of visual memory over verbal memory. ? Pictorial ads may enhance recall, but do not necessarily improve comprehension.
  • 32. Factors Influencing Forgetting ? Decay: ? Structural changes in the brain produced by learning simply go away. ? Retroactive Interference: ? Consumers forget stimulus-response associations when new responses to the same or similar stimuli are learned. ? Proactive Interference: ? As new responses are learned, a stimulus loses its effectiveness in retrieving the old response. ? Part-list Cueing Effect: ? When only a portion of the items in a category are presented to consumers, the omitted items are not as easily recalled.
  • 33. Measuring Memory for Marketing Stimuli ? Recognition Versus Recall: ? Two basic measures of impact. ? Typical recognition test: Subjects are shown ads and asked if they have seen them before. ? Typical recall test: Subjects are asked to independently think of what they have seen without being prompted first. ? The Starch Test ? A widely used commercial measure of advertising recall for magazines.
  • 34. Products as Memory Markers ? Products and ads can serve as powerful retrieval cues. ? Autobiographical memories: Consumer memories related to their own past. ? Mnemonic qualities: Aspects of a consumer¡¯s possessions that serve as a form of external memory which prompts the retrieval of episodic memories. ? The Marketing Power of Nostalgia ? Spontaneous recovery: The ability of a stimulus to evoke a response years after it is initially perceived. ? Memory and Aesthetic Preferences ? Ads and products that remind consumers of their past also help to determine what they like now.
  • 35. Nostalgia Appeal Fossil¡¯s product designs evoke memories of earlier classic designs