MKT 305 Exam queries and answers
well graded 100%
learning - ANS✅✅relatively permanent change in behavior caused by experience
incidental learning - ANS✅✅casual, unintentional acquisition of knowledge
behavioral learning theories - ANS✅✅assume that learning takes place as the result of responses
to external events
classical conditioning - ANS✅✅when a stimulus that elicits a response is paired with another
stimulus that initially does not elicit a response on its own
unconditioned stimulus (UCS) - ANS✅✅naturally capable of causing the response
conditioned stimulus (CS) - ANS✅✅did not initially cause a response
conditioned response (CR) - ANS✅✅did not initially respond in this way
repetition - ANS✅✅repeated exposures
extinction - ANS✅✅the effects of prior conditioning diminish and finally disappear
stimulus generalization - ANS✅✅tendency of stimuli similar to a CS to evoke similar, conditioned
responses
halo effect - ANS✅✅reacting to other, similar stimuli in much the same way they responded to the
original stimulus
stimulus discrimination - ANS✅✅UCS does not follow a stimulus similar to a CS
,brand equity - ANS✅✅brand has a strong positive associations in a consumer's memory and
commands a lot of loyalty as a result
advertising wear-out - ANS✅✅consumers see or hear a marketing stimulus too much and no
longer pay attention and associate the brand negatively
family branding - ANS✅✅products that capitalize on the reputation of a company name
product line extension - ANS✅✅marketers add related products to an established brand
licensing - ANS✅✅companies often "rent" well-known names, hoping that the learned
associations they have forged will "rub off" onto other kids of products
look-alike packaging - ANS✅✅distinctive packaging designs create strong associations with a
particular brand
consumer confusion - ANS✅✅how likely is it that one company's logo, product design, or package
is so similar to another that the typical shopper would mistake one for the other
instrumental conditioning - ANS✅✅when we learn to perform behaviors that produce positive
outcomes and avoid those that yield negative outcomes
shaping - ANS✅✅learning desired behavior over time
positive reinforcement - ANS✅✅strengthens the response and we learn the appropriate behavior
negative reinforcement - ANS✅✅strengthens responses so the we learn the appropriate behavior
punishment - ANS✅✅unpleasant events follow a response
fixed-interval reinforcement - ANS✅✅after a specified time period has passed, the first response
you make brings the reward
, variable-interval reinforcement - ANS✅✅time that must pass before you get reinforced varies
based on some average
fixed-ratio reinforcement - ANS✅✅reinforcement that occurs only after a fixed number of
responses
variable-ratio reinforcement - ANS✅✅reinforcement that occurs after a certain number of
responses, but you don't know how many responses are required
frequency marketing - ANS✅✅popular technique that rewards regular purchasers with prizes that
get better as they spend more
gamification - ANS✅✅turns routine actions into experiences as it adds gaming elements to tasks
that might otherwise be boring or routine
store and brand loyalty - ANS✅✅rewards for purchasing or consuming a certain store or brand
cognitive learning theory - ANS✅✅approaches that stress the importance of internal mental
processes
observational learning - ANS✅✅watching the actions of others and noting the reinforcements the
receive for their behavior
modeling - ANS✅✅process of imitating the behavior of others
consumer socialization - ANS✅✅process by which young people acquire skills, knowledge, and
attitudes relevant to their functioning in the marketplace
stage of cognitive development - ANS✅✅ability to comprehend concepts of increasing complexity
limited - ANS✅✅children who are younger than age 6 do not employ storage and retrieval
strategies
well graded 100%
learning - ANS✅✅relatively permanent change in behavior caused by experience
incidental learning - ANS✅✅casual, unintentional acquisition of knowledge
behavioral learning theories - ANS✅✅assume that learning takes place as the result of responses
to external events
classical conditioning - ANS✅✅when a stimulus that elicits a response is paired with another
stimulus that initially does not elicit a response on its own
unconditioned stimulus (UCS) - ANS✅✅naturally capable of causing the response
conditioned stimulus (CS) - ANS✅✅did not initially cause a response
conditioned response (CR) - ANS✅✅did not initially respond in this way
repetition - ANS✅✅repeated exposures
extinction - ANS✅✅the effects of prior conditioning diminish and finally disappear
stimulus generalization - ANS✅✅tendency of stimuli similar to a CS to evoke similar, conditioned
responses
halo effect - ANS✅✅reacting to other, similar stimuli in much the same way they responded to the
original stimulus
stimulus discrimination - ANS✅✅UCS does not follow a stimulus similar to a CS
,brand equity - ANS✅✅brand has a strong positive associations in a consumer's memory and
commands a lot of loyalty as a result
advertising wear-out - ANS✅✅consumers see or hear a marketing stimulus too much and no
longer pay attention and associate the brand negatively
family branding - ANS✅✅products that capitalize on the reputation of a company name
product line extension - ANS✅✅marketers add related products to an established brand
licensing - ANS✅✅companies often "rent" well-known names, hoping that the learned
associations they have forged will "rub off" onto other kids of products
look-alike packaging - ANS✅✅distinctive packaging designs create strong associations with a
particular brand
consumer confusion - ANS✅✅how likely is it that one company's logo, product design, or package
is so similar to another that the typical shopper would mistake one for the other
instrumental conditioning - ANS✅✅when we learn to perform behaviors that produce positive
outcomes and avoid those that yield negative outcomes
shaping - ANS✅✅learning desired behavior over time
positive reinforcement - ANS✅✅strengthens the response and we learn the appropriate behavior
negative reinforcement - ANS✅✅strengthens responses so the we learn the appropriate behavior
punishment - ANS✅✅unpleasant events follow a response
fixed-interval reinforcement - ANS✅✅after a specified time period has passed, the first response
you make brings the reward
, variable-interval reinforcement - ANS✅✅time that must pass before you get reinforced varies
based on some average
fixed-ratio reinforcement - ANS✅✅reinforcement that occurs only after a fixed number of
responses
variable-ratio reinforcement - ANS✅✅reinforcement that occurs after a certain number of
responses, but you don't know how many responses are required
frequency marketing - ANS✅✅popular technique that rewards regular purchasers with prizes that
get better as they spend more
gamification - ANS✅✅turns routine actions into experiences as it adds gaming elements to tasks
that might otherwise be boring or routine
store and brand loyalty - ANS✅✅rewards for purchasing or consuming a certain store or brand
cognitive learning theory - ANS✅✅approaches that stress the importance of internal mental
processes
observational learning - ANS✅✅watching the actions of others and noting the reinforcements the
receive for their behavior
modeling - ANS✅✅process of imitating the behavior of others
consumer socialization - ANS✅✅process by which young people acquire skills, knowledge, and
attitudes relevant to their functioning in the marketplace
stage of cognitive development - ANS✅✅ability to comprehend concepts of increasing complexity
limited - ANS✅✅children who are younger than age 6 do not employ storage and retrieval
strategies