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3 Confused Guys
Nguyễn Công Phú
1258053
Phạm Hưng Thịnh
1258076
Nguyễn Tấn 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) – Naturally
capable of causing a response.
◦ Conditioned stimulus (CS) – Does not
initially cause a response
◦ Conditioned response (CR) – 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
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
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
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
5 introduction to philosophy

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5 introduction to philosophy

  • 1. 3 Confused Guys Nguyễn Công Phú 1258053 Phạm Hưng Thịnh 1258076 Nguyễn Tấn 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) – Naturally capable of causing a response. ◦ Conditioned stimulus (CS) – Does not initially cause a response ◦ Conditioned response (CR) – 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
  • 17.
  • 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
  • 22. Memory  Process of acquire and store information
  • 23.
  • 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
  • 26.
  • 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