Read the case on page 211 in your text and answer, using concepts from the chapter, questions 1, 2 & 3.

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solomon10.ppt

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Chapter 10
Buying and Disposing

By Michael R. Solomon

Consumer Behavior

Buying, Having, and Being

Sixth Edition

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Opening Vignette: Rob

  • What kind of background research did Rob do on the car?
  • What preconceptions did Rob have about his ability to negotiate the deal?
  • What were Rob’s perceptions about the salesperson?
  • Why did Rob feel that he negotiated well when he paid more than he expected?

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Autobytel

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Situational Effects on
Consumer Behavior

  • Consumption Situation:
  • Factors beyond characteristics of the person and of the product that influence the buying and/or using of products and services
  • Situational Self-Image:
  • The role a person plays at any one time.

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Purchase and Postpurchase Issues

Figure 10.1

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Situation Influences Choice

  • Clothing choices often are heavily influenced by the situation in which they need to be worn.

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Social and Physical Surroundings

  • Co-consumers:
  • Other patrons in the setting
  • Density
  • The actual number of people occupying a space
  • Crowding:
  • Exists only if a negative affective state occurs as a results of density
  • Temporal Factors:
  • Time Poverty: A consumer’s feeling that he or she is pressed for time

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Physical Environments

  • Many stores and services (like airlines) try to differentiate themselves in terms of the physical environments they offer, touting amenities such as comfort.

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Temporal Factors

  • Economic Time:
  • Time is an economic variable (i.e., it is a resource that must be allocated)
  • Time Poverty: A consumer’s feeling that they are pressed for time
  • Psychological Time
  • Time Categories

Flow Time Occasion Time Deadline Time Leisure Time Time To Kill

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Time Poverty

  • Time poverty is creating opportunities for many new products (like portable soups) that let people multitask.

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Drawings of Time

Figure 10.2

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Psychological Time

  • Linear Separable Time:
  • Events proceed in an orderly sequence and different times are well defined.
  • Procedural Time:
  • When people ignore the clock and do things “when the time is right”
  • Circular or Cyclic Time
  • Time is governed by natural cycles
  • Queuing Theory
  • The mathematical study of waiting in lines

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Antecedent States

  • If It Feels Good, Buy It…
  • Pleasure and Arousal:
  • Two dimensions which determine if a shopper will react positively or negatively to a consumption environment
  • Mood:
  • Some combination of pleasure and arousal
  • Consumers give more positive evaluations when they are in a good mood
  • Can be affected by store design, weather, or other factors specific to the consumer

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Dimensions of Emotional States

Figure 10.3

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Shopping: A Job or An Adventure?

  • Reasons for Shopping:
  • Shopping Orientation: General attitudes about shopping
  • Hedonic Shopping Motives:
  • Social Experiences
  • Sharing of Common Interests
  • Interpersonal Attraction
  • Instant Status
  • The Thrill of the Hunt
  • E-Commerce: Clicks Versus Bricks

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Customizing at Covergirl

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Pros and Cons of E-Commerce

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Discussion Question

  • E-Commerce is changing the way people shop. E-commerce sites like Bluefly give shoppers the option of shopping without leaving home.
  • What products do you not feel comfortable buying online? Why?

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Retailing as Theater

  • Retail Theming
  • The strategy of creating imaginative environments that transport shoppers into fantasy worlds or providing other kinds of stimulation.

  • Store Image
  • The personality of a store including the store’s location, merchandise suitability, and the knowledge and congeniality of its sales staff.
  • Atmospherics
  • The “conscious designing of space and its various dimensions to evoke certain effects in buyers.”
Landscape themes Marketspace themes Cyberspace themes Mindscape themes

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FedEx Brand Position

Figure 10.4

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In-Store Decision Making

  • Spontaneous Shopping
  • Unplanned buying: Occurs when a person is unfamiliar with a store’s layout or when under some time pressure; or, a person may be reminded to buy something by seeing it
  • Impulse buying: Occurs when the person experiences a sudden urge that cannot be resisted
  • Impulse items: Items conveniently placed near a checkout

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Spontaneous Shopping

  • Smart retailers recognize that many purchase decisions are made at the time the shopper is in the store. That’s one reason why grocery carts sometimes resemble billboards on wheels.

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One Consumer’s Image
of an Impulse Buyer

Figure 10.5

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Categorizing Shoppers
by Advance Planning

  • Planners
  • Tend to know what products and specific brands they will buy beforehand.
  • Partial Planners
  • Know they need certain products, but do not decide on a specific brand until they are in the store
  • Impulse Purchasers
  • Do no advance planning

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Point-of-Purchase Stimuli

  • Point-of-Purchase Stimuli (POP)
  • An elaborate product display or demonstration, a coupon-dispensing machine, or someone giving out free samples
  • Some more dramatic POP displays:
  • Timex
  • Kellogg’s Corn Flakes
  • Elizabeth Allen
  • Tower Records
  • Trifari
  • Charmin
  • The Farnam Company

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Music Samplers

  • Music samplers that allow shoppers to check out the latest music tunes before buying have become a fixture in many stores.

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The Salesperson

  • Exchange Theory:
  • Every interaction involves an exchange of value.
  • Commercial Friendships:
  • When service personnel and customers form relationships
  • Identity Negotiation:
  • A relationship in which some agreement must be reached about the roles of each participant
  • Interaction Styles:
  • Salespeople can adapt their approach according to customer’s traits and preferences

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Postpurchase Satisfaction

  • Consumer satisfaction/dissatisfaction (CS/D):
  • Determined by the overall feelings, or attitude, a person has about a product after it has been purchased.
  • Perceptions of Product Quality:
  • Consumers use a number of cues to infer quality
  • Quality Is What We Expect It To Be:
  • Expectancy Disconfirmation Model: Consumers form beliefs about product performance based on prior experience with the product and/or communications about the product that imply a certain level of quality.
  • Managing Expectations: Customer dissatisfaction is usually due to expectations exceeding the company’s ability to deliver.

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Quality Perceptions

  • This ad for Ford relies on a common claim about quality.

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Customer Expectation Zones

Figure 10.6

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Acting on Dissatisfaction

  • Three Possible Courses of Action
  • Voice Response: The consumer can appeal directly to the retailer for redress.
  • Private Response: Express dissatisfaction about the store or product to friends and/or boycott the store.
  • Third-Party Response: The consumer can take legal action against the merchant, register a complaint with the Better Business Bureau, or write a letter to the newspaper.
  • TQM: Going to the Gemba
  • Gemba: The one true source of information.

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Going to the Gemba

Figure 10.7

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Planet Feedback

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Product Disposal

  • Disposal Options:
  • (1) Keep the item
  • (2) Temporarily Dispose of it
  • (3) Permanently dispose of it
  • Lateral Cycling: Junk Versus “Junque”
  • Lateral Cycling: When already purchased objects are sold to others or exchanged for other things.
  • Underground Economy: Secondary markets (e.g. eBay)

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Consumers’ Disposal Options

Figure 10.8

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Volkswagen

  • This Dutch ad says, “And when you’ve had enough of it, we’ll clear it away nicely.”

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Discussion Question

  • How do secondary markets created by such sites as eBay affect the sales of new goods from traditional retailers? What can they do to compete with these products?

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Used CD’s

  • The used recording market is alive and well.

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ReDo