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Learning and Memory Chapter 3 Learning Objectives • • • • • How we (and consumers) learn Types of learning Main characteristics of learning Using learning in marketing strategies Importance of brand image and product positioning 3-2 Learning • Learning refers to any change in the content or organisation of long-term memory • Consumer behaviour is largely learned behaviour 3-3 The Learning Process • Products as reminders of life experiences • Products + memory = brand equity/loyalty • Learning: a relatively permanent change in behavior caused by experience – Incidental learning – Ongoing process 3-4 The Learning Process • 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) 3-5 Learning as a Key to Consumer Behaviour 3-6 Learning Results from Information Processing and Causes Changes in Memory 3-7 Involvement and Learning • Learning under high-involvement conditions – Consumer has a high motivation to learn • Learning under low-involvement conditions – Most consumer learning is in a lowinvolvement context 3-8 Learning Theories in High- and Low-Involvement Situations 3-9 Types of Learning Behavioural learning Theories – Conditioning • Classical conditioning • Operant conditioning Cognitive learning – Iconic rote learning – Vicarious learning/modelling – Reasoning 3-10 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. 3-11 Behavioral Learning Theories • Learning = responses to external events – “Black box” – Observable behavior • Classical conditioning & instrumental conditioning Stimulus Consumer Figure 3.1 Response 3-12 Conditioning Conditioning is based on the association of a stimulus (information) with a response (behaviour or feeling) 3-13 Classical Conditioning • Establishing a relationship between stimulus and response to bring about the learning of the same response to a different stimulus • Most common in low-involvement situations • Learning is more often a feeling or emotion than information 3-14 Consumer Learning through Classical Conditioning 3-15 How Affective Response Leads to Learning 3-16 Classical Conditioning • Ivan Pavlov • CS + UCS = response – Over time: CS = response • Brand names as CS – Credit card as CS • Music, humor, imagery • CS first, then UCS 3-17 Classical Conditioning (Cont’d) • Repetition of exposure – Type of medium used – Extinction – Beware of… • Advertising wear out • Frequent product encounters 3-18 Classical Conditioning (Cont’d) • Stimulus Generalization – Halo effect • Application – Brand equity – Brand leverage – Family branding, product line extensions, licensing, look-alike packaging 3-19 Example of Stimulus Generalisation to Launch a New Product 3-20 Classical Conditioning (Cont’d) • Stimulus Discrimination It occurs when UCS does not follow a stimulus similar to a CS • Application – Brand positioning • Unique attributes of brand 3-21 Instrumental Conditioning • Trial precedes liking – Product sampling is an example of this type of learning 3-22 The Process of Shaping in Purchase Behaviour 3-23 Instrumental Conditioning • Occurs as the individual learns to perform behaviors that produce positive outcomes and avoid behaviors that yield negative outcomes • Shaping – The desired behavior may be learned over a period of time, as intermediate actions are rewarded in a process called shaping. 3-24 Instrumental Conditioning • Behaviors = positive outcomes or negative outcomes – Deliberate behavior to obtain a goal • Positive reinforcement – Frequency marketing, thank you letters, rebates, follow-up phone calls • Negative reinforcement • Punishment • Extinction 3-25 Instrumental Conditioning (Cont’d) • Reinforcement schedules include… – Fixed-interval (seasonal sales) – Variable-interval (secret shoppers) – Fixed-ratio (grocery-shopping receipt programs) – Variable-ratio (slot machines) 3-26 Applications of Instrumental Conditioning Principles • Reinforcement of Consumption: – Thank you – Rebates – Follow-up phone calls • Frequency Marketing: – Reinforces regular purchases by giving them rewards with values that increase along with the amount purchased • Frequent flyer miles 3-27 Cognitive Learning Theory • People = problem solvers • Active use of information to master environment 3-28 Cognitive Learning • Iconic rote learning – Association between two or more concepts in the absence of conditioning • A substantial amount of low-involvement learning involves iconic rote learning • Achieved by repeated advertising messages 3-29 Cognitive Learning (cont.) • Vicarious learning/modelling – Observe others' behaviour and adjust their own accordingly • common in both high-involvement and lowinvolvement situations • Reasoning – most complex form of cognitive learning • most high-involvement decisions generate some reasoning 3-30 Observational Learning • We watch others and note reinforcements they receive for behaviors – Vicarious learning – Socially desirable models/celebrities who use or do not use their products 3-31 Observational Learning (Cont’d) • Modeling: imitating others’ behavior ATTENTION RETENTION Figure 3.3 (Abridged) PRODUCTION PROCESSES MOTIVATION OBSERVATIONAL LEARNING 3-32 Applications of Cognitive Learning Principles • Consumers learn vicariously by seeing others receive reinforcement for their behaviors. • Marketers can reinforce or punish consumers indirectly by showing what happens to desirable models who do or do not use their products. • Consumers’ evaluations of models are not limited to stimulus-response connections. – Attractiveness can be based on several components (e.g. physical attractiveness, expertise, similarity to the evaluator) 3-33 Memory • Memory is the total accumulation of prior learning experiences • Sensory Memory: – Very temporary storage of information we receive from our senses • Short-term memory – working memory – the role of images, sight, sound, smell, taste and tactile situations • Long-term memory – unlimited permanent storage – schematic memory • linking to ‘chunks’ of information 3-34 The Role of Memory in Learning • Memory – A process of acquiring and storing information such that it will be available when needed. • Stages of Memory – Encoding stage • Information entered in a recognizable way – Storage stage • Knowledge integrated into what is already there and warehoused – Retrieval stage • The person accesses the desired information 3-35 Role of Memory in Learning • Memory: acquiring information and storing it over time so that it will be available when needed • Information-processing approach – Mind = computer & data = input/output EXTERNAL INPUTS ENCODING STORAGE Figure 3.4 (Abridged) RETRIEVAL 3-36 The Memory Process 3-37 Figure 3.4 Memory and Advertising This Brazilian ad illustrates that external memory aids like Post-Its can help us to remember many of the details of 3-38 modern life. Encoding • The way we encode information can help us retain it later 3-39 Encoding Information for Later Retrieval • Types of meaning: – Sensory meaning (e.g. color or shape) – Sense of familiarity (e.g. seeing a food that we have tasted) – Semantic meaning: Symbolic associations (e.g. rich people drink champagne) • Personal relevance: – Episodic memories: Relate to events that are personally relevant – Flashbulb memories: Especially vivid associations – Narrative: An effective way of persuading people to construct a mental representation of the information that they are viewing 3-40 Memory Systems SENSORY MEMORY SHORT-TERM MEMORY ATTENTION LONG-TERM MEMORY ELABORATIVE REHEARSAL Figure 3.5 (Abridged) 3-41 Chunking • Informational unit in short-term memory (STM) – Brand name – Area code of telephone number – Optimal size for retrieval 3-42 Storing Information in Memory (cont.) • 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 – Node: A concept related to a category. Knowledge structure is stored on nodes. – An associative network is developed as links form between nodes. – Proposition ( belief): A larger unit of meaning (i.e., formed by combinations of nodes) – Schema: A cognitive framework (comprised of propositions) developed through experience 3-43 • Script: A type of schema consisting of a sequence An Associative Network for Perfumes 3-44 Figure 3.6 Storing Information in Memory (conc.) • Levels of Knowledge: – Knowledge is coded at different levels of abstraction and complexity. Nodes Proposition Chunk Schema Script 3-45 Storing Information in Memory (conc.) • Spreading Activation: – A process which allows consumers to shift back and forth between levels of meaning • • • • • Brand Specific Ad-Specific Brand Identification Product Category Evaluative Reactions 3-46 Retrieval for Purchase Decisions • Retrieving information often requires appropriate factors & cues: – Physiological factors – Situational factors • Consumer attention; pioneering brand; descriptive brand names – Viewing environment (continuous activity; commercial order in sequence) – Post-experience advertising effects 3-47 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 no 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. 3-48 Retrieving Information for Purchase Decisions (cont.) • State-Dependent Retrieval: – (a.k.a. mood congruence effect) A process by which consumers are better able to access info if their mood is the same at the time of their recall as when the info was learned. – A few marketing researchers use hypnosis to dredge up past memories of experiences with products. • Familiarity and Recall: – Prior familiarity enhances recall. • Salience and Recall: – Salience: The prominence or level of activation of stimuli in memory 3-49 – Von Restorff Effect: Any technique that increases the novelty of a stimulus also improves recall. 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. • How many of these Ad icons can you remember from the picture alone? 3-50 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 3-51 as easily recalled.