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  • 問題数 85 • 12/4/2023

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    問題一覧

  • 1

    an overall evaluation that expresses how much we like or dislike an object, issue, person, or action

    태도

  • 2

    based on facts

    인지

  • 3

    classifies pros and cons of any given object so that it rapidly can be categorized into products which we wish to use or those which we do not use

    인지

  • 4

    based on how we feel about elements

    감정

  • 5

    is merely a way to express

    감정

  • 6

    proposing that in some situations, individuals are unaware of how they feel until they see how they behave

    자기지각이론

  • 7

    comes from people’s observations of how they behave towards a person or a stimulus

    행동

  • 8

    proposes that a person’s behavior is a function of his success expectation and the value of the goal towards which he is working

    기대가치모형

  • 9

    attitude that people are consciously aware of

    명시적태도

  • 10

    attitude that is involuntary, uncontrollable and often unconscious

    암묵적태도

  • 11

    Three theories to explain why attitude change may take place

    기능이론 인지부조화이론 휴리스틱체계적모델

  • 12

    is based on the idea that attitude serves specific functions.

    기능이론

  • 13

    proposes that people strive for consonance

    인지부조화이론

  • 14

    Main underlying idea is that people will be motivated to engage in certain activity in order to maintain consonance; An attitude is changed to reduce feeling of unease arising when an attitude is inconsistent with another information.

    인지부조화이론

  • 15

    Generally people tend to avoid exposure to discomforting information

    선택적노출가설

  • 16

    The message has to be processed either systematically or heuristically

    휴리스틱체계적모델

  • 17

    a mental shortcut which a form of rule of thumb

    편의적인

  • 18

    is explained by automatic activation and strong object-evaluation association

    접근가능성

  • 19

    affects not only the strength of an attitude but also accessibility.

    직접적경험

  • 20

    Because individuals use mass media to learn about the society and the media often show a skewed picture of reality, people may develop ‘a media (e.g., TV, internet) reality,’ instead of a social reality.

    배양가설

  • 21

    a prominent stimulus presented at concrete words, pictures, or instructions to imagine

    생생한자극

  • 22

    stimulus which stands out from the larger context in which it is placed because it is bright, big, complex, moving, or prominent in its environment

    현저한자극

  • 23

    explain how different types of processing of persuasive messages can lead to stronger/weaker and long- lasting/short attitudes.

    정교화가능성모델

  • 24

    a route focusing on actural product messages in an advertisement, to interpret, form beliefs about product attributes, and integrate for brand attitudes and intentions

    중심통로

  • 25

    lead to relatively strong and long-lasting attitude change

    중심통로

  • 26

    a route focusing on superficial cues (e.g., model, music, background scene, number of arguments) of an advertisement instead of actual product messages

    주변통로

  • 27

    lead to relatively weak and temporary attitude change

    주변통로

  • 28

    who is presenting the information about a product

    정보원

  • 29

    The more similar a presenter is to ourselves, the more persuasive she is.

    유사성의효과

  • 30

    the effect that the impact of a low-credibility source decreases over time (for a powerful message), because consumers forget the source of a message more quickly than the message itself

    수면자효과

  • 31

    are common when trying to change reckless behaviors such as driving too fast under the influence of alcohol

    공포소구

  • 32

    deliberately shocks and offends the audience by violating norms, culture or custom.

    쇼크광고

  • 33

    a stimulus that cannot be consciously perceived but still supposedly affect people’s judgment, attitude, and behavior

    식역하자극

  • 34

    activation of sensory receptors by stimuli presented below the perceptual threshold

    식역하지각

  • 35

    a process that leads people to behave in a particular way

    동기

  • 36

    what a person is aiming to do

    방향

  • 37

    how much effort a person is willing to make in order to achieve the desired goal

    노력

  • 38

    how long a person is prepared to try and achieve a goal

    지속성

  • 39

    triggering factor

    욕구

  • 40

    What makes a person put effort

    충동

  • 41

    What one is trying to achieve

    목표

  • 42

    a need that has practicality of functional benefits

    실용적욕구

  • 43

    experiential need involving emotional responses

    쾌락적욕구

  • 44

    Discrepancy between a person’s current state and an ideal state causes tension and discomfort, which in turn will make people experience arousal (drive). -> People strive to reduce the arousal by engaging in a goal-oriented behavior.

    충동

  • 45

    the result of motivated behavior

    목표

  • 46

    what an individual is trying to accomplish

    목표

  • 47

    wish, hope, aspiration; linked to promotion system

    이상적목표

  • 48

    duty, responsibility, obligation; linked to prevention system

    의무적목표

  • 49

    motivation happening when people have a desire to engage in an activity for its own sake; leads to a longer lasting effect

    내적동기

  • 50

    motivation happening when people expect some sort of reward

    외적동기

  • 51

    the most basic; essential for survival

    생리적욕구

  • 52

    an example is need for shelter

    안전욕구

  • 53

    e.g., need for joining a club, dating

    소속감과애정의욕구

  • 54

    e.g., self-respect, respect of others

    자존감의욕구

  • 55

    striving to fulfill his or her own potential; may be spiritual

    자아실현의욕구

  • 56

    a behavioral approach to explain motivation

    충동감소이론

  • 57

    human are driven to action by biological needs that generate unpleasant states of arousal.

    충동감소이론

  • 58

    People are motivated to reduce arousal (goal-oriented behavior), to achieve homeostasis (balance state).

    충동감소이론

  • 59

    Motivation depends on outcome expectation and efficacy expectation

    자아효능감이론

  • 60

    an individual’s confidence in her capacity to organize and perform a given action to achieve a goal

    자아효능감

  • 61

    The main idea is that the more desirable a goal is to a person, the more likely he will choose such a goal, if he thinks the goal is attainable.

    기대가치이론

  • 62

    People are attracted to behaviors that offer positive incentives and tend to avoid those that they associate with negative outcomes.

    인센티브이론

  • 63

    is a cognitive consistency theory

    균형이론

  • 64

    that people have both attitudes toward (sentiment relations) and connections to (unit relations) other people, objects, ideas, or events

    균형이론

  • 65

    It differs from a drive reduction theory in that because it does not rely on reduction of tension and proposes balanced amount of arousal for motivation.

    각성이론

  • 66

    preconceptions of what is deemed important or valuable

    가치

  • 67

    learning other cultures’ value systems

    문화적적응

  • 68

    an individual’s perception of an object based on need, value, and intersts

    관여도

  • 69

    are ‘rules of thumb’ which individuals subconsciously apply to reduce mental effort involved in decision-making.

    휴리스틱

  • 70

    a cognitively based model originated from the area of social cognition

    접근진단모델

  • 71

    how easily an input can be retrieved from memory

    접근성

  • 72

    perceived relevance of a stimulus to discriminate that stimulus against other stimuli

    진단성

  • 73

    the way in which information is put into a context influences decision-making; the initial reference point or anchor

    프레이밍효과

  • 74

    buying the same brand repeatedly (behavioral component) because of emotional attachment and strong preference

    브랜드충성도

  • 75

    a specialized, non- geographically bound community, based on astructured set of social relationships among users of a brand

    브랜드커뮤니티

  • 76

    a summation of an individual’s activities which are affected by both positive and negative emotional experiences that in turn make people feel good or bad about herself

    행복

  • 77

    leads to negative, sometimes destructive result

    불리한소비

  • 78

    leads to positive, good result

    유리한소비

  • 79

    can be defined as the importance a consumer attaches to worldly possessions

    물질주의

  • 80

    buying from irresistible urge to perform irrational buying and consuming

    강박적구매

  • 81

    consumption related to genuine experiences rather than possession; often leads to consumer happiness

    경험적소비

  • 82

    marketing giving strong, touching, and persistent memory by inducing holistic responses

    경험적마케팅

  • 83

    relies on autobiographical memory, which is knowledge we have about ourselves and our personal experiences, also called episodic memory.

    자전적광고

  • 84

    which is related to overall happiness in life

    장기적행복

  • 85

    related to instant gratification and satisfaction.

    단기적행복