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