Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
200

What field studies how individuals, groups, or organizations select, use, and dispose of products to satisfy needs?

 Consumer behavior

200

What type of research focuses on understanding consumers’ thoughts, feelings, and experiences through open-ended discussions?

Qualitative Research

200

What is the process by which physical sensations are selected, organized, and interpreted?

Perception

200

What is the process of acquiring knowledge or behavior through experience?

Learning

200

What term describes the use of game elements like points, badges, and leaderboards in non game environments such as marketing or education?

Gamification

400

What are the four elements of the marketing mix?

Product, Price, Place, Promotion

400

What type of research collects numerical data, such as customer satisfaction ratings on a scale from 1 to 10?

Quantitative Research

400

What marketing technique uses elements like fragrance, lighting, sound, or touch to influence consumer experience?

Sensory marketing

400

What type of learning occurs when a neutral stimulus becomes associated with a positive stimulus, such as a brand linked with a celebrity?

Classical conditioning

400

Name two common elements used in gamification systems to motivate participation.

Points, badges, levels, leaderboards, or challenges

600

 What term describes a group of consumers with similar needs that differ from the overall market?

Market Segment

600

 What qualitative research method involves a small group of consumers discussing their perceptions of a product or brand with a moderator?

Focus group

600

What term describes when consumers only notice marketing messages that match their needs, interests, or beliefs?

Selective exposure

600

What type of conditioning strengthens behavior through rewards or reinforcement?

Instrumental Conditioning, also called Operant Conditioning

600

What is the main goal of gamification in marketing and learning environments?

To increase engagement and motivation

800

 What concept refers to the difference between the total benefits a consumer receives and the total costs they incur?

Customer Value

800

What type of research method studies how a change in a variable, such as packaging design, affects consumer behavior?

 Experimental Research

800

What type of stimulus is presented below the threshold of conscious awareness so consumers do not realize they are seeing or hearing it?

Subliminal stimulus

800

What are the three stages of the memory process?

Encoding, Storage, and Retrieval

800

Gamification encourages repeated behavior by using rewards. Which learning principle explains this effect?

Operant conditioning

1000

In the conceptual model of consumer behavior, culture, family, and reference groups are examples of what type of influence?

External influences

1000

What type of research analyzes written or visual data, such as themes found in online reviews or social media comments?

Content/Text analysis

1000

What perceptual principle in advertising makes the brand stand out as the main object while everything else becomes the background?

Figure ground principle

1000

A grocery store rewards customers with a free product every 10 purchases they make using their loyalty card. What type of reinforcement schedule is this?

 Fixed-ratio reinforcement

1000

According to gamification principles, what two mechanisms help strengthen learning and brand recall when consumers repeatedly interact with a game-based system?

Repetition and rewards

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