Professional Documents
Culture Documents
Models of Consumer Behaviour
Models of Consumer Behaviour
Models of Consumer Behaviour
Week 2
Consumer Behaviour
and Food Marketing
Models of Consumer Behaviour
• Types of consumption
• Purchase paradigms
• Modelling food consumption behaviour
Tap water
Group consumption
• Purchase based on some group influence
process
– Family expenditures
– Company purchases
Mineral water
Purchase paradigms, theories and
models
Paradigm (perspective, framework)
Theory MODEL
Why do we need Consumer Behaviour
theories, paradigms and models?
• To support marketing practices as:
– Use of pricing incentives
• Impact on sales
• Reaction after the end of price cuts
• Understanding reasons behind consumer behaviour
– Advertising
• Impact on sales (or loyalty or brand recognition)
• Duration of effects
• Underlying mechanisms
– Brand extension
• Impact on the new product
• Impact on the old product
• Why?
Example: price cuts
• During promotion: sales (quantity) up by
50%
• After promotion: sales at same level as
before
• Why?
– % of new purchasers
– Perception low prices as low quality
Purchase paradigms
• Are not mutually exclusive
• Subjective preferences
• Appropriateness for particular conditions
Purchase paradigms
1. Cognitive paradigm (US)
– Purchase as the outcome of problem-solving
3. Habit paradigm
– Pre-established pattern of behaviour
The Cognitive paradigm
• Decision-making as an explanation for
consumer behaviour
“The cognitive consumer is credited with the
capacity to receive and handle considerable
quantities of information, to engage actively in the
comparative evaluation of alternative products and
brands, and to select rationally among them”
[Foxall]
Cognitive paradigm
• Does it work?
• Typical purchase (especially for food)
– Few alternatives
– Little external search
– Few evaluative criteria
• Engel, Blackwell and Miniard (1995)
Extended Problem Solving
• New and important purchases
Problem/need recognition
Evaluation of alternatives
Purchase
Consumption
Post-consumption evaluation
Limited problem solving
• Even in new purchase there are no time,
resource and motivation to the search
• Search for information and evaluation of
alternatives are limited
Habitual decision-making
• Loyalty to the brand
• Inertia
– The need is satisfied, but there is no special
interest in the product
• Food products
• “Satisficing behaviour”
Accept the first solution that is good enough to satisfy your
need, even if a better solution may be missed
Satisficing behaviour (Simon,
1957; Klein, 1989)
Need recognition
NO
Purchase?
YES
END
The Reinforcement paradigm
(Learning Theory)
• Reinforcer: an experience which raises the
frequency of “responses” associated with it
• Punisher: an experience which reduces the
frequency of such response
[Skinner, 1938; 1953]
The learned behaviour theory
• Past behaviour teaches us, and after
learning we can modify later behaviour
– Satisfaction/unsatisfaction with a product
– It is a valid theory both under the reinforcement
and habit paradigm
Some types of learning
• Classic conditioning (Pavlov’s dog)
• Watson and Rayner “Little Albert” (1920): rats, iron bars and
the “generalising effect”
• Learning is generalised
– Brand extension: use of an existing brand for a new product
– Use of stimuli: packaging, brand names, colours, smells, music, context
of purchase/consumption
• Reinforcement learning
– Trial and error learning
– Shaping (behaviour changed by reinforcing the performances that show
change in a desired direction)
Classical conditioning
• Signs and colour coding (e.g. mailbox)
The satiation effect
• Heavily used reinforcements lose power
(satiation effect)
– Wearout in advertisement
– Desensitisation: stimulus satiation
Stimuli and reinforcement
learning
• Continuous and Intermittent learning
– Continuous is quicker
– Intermittent has a larger final effect
– Extinction period after the end of reinforcement
is longer for intermittent learning
• Example of reinforcers: Kinder egg surprise,
“air miles”, Tesco clubcard point, cashback
Punishment and reinforcement
learning
• Food poisoning consequences
– One failure is enough
– Undiscovered later improvements of the
product
– Effect is long-lasting
Reinforcement and marketing
strategy
• Control stimuli to “direct” behaviour
• Reinforcers
– Pleasure
– Information
• Degree of “opennes” (range of activities
available to the consumer)
• Environment affects behaviour
The Habit paradigm
• While the cognitive and reinforcement paradigms
are based on dynamics and change, the habit one
is related to aggregate stable markets, where
behaviour is seen as relatively unchanging.
• The habit paradigm excludes problem-solving or
planning
• Judgment comes after purchase and habits may be
broken
The involvement factor
• Involvement
– Importance of purchase
– Risks involved
• Potential costs
• Irreversibility of the decision
– Type of cognitive process that is generated