Core Concepts of Marketing

(Marcin) #1

78 CHAPTER 4 UNDERSTANDINGBUYERBEHAVIOR


communicationwithbuyersinparticular,andit hasreceiveda greatdealofstudy.Asses3-
inghowa personprocessesinformationisnotaneasytask.Oftenobservationhasserved
asthebasis.Yettherearemanytheoriesastohowtheprocesstakesplace.Onewidely
acceptedtheoryproposesa fivestepsequence.^2


  1. Exposure.Informationprocessingstartswiththeexposureofconsumerstosome
    sourceofstimulationsuch aswatchingtelevision, goingtothesupermarket,or
    receivingdirectmailadvertisementsathome.Inordertostarttheprocess,mar-
    keter~mustattractconsumerstothestimulusorputit squarelyinthepathofpeo-
    pleinthetargetm"rket.

  2. Attention.Exposurealonedoeslittleunlesspeopiepayattentiontothestimulus.
    AtaJ1Ymoment,peoplearebombardedbyallsortsofstimuli,buttheyhavealim-
    itedcapacitytoprocessthisinput.Theymustdevotementalresourcestostimuli
    inordertoprocessthem;inotherwords,theymustpayattention.lVlarketerscan
    increasethelikelihoodofattentionbyprovidinginforrrationalcuesthatarerel-
    evanttothebuyer.

  3. Perception. Perceptioninvolvesclassifyingtheincomingsignalsintomeaningful
    categories,formingpatte, ns,andassigningnamesorimagestothem.Perception
    is theassignmentofmeaningtostimulireceivedthroughthesenses.(Morewill
    besaidaboutperceptionlater.)

  4. Retention.Storageofinformationforlaterreference,orretention,isthefourth
    stepoftheinformation-processingsequence.Actually, theroleofretentionormem-
    oryinthesequenceis twofold.First,memoryholdsinformationwhileit isbeing
    processedthroJghoutthesequence.Second,memorystoresinformationforfuture,
    long -termuse.H eavyrepetitionandDuttinga messagetomusicaretwothings
    marketersdotoerhanceretention.

  5. Retrieval andApplication.Theprocessbywhichinformationisrecoveredfrom
    thememorystorehousei:.calledretrieval. Applicationisputtingthatinformation


INTEGRATED MARKETING •


KIDSAREHOOKEDONLINE

Thesedays,practicallyeventhetiniestoftykesistech-savvy.
Andit'snowonder.Therearecomputersin elementary
schools,computergames,and,ofcourse,thereiseducational
software.
Kidsspenda lotoftimeonline,notjustat school,butalso
at home,forsocialinteractionandentertainment.According
to market researcherTeenResearch Unlimited, 62%of
teenagerssaytheylogonathome for4.2hoursawe~k,while
46%spend2.3hoursa weekusinga computeroutsidethe
home.Teenssaytheyspendmostoftheironlinetimedoing
research(72%),sendingandreadingemail(63%),playing
games(28%),andcheckingoutthingstobuyormakingpur-
chases(23%). '
InternetconsultancyCyberDialogueDatarevealsthenum-
berofteenagersgoingonlineatleastoncea monthgrewby
nearly270%between 1998 and1999.Thatfrequency,cou-

pledwiththefactthat 19 %ofthesekidshavea creditcard
inhisorherownnameand9%haveaccesstoa parent'scard
toshoponline,addsuptoa huge customerbaseforInternet
marketers.
Snowball.comisa portalthatclaimstoservebothGenY
andGen Xyouth.ItincludesChickClick.comforyoung
women,IGN.col'(lforyoungmen,PowerStudents.comfor
highschoolandcollegestudents,andInsideGuide.comfor
collegestudents.Theportalhasinkeddealswithmajormar-
keters,includingSony,Toyota,andPillsbury. Thesitealso
hasreceiveda lotofinterestfromtheentertainmentworld.

Sources:JenniferGilbert, "NewTeenObsession,"Advertising
Age,Febmary14,2000,p.8;"SchoolDaze,"AmericanDemo-
graphics,August1999,p. 80;KrestinaFiliciano,"JustKidding,"
Adweek,May1,2000,p.58.
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