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Last upload 16.04.2007

MOTIVATION

 

Adapted from Consumer Behaviour, an European Perspective, by M. Solomon and others, Prentice Hall, accesed 15-9-2007

MOTIVATION refers to the processes that cause people to behave as they do.

Motivation occurs when a need is aroused that the consumer wishes satisfy

The desired end-state is the consumer goal

DISCREPANCY

When a need is arousing, a discrepancy exist between the consumer present-state and some ideal state.

This gap creates a state of tension. Its magnitude determines the urgency the consumer feels to reduce the tension

A need can be satisfied in any number of ways.

Each person chooses his specific path.

This path is influenced both by his set of experiences and his values

MASLOW: HIERARCHY OF NEEDS

Maslow formulated a hierarchy of biogenic and psychogenic needs, in which certain levels of motives are specified

The order of development is fixed: a certain level must be attained before the next higher one is activated.

One must first satisfy basic needs before progressing up the ladder: a starving man shouldn’t be interested in status symbols, friendships or self-fulfilment

This model contains many problems but is a standart in marketing knowledge. It provides us with so many examples and ideas that really works.

And the best way to know one model is critize it


HIDDEN MOTIVES

The consumer may be unaware of the actual need/want he is attempting to satisfy, or he not be willing admit that that need exists

Some researches feel that a greaat many purchase decisions are not the result of deliberate, logical and aware decisions

Motivational research tend to be less expensive than large-scale quantitive survey data, and is very useful in a exploratory way

INVOLVEMENT

People can get pretty attached to products.

Involvement can be defined as a person’s perceived relevance of the object, based on their inherent values and interests

The object can be:
1. A product or brand
2. An advertisment
3. A purchase situation

FROM INERTIA TO PASSION

INERTIA: Is the lowest level of involvement; decision are made out of habits without motivation to consider alternatives
FLOW STATE: sense of playfulness, focused attention, distorted sense of time, challenge, etc. (Eg: PC games)
CULT PRODUCTS: Fierce consumer loyalty, devotion, etc.
PASSION: the highest level

VALUES

A value can be defined as a belief about some desirable end-state that trascends specific situations and guides selection of behavior

There are many differences about values between countries

Every culture has a set of core values, but in many cases, values are universal

MATERIALISM:
CONSUMPTION AS A GOAL

Materialism refers to the importance people attach to wordly possesions

Materialism may be considered a more general value underlying oher consumer values, thus reassuring us that an obvious way of realizing one’s values is through consumption

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