MKT 3210 EXAM 2 VOCAB
STUDY GUIDE
Chapter 4:
Market research ethics – taking an ethical and aboveboard approach to conducting
market research that does no harm to the participant in the process of conducting the
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MKT 3210 EXAM 2 VOCAB
STUDY GUIDE
Chapter 4:
Market research ethics – taking an ethical and aboveboard approach to conducting
market research that does no harm to the participant in the process of conducting the
research
Database – an organized collection (often electronic) of data that can be searches and
queried to provide information about contacts, products, customers, inventory, and more
Marketing information system (MIS) – a process that first determines what information
marketing managers need and then gathers, sorts, analyses, stores, and distributes
relevant and timely marketing information to system users
Intranet – an internal corporate communication network that uses Internet technology to
link company departments, employees, and databases
Market intelligence systems – a method by which marketers get information about
what‟s going on in the world that is relevant to their business
Reverse engineering – the process of physically deconstructing a competitor‟s product
to determine how it‟s put together
Market research – the process of collecting, analyzing, and interpreting data about
computers, competitors, and the business environment in order to improve marketing
effectiveness
Syndicated research – research by firms that collect data on a regular basis and sells the
reports to multiple firms
Custom research – research conducted for a single firm to provide specific information
its managers need
Marketing decision support system (MDSS) – the data, analysis software, and
interactive software that allow managers to conduct analyses and find the information
they need
Data – raw unorganized facts that need to be processed
Information – interpreted data
Customer insights – the collection, deployment, and interpretation of information that
allows a business to acquire, develop, and retain their customers
Research design – a plan that specifies what information marketers will collect and what
type of study they will do
Secondary data – data that have been collected for some purpose other than the problem
at hand
Primary data – data from research conducted to help make a specific decision
Exploratory research – a technique that marketers use to generate insights for future,
more rigorous studies
Focus group – a product-oriented discussion among a small group of consumers led by a
trained moderator Market research online community (MROC) – a privately assembled group of people,
usually by a market research firm or department, utilized to gain insight into consumer
sentiments and techniques
Case study – a comprehensive examination of a particular firm or organization
Ethnography – an approach to research based on observations of people in their own
homes or communities
Descriptive research – a tool that probes more systematically into the problem and bases
its conclusions on large numbers of observations
Cross-sectional design – a type of descriptive technique that involves the systematic
collection of quantitative information
Longitudinal design – a technique that tracks the responses of the same sample of
respondents over time
Causal research – a technique that attempts to understand cause-and-effect relationships
Experiments – a technique that tests predicted relationships among variables in a
controlled environment
Neuromarketing – a type of brain research that uses technologies such as functional
magnetic resonance imaging (fMRI) to measure brain activity to better understand why
consumers make the decisions they do
Telemarketing – the use of the telephone to sell directly to consumers and business
customers
Mall intercept – a study in which researches recruit shoppers in malls or other public
areas
Unobtrusive measures – measuring traces of physical evidence that remain after some
action has been taken
Mechanical observation – a method of primary data collection that relies on machines to
capture human behavior in a form that allows for future analysis and interpretation
Eye tracking technology – a type of mechanical observation technology that uses
sensors and sophisticated software to track the position and movement of an individual‟s
eyes to gain context-specific insights into how individuals interact with and respond to
different visual elements and stimuli
Cookies – text files inserted by a website sponsor into a web surfer‟s hard drive that
allows the sight to track the surfer‟s moves
Predictive technologies – analysis techniques that use shopping patterns of large
numbers of people to determine which products are more likely to be purchased if others
are
Bounce rate – a marketing metric for analyzing website traffic. It represents the
percentage of visitors who enter the site and “bounce” rather than continuing to view
additional pages on the site
Validity – the extent to which research actually measures what it was intended to
measure
Internal validity – the extent to which the results of a research study accurately measure
what the study intended to measure by ensuring proper research design, including efforts
to ensure that any potentially confounding factors were not included or introduced at any
point during the executing of the research study External validity – the extent to which the results of a research study can be generalized
to the population its sample was intended to represent, providing a higher level of
confidence that the findings can be applied outside of the setting where the research was
conducted
Reliability – the extent to which research measurement techniques are free of errors
Representativeness – the extent to which consumers in a study are similar to a larger
group in which the organization has an interest
Sampling – the process of selecting respondents for a study
Probability sample – a sample in which each member of the population has some known
chance of being included
Nonprobability sample – a sample in which personal judgement is used to select
respondents
Convenience sample – a nonprobability sample composed of individuals who just
happen to be available when and where the data are being collected
Back-translation – the process of translating material to a foreign language and then
back to the original language
Chapter 5:
Customer relationship management (CRM) – a systematic tracking of consumers‟
preferences and behaviors over time to tailor the value proposition as closely as possible
to each individual‟s unique wants and needs
Mar-tech – short for marketing technology; commonly used to denote the fusion of
marketing and technology a particular focus is placed on the application of marketing
through digital mediums
One-to-one marketing – facilitated by CRM; allows for customization of some aspect of
the goods or services that are offered to each customer
Touchpoint – any point of direct interface between customers and a company
Marketing automation – a group of systems and technologies that can be used to
establish a set of rules for handling different marketing related processes in an automated
fashion
Big data – a popular term to describe the exponential growth of data – both structured
and unstructured – in massive amounts that are hard or impossible to process using
traditional database technologies
Internet of Things – describes a system in which everyday objects are connected ott the
internet and in turn are able to communicate information throughout an interconnected
system
Web scraping – the process of using computer software to extract large amounts of data
from websites
Sentiment analysis – the process of identifying a follower‟s attitude toward a product or
brand by assessing the content or emotion of his or her comments
Scanner data – data derived from items that are scanned at the cash register when you
check out with your loyalty card Channel partner model – a relationship between channel partners in which a two-way
exchange of information between purchasing organizations and their respective vendors
is facilitated through shared or integrated IT systems
Information overload – a state in which the marketer is buried in so much data that it
becomes nearly paralyzing to decide which of the data provide useful information and
which do not
Data mining – sophisticated analysis techniques to take advantage of the massive
amount of transaction information now available
Data warehouse – a system to store and process the data that results from datamining
Structured data – data that are typically numeric or categorical, can be organized and
formatted in a way that is easy for computers to read, organize, and understand, and can
be inserted into a database in a seamless fashion
Unstructured data – nonnumeric information that is typically formatted in a way that is
meant for human eyes and not easily understood by computers
Emotion analysis – a sophisticated process for identifying and categorizing the emotions
a follower possesses in relation to a product or brand by assessing the content of that
communication
Data scientist – an individual who searches through multiple, disparate data sources to
discover hidden insights that will provide a competitive advantage
Marketing analytics – a group of technologies and process that enable marketers to
collect, measure, analyze, and assess the effectiveness of marketing efforts
Digital marketing channels – the paths of distribution through which a company‟s
digital marketing communications can be delivered to reach their respective audiences
A/B Test – a method to test the effectiveness of altering one characteristic of a marketing
asset
Cost-per-click – an online ad purchase in which the cost of the advertisement is charged
only each time an individual clicks on the advertisement and is directed to the web page
that the marketer placed within the advertisement
Cost-per-impression – an online ad purchase in which the cost of the advertisement
shows up on a page that the user views
Search engine optimization (SEO) – a systematic process to ensure that your firm
comes up at or near the top of lists of typical search phrases related to your business
Landing page – a single page on a website that is built for a particular direct marketing
opportunity
Predictive analytics – uses large quantities of data within variables that have identified
relationships to more accurately predict specific future outcomes
Churn rate – the percentage of a company‟s customers who by the end of a time span
can no longer be considered customers of the company
Marketing metrics – specific measures that help marketers watch the performance of
their marketing campaigns, initiatives, and channels and, when appropriate, serve as a
control mechanism
Click-through – a metric that indicates the percentage of website users who have
decided to click on an advertisement to visit the website or web page associated with it
Conversion – signifies an event that occurs on a web page that indicates the meeting of a
predefined goal associated with the consumer‟s interaction with that page Cost-per-order – the cost of gaining an order in terms of the marketing investment made
to turn a website visitor into a customer who has chosen to make a transaction
Margin on sales – the difference between the price at which a product is sold and the
cost of the product
Chapter 6:
Consumer behavior – the process involved when individuals or groups select, purchase,
use, and dispose of goods, services, ideas, or experiences to satisfy their needs and
desires
Involvement – the relative importance of perceived consequences of the purchase to a
consumer
Perceived risk – the belief that choice of a product has potentially negative
consequences, whether financial, physical, or social
Problem recognition – the process that occurs whenever the consumer sees a significant
difference between his or her current state of affairs and some desired or ideal state; this
recognition initiates the decision-making process
Information search – the process whereby a consumer searches for appropriate
information to make a reasonable decision
Evoked set – all of the alternative brands a consumer is aware of when making a decision
Consideration set – the alternative brands a consumer seriously considers in making a
decision
Comparison shopping agents (shopbots) – web applications that help online shoppers
find what they are looking for at the lowest price and provide customer reviews and
ratings of products and sellers
Determinant attributes – the features most important to differentiate and compare
among the product choices
Evaluate criteria – the dimensions consumers use to compare competing product
alternatives
Compensatory decision rules – the methods for making decisions that allow
information about attributes of competing products to be averaged in some way
Heuristics – a mental rule of thumb that leads to a speedy decision by simplifying the
process
Brand loyalty – a pattern of repeat product purchases, accompanied by an underlying
positive attitude toward the brand, based on the belief that the brand makes product
superior to those of its competition
Consumer satisfaction/dissatisfaction – the overall feelings or attitude a person has
about a product after purchasing it
Cognitive dissonance – the anxiety or regret a consumer may feel after choosing from
among several similar attractive choices
Perception – the process by which people select, organize, and interpret information
from the outside world
Exposure – the extent to which a stimulus is capable of being registered by a person‟s
sensory receptors
Subliminal advertising – supposedly hidden messages in marketers‟ communications Attention – the extent to which a person devotes mental processing to a particular
stimulus
Multitasking – moving back and forth between various activities such as emails, TV,
instant messages, and so on
Rich media – a digital advertising term for an ad that includes advanced features other
elements like video and audio that encourage viewers to interact and engage with the
content
Interpretation – the process of assigning meaning to a stimulus based on prior
associations a person has with it and assumptions he or she makes about it
Motivation – an internal state that drives us to satisfy needs by activating goal-oriented
behavior
Hierarchy of needs – an approach that categorizes motives according to five levels of
importance, the more basic needs being on the bottom of the hierarch and the higher
needs at the top
Gamification – a strategy in which marketers apply game design techniques often by
awarding the points, badges, or levels to non-game experiences to engage consumers
Learning – a relatively permanent change in behavior caused by acquired information or
experience
Behavioral learning theories – theories of learning that focus on how consumer
behavior is changed by external events or stimuli
Classical condition – the learning that occurs when a stimulus electing a response is
paired with another stimulus that initially does not elicit a response on its own but will
cause a similar response over time because of its association with the first stimulus
Operant conditioning – learning that occurs as the result of rewards or punishments
Data brokers – companies that collect information on consumers, use it to create
detailed profiles of individuals, and sell or share the information with others
Cognitive learning theory – theory of learning that stresses the importance of internal
mental processes and that views people as problem solvers who actively use information
from the world around them to master their environment
Observational learning – learning that occurs when people watch the actions of others
and note what happens to them as a result
Attitude – a learning predisposition to respond favorably or unfavorably to stimuli on the
basis of relatively enduring evaluations of people, objects, and issues
Affect – the feeling component of attitudes; refers to the overall emotional response a
person has to a product
Sadvertising – advertising designed to arouse more negative emotions to get our
attention and create a bond with their products
Cognition – the knowing component of attitudes; refers to the beliefs or knowledge a
person has about a product and its important characteristics
Behavior – the doing component of attitudes; involves a consumer‟s intention to do
something, such as the intention to purchase or use a certain product
Personality – the set of unique psychological characteristics that consistently influences
the way a person responds to situations in the environment
Self-concept – an individual‟s self-image that is composed of a mixture of beliefs,
observations, and feelings about personal attributes Family life cycle – a means of characterizing consumer within a family structure on the
basis of different stages through which people pass as they grow older
Lifestyle – the patter of living the determines how people choose to spend their time,
money, and energy and that reflects their values, tastes, and preferences
Psychographics – the use of psychological, sociological, and anthropological factors to
construct market segments
Activities, interests, and opinions (AIOs) – measures of consumer activities interest,
and opinions used to place consumers into dimensions
Sensory marketing – marketing techniques that link distinct sensory experiences such as
a unique fragrance with a product or services
Sensory branding – the use of distinct sensory experiences not only to appeal to
customers but also to enhance their brand
Time poverty – consumers‟ belief that they are more pressed for time than ever before
Culture – the values, beliefs, customs, ad tastes a group of people values
Subculture – a group within society whose members share a distinctive set of beliefs,
characteristics, or common experiences
Microcultures – groups of consumers who identify with a specific activity or art form
Consumerism – a social movement that attempts to protect consumers from harmful
business practices
Conscientious consumerism – a continuation of the consumerism movement in which
consumers are much more mindful of environmental issues in their daily purchases and
marketers support consumerism issues in their advertising
Social class – the overall rank or social standing of groups of people within a society
according to the value assigned to factors such as family background, education,
occupation, and income
Status symbol – visible markers that provide a way for people to flaunt their membership
in higher social classes
Mass class – the hundreds of millions of global consumers who now enjoy a level of
purchasing power that‟s sufficient to let them afford high-quality products except for bigticket items like college educations, housing, or luxury cars
Reference group – an actual or imaginary individual or group that has a significant
effect on an individual‟s evaluations, aspirations, or behavior
Opinion leader – a person who is frequently able to influence others‟ attitudes or
behaviors by virtue of his or her active interest and expertise in one or more product
categories
Gender roles – society‟s expectations regarding the appropriate attitudes, behaviors, and
appearance for men and women
Business-to-business (B2B) markets – the group of customers that include
manufacturers, wholesalers, retailers, and other organizations
Organizational markets – another name for business-to-business markets
Producers – the individuals or organizations that purchase products for use in the
production of other goods and services
Resellers – the individuals or organization that buy finished goods for the purpose of
reselling, renting, or leasing to others to make a profit and to maintain their business
operations Government markets – the federal, state, county, and local governments that buy gods
and services to carry out public objectives and to support their operations
North American Industry Classification System (NAICS) – the numerical coding
system that the United States, Canada, and Mexico use to classify firms into detailed
categories according to their business activities
Derived demand – demand for business or organizational products caused by demand
for consumer goods or services
Inelastic demand – demand in which changes in price have little or no effect on the
amount demanded
Joint demand – demand for two or more goods that are used together to create a product
Buyclass – one of three classifications of business buying situations that characterizes the
degree of time and effort required to make decisions
Straight rebuy – a buying situation in which business buyers make routine purchases
that require minimal decision making
Modified rebuy – a buying situation classification used by business buyers to categorize
a previously made purchase that involves some change and that requires limited decision
making
New-task buy – a new business-to-business purchase that is complex or risky and that
requires extensive decision making
Buying center – the group of people in an organization who participate in a purchasing
decision
Initiator – begins the buying process by first recognizing that the firm needs to make a
purchase
User – the member of the buying center who actually needs the product
Gatekeeper – the person who controls the flow of information to other members
Influencer – affects the buying decision when he or she dispenses advice or shares
expertise
Decider – the member of the buying center who makes the final decision
Buyer – the person who has responsibility to execute the purchase
Product specifications – a written description of the quality, size, weight, and other
details required of a product purchase
Customer reference program – a formalized process by which customers formally
share success stories and actively recommend products to other potential clients, usually
facilitated through an online community
Single sourcing – the business practice of buying a particular product from only one
supplier
Multiple sourcing – the business practice of buying a particular product from several
different suppliers
Reciprocity – a trading partnership in which two firms agree to buy from one another
Outsourcing – the business buying process of obtaining outside vendors to provide
goods or services that otherwise might be supplied in house
Offshoring – the process by which companies contract with companies or individuals in
remote places like China or India to perform work they used to do at home
Reverse marketing – a business practice in which a buyer firm attempts to identify
suppliers who will produce products according to the byer firm‟s specifications Business-to-business (B2B) e-commerce – online exchanges between companies and
individual consumers
Intranet – an internal corporate communication networks that uses internet technology to
link company departments, employees, and databases
Extranet – a private, corporate computer network that links company departments,
employees, and databases to suppliers, customers, and others outside the organization
Malware – software designed specifically to damage or disrupt computer systems
Firewall – a combination or hardware and software that ensures that only authorized
individuals gain entry into a computer system
Encryption – the process of scrambling a message o that only another individual (or
computer) with the right “key” can unscramble it
Chapter 7:
Market fragmentation – the creation of many consumer groups due to diversity of
distinct needs and wants in modern society
Target marketing strategy – dividing the total market into different segments on the
basis of customer characteristics, selecting one or more segments, and developing
products to meet the needs of those specific segments
Segmentation – the process of dividing a larger market into smaller pieces based on one
or more meaningful shared characteristics
Segmentation variables – dimensions that divide the total market into fairly
homogeneous groups, each with different needs and preferences
Demographics – statistics that measure observable aspects of a population, including
size, gender, ethnic, group, income, education, occupation, and family structure
Generational marketing – marketing to members of a generation, who tend to share the
same outlook, values, and priorities
Generation Z – the group of consumers born after 1994
Digital natives – individuals who spend a big chunk of their time online, so they expect
brands to engage them in two-way digital conversations
Generation Y (millennials) – the group of consumers born between 1979 and 1994
Generation X – the group of consumers born between 1965 and 1978
Baby boomers – the segment of people born between 1946 and 1964
Metrosexual – a straight, urban male who is keenly interested in fashion, home design,
gourmet cooking, and personal care
Buying power – a concept in segmentation that can help marketers to determine how to
better match different products and versions of products to different consumer groups
based on an understanding of what discretionary and nondiscretionary allocations of
funds they are able to make
Content marketing – the strategy of establishing thought leadership in the form of
bylines, blogs, commenting opportunities, videos, sharable social images, and
infographics Cultural diversity – a management practice that actively seeks to include people of
different sexes, races, ethnic groups, and religions in an organization‟s employees,
customers, suppliers, and distribution channel partners
Geographic segmentation – an approach in which marketers tailor their offerings to
specific geographic areas because people‟s preferences often vary depending on where
they live
Geographic information system (GIS) – a system that combines a geographic map with
digitally stored data about the consumers in a particular geographic are
Geodemography – a segmentation technique that combines geography with
demographics
Geotargeting – determining the geographic location of a website visitor and delivering
different content to that visitor based on his or her location
Micromarketing – the ability to identify and target very small geographic segments that
sometimes amount to individuals
Psychographics – the use of psychological, sociological, and anthropological factors to
construct market segments
VALS – a psychographic segmentation system that divides US adults into eight groups
according to what drives them psychologically as well as by their economic resources
Gamer segment – the consumer segment that combines a psychographic/lifestyle
component with a heavy dose of generational marketing
Badge – a milestone or reward earned for progressing through a video game
Behavioral segmentation – a technique that divides consumers into segments on the
basis of how they act towards, feel about, or use a good or service
80/20 rule – a marking rule of thumb that 20 percent of purchasers account for 80 percent
of a product‟s sales
Usage rate – a measurement that reflects the quantity purchased or frequency of use
among consumers of a particular product or service
Long tail – a new approach to segmentation based on the idea that companies can make
money by selling small amounts of items that only a few people want, provided they sell
enough different items
Usage occasions – an indictor used in behavioral market segmentation based on when
consumers use a product most
Organizational demographics – organization-specific dimensions that can be used to
describe, classify, and organize different organizations for the purpose of segmenting
business-to-business markets
Targeting – a strategy in which marketers evaluate the attractiveness of each potential
segment and decide in which of these groups they will invest resources to try to turn them
into customers
Target market – the market segments on which an organization focuses its marketing
plan and toward which it directs its marketing efforts
Segment profile – a description of the „typical‟ customer in a segment
Undifferentiated targeting strategy – appealing to a broad spectrum of people
Differentiated targeting strategy – developing one or more products for each of several
distinct customer groups and making sure these offering are kept separate in the
marketplace Concentrated targeting strategy – focusing a firm‟s efforts on offering one or more
products to a single segment
Customized marketing strategy – an approach that tailors specific products and the
messages about them to individual customers
Mass customization – an approach that modifies a basic good or service to meet the
needs on an individual
Positioning – developing a marketing strategy to influence how a particular market
segment perceives a good or service in comparison to the competition
Positioning statement – an expression of a product‟s positioning that is internally
developed and maintained in order to support the development of marketing
communication that articulates the specific value offered by a product
Repositioning – redoing a product‟s position to respond to marketplace changes
Retro brands – a once-popular brand that has been revived to experience a popularity
comeback, often riding a wave of nostalgia
Brand personality – a distinctive image that captures a good‟s or service‟s character and
benefits
Brand anthropomorphism – the assignment of human characteristics and qualities to a
brand
Perceptual map – a technique to visually describe where brands are “located” in
consumers‟ minds relative to competing brands
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