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CHAPTER 2 CONSUMER SOCIETY (PPT SOLOMON)

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Academic year: 2024

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PERILAKU KONSUMEN

REFERENSI:

Hawkins, D. I. et al. (2016). Consumer Behavior: Building Marketing Strategy (13th ed.). The Mc Graw- Hill Companies.

Solomon, M.R. et al. (2013). Consumer Behaviour: A European Perspectives (5th Editon).

Pearson: England.

Solomon, M.R. et al. (2013). Consumer Behaviour: A European Perspectives (10th Editon).

Pearson: England.

FAKULTAS EKONOMI DAN BISNIS PROGRAM STUDI MANAJEMEN

UNIVERSITAS MURIA KUDUS 2024

1-1 Copyright © 2013 Pearson Education, Inc. publishing as

Prentice Hall

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Chapter 2

Consumer Society

CONSUMER BEHAVIOR, 8e

Michael Solomon

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17-3

Chapter Objectives

When you finish this chapter you should understand why:

Styles act as a mirror to reflect underlying cultural conditions.

We distinguish between high and low culture.

Many modern marketers are reality engineers.

New products, services, and ideas spread through a population. Different types of people are more or

less likely to adopt them.

Many people and organizations play a role in the fashion system that creates and communicates symbolic meaning to consumers.
(4)

Chapter Objectives (cont.)

Fashions follow cycles.

Products that succeed in one culture may fail in another if marketers fail to understand the

differences among consumers in each place.

Western (and particularly American) culture has a huge impact around the world, though people in other countries don’t necessarily ascribe the same meanings to products as we do.
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The Creation of Culture

Influence of inner-city teens

Hip-hop/black urban culture

Outsider heroes, anti-oppression messages, and alienation of blacks

“Flavor” on the streets
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The Movement of Meaning

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Cultural Selection

Characteristics of fashion/popular culture:

Reflection of fundamental societal trends

Style begins as risky by small group, then spreads as others become aware/confident

Styles as interplay between deliberate inventions and ordinary consumers who modify styles to suit needs

Cultural products travel widely

Influential media people decide which will succeed

Most styles eventually wear out
(8)

Culture Production Process (CPS)

CPS: set of individuals and organizations responsible for creating and marketing a

cultural product

Three major CPS subsystems

Creative subsystem

Managerial subsystem

Communications subsystem

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Cultural Gatekeepers

Cultural gatekeepers: are responsible to filtering the overflow of information and materials intended for customers

“Tastemakers” who influence products consumers get to consider

Throughput sector

Movie, restaurant, and car reviewers

Interior designers

Disc jockeys

Retail buyers

Magazine editors
(10)

High Art versus Low Art

High and low culture blend together today in interesting ways

Costco now stocks fine art (Picasso, Chagall)

We appreciate advertising as an art form

The arts are big business…marketers often incorporate high art to promote products
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Discussion

Creative directors in advertising agencies sometimes view their advertising creations as art rather than a craft. Their clients—the actual marketers—usually view it as a craft.

Which should it be? Why?

What kind of conflict might arise between these two differing opinions?
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Cultural Formula

Cultural formulae: certain roles and props often occur consistently

Mass culture churns out products for a mass market

Aiming to please average taste of undifferentiated audience

Certain roles/props often occur consistently

Recycling of images

Creative subsystem members reach back

through time for inspiration (“remix” the past)

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Discussion

Can you identify a cultural formula at work in romance or action movies?

Do you see parallels among the roles different characters play (e.g., the hero, the evildoer, the temptress, etc.)?
(14)

Reality Engineering

Many consumer environments have

images/characters spawned by marketing campaigns or are “retreads”

Marketers use pop culture as promotional vehicles

“New vintage” (e.g., “used jeans”)

Elements used are both sensory and spatial
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Examples of Reality Engineering

Reality engineering: marketers appropriate elements of popular culture and convert them for use as

promotional vehicles

Japanese “alibi buddy” service

Rick’s Café in Casablanca

Coyote Ugly bars

Seinfeld’s “Soup Nazi”

Nissan’s brief in-person live commercials
(16)

Reality Engineering (cont.)

Cultivation hypothesis: the media’s ability to distort consumers’ perceptions of reality

Heavy TV viewers overestimate how wealthy

people are and likelihood that they will be victims of a violent crime

Media also exaggerates frequency of behaviors such as drinking or smoking
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Product Placement

Insertion of specific products and use of brand names in movie/TV scripts

Desperate Housewives ad on drycleaners bags

Is the line between advertising and

programming becoming too fuzzy?

Directors incorporate

branded props for realism

Product placement can aid in consumer decision making
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Advergaming

Gamers have become a more sophisticated lot and are now more representative of the general

population

Advergaming: online games are merging with

interactive advertisements that let companies target specific types of consumers

Advertisers can get viewers’ attention for a much longer time in video games

Can tailor games and products to user profiles

Format gives advertisers great flexibility
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The Diffusion of Innovations

Innovation: any product that consumers perceive to be new

New manufacturing technique

New product variation

New way to deliver product

New way to package product

Diffusion of innovation

Successful innovations spread through the population at various rates
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Types of Adopters

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Adopting Innovations

Adoption of innovations resembles consumer

decision-making sequence

Individualistic consumers are more innovative than

collective consumers

Likelihood of adopting innovations categories

Innovators and early adopters

Laggards

Late adopters (mainstream)
(22)

Adopting Innovations (cont.)

Innovators

Tend to be category-specific

Tend to favor taking risks

Higher educational/income levels

Socially active

Lead users

Early adopters

Concern for social acceptance (expressive products)

Involved in product category and value fashion
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Behavioral Demands of Innovations

Three major types of innovations (amount of disruption/change they bring to our lives):

Continuous innovation

Evolutionary rather than revolutionary

Dynamically continuous innovation

More pronounced change to existing product

Discontinuous innovation

Creates major changes in the way we live
(24)

Prerequisites for Successful Adoption

Compatibility

Trialability Complexity Observability

Innovation should be compatible with consumers’ lifestyles

People are more likely to adopt an innovation if they can experiment with it prior to purchase

A product that is easy to understand will be chosen over competitors

Innovations that are easily observable are more likely to spread

Relative

Advantage Product should offer relative advantage over other alternatives

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The Fashion System

Fashion system: all those people and organizations involved in creating symbolic meanings and

transferring these meanings to cultural goods

Fashion affects all types of cultural phenomena (music, art, architecture, science)

Fashion as code/language for meanings

Fashion is context-dependent/undercoded

Fashion versus a fashion versus in fashion
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Cultural Categories

Cultural categories: basic ways we characterize the world reflects the meaning we impart to products

Culture makes distinctions between different times, leisure and work, and gender

Dominant aspects/themes of culture are reflected in design/marketing of items

Costumes of politicians, rock/movie stars

1950s/60s: “space-age” mastery

Fashion colors for each season
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Cultural Categories (cont.)

Creative subsystems attempt to anticipate the tastes of the buying public

Collective selection: symbolic alternatives are chosen over others

Western Look

New Wave

Nouvelle Cuisine
(28)

Behavioral Science Perspectives on Fashion

Psychological models of fashion

Conformity, variety seeking, attraction, etc.

“Shifting erogenous zones”

and fitness premium

Economic models of fashion

Supply and demand

Parody display, prestige-

exclusivity effect, and snob

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Behavioral Science Perspectives on Fashion (cont.)

Sociological models of fashion

Collective selection model (hip-hop and Goth)

Trickle-down theory

Mass fashion has replaced elite fashion

Trickle-across effect

Current fashions trickle up from lower classes
(30)

Behavioral Science Perspectives on Fashion (cont.)

A “medical” model of fashion

Meme theory

Memes that survive are distinctive and memorable

Tipping point

Cycles of fashion adoption

Cabbage Patch dolls

Teenage Mutant Ninja Turtles
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Normal Fashion Cycle

Fashions tend to flow in a predictable sequence

Figure 17.4

(32)

Fashion Life Cycles (cont.)

Fashion acceptance cycle (using music as example):

Introduction stage: small number of music innovators hear a song

Acceptance stage: song enjoys increased visibility

Regression stage: song reaches stage of social saturation as it becomes overplayed

Classic: fashion with an extremely long acceptance cycle

Fad: short-lived fashion

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Comparison of Acceptance of Fads, Fashions, and Classics

Figure 17.5

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Discussion

Boots with six-inch heels are a fashion rage among young Japanese women. They are willing to risk

twisted ankles, broken bones, bruised faces, and other dangers associated with the platform shoes.

What is and what should be the role of fashion in our society? How important is it for people to be in

style? What are the pros and cons of keeping up

with the latest fashions? Do you believe that we are at the mercy of designers?

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Fad or Trend?

Chrysler’s PT Cruiser and retro cars: a fad or a trend?

Guidelines for long-term trends:

Fits with basic lifestyle changes

A real benefit should be evident

Can be personalized

Not a side effect or a carryover effect

Important market segments adopt change
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Behavior of Fads

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Transferring Product Meanings to Other Cultures

Innovations know no geographic boundaries

Costly consequences of ignoring cultural sensitivities

1994: McDonald’s reprinting Saudi Arabian flag on disposable packaging/promotions

2002: McDonald’s litigation settlement for mislabeling French fries as being vegetarian

2002: McDonald’s cancellation of McAfrika

2005: McDonald’s Prosperity Burger
(38)

Adopt a Standardized Strategy

Starbucks’ standardized strategy worldwide

Critics: Starbucks obliterates local customs

Café flaneurs and oppositional localists

Ethics perspective: develop one approach for multiple, homogenized markets

Economies of scale benefit

Click for Starbucks.com

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Adopt a Localized Strategy

Disney learned cultural lessons

Disneyland Paris, Hong Kong Disneyland

Emic perspective: stress on variations across cultures

Each country is unique and has a national character

Strategy must be tailored to each specific culture to make product acceptable to local tastes
(40)

Cultural Differences Relevant to Marketers

People around the world develop their own unique preferences

Marketers must be aware of a culture’s norms regarding sensitive topics such as taboos and sexuality

Language barrier and back-translation

“Nothing sucks like an Electrolux”

Fresca is Mexican slang for lesbian
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Does Global Marketing Work?

In practice, a homogenous world culture has met with mixed results

Consumers in different countries do not use products the same way

Significant cultural differences can show up within the same country

Coca-Cola has been successful in crafting a single, international image
(42)

Does Global Marketing Work? (cont.)

Multicultural marketing efforts tend to succeed more with two types of consumer segments:

Affluent “global citizens” exposed to ideas around the world through travels, business contacts, and media experiences

Young people influenced by MTV/other media

Click to view

Quicktime video on Motorola’s global advertising

(43)

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Does Global Marketing Work? (cont.)

Three dimensions of global brands:

Quality signal: if a company has global reach, it must excel on quality

Global myth: brands are symbols of cultural ideals

Social responsibility: companies are expected to address social problems where they operate
(44)

Consumer Segments Who Evaluate Global Brands

Global citizens: global

success of a company is a signal of quality

Global dreamers: see global brands as quality products and readily buy them

Antiglobals: skeptical that global companies deliver higher-quality products

Global agnostics: don’t base purchase decisions on a

brand’s global attributes

Global Dreamers, 23%

Antiglobals, 13%

Global Agnostics, 9%

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I’d Like to Buy the World a Coke…

Western lifestyles associated with modernization and sophistication

U.S. television inspires knockoffs around the world (e.g., “The Apprentice”)

Also, U.S. television hits often start out as imported European concepts (e.g., “Big Brother”)

Middle East protested/boycotted American companies and products after events of 9/11

Critics in other countries: Americanization of their cultures = excessive materialism

Opposition to a global fast-food culture
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Emerging Consumer Cultures in Transitional Economies

Western “decadence” appears to be infectious in foreign countries

Globalized consumption ethic

Ideal of material lifestyle and well-known brands that symbolize prosperity

Rituals/product preferences in different cultures become homogenized (e.g., Christmas in China)

Attaining consumer goods is not easy for those in transitional economies

Loss of confidence/pride in local culture as well
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Emerging Consumer Cultures

in Transitional Economies (cont.)

Creolization: foreign influences integrate with local meanings

Peruvian boys carry rocks painted like radios

Chivas Regal wrappers on drums in highland Papua New Guinea

Japanese use Western words for anything new and exciting

“I feel Coke and sound special”

Referensi

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