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Definition
| a retailing concept that lets consumers participate in the production of the products or services being sold in the store |
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| the use of space and physical features in store design to evoke certain effects in buyers |
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| a retail environment that resembles a residential living room where customers are encouraged to congregate |
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| other patrons in a consumer setting |
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| consumer satisfaction/dissatisfaction (CS/D) |
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Definition
| the overall attitude a person has about a product after it has been purchased |
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| the steps people take to gradually distance themselves from things they treasure so that they can see them or give them away |
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| expectancy disconfirmation model |
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Definition
| states that we form beliefs about product performance based on prior experience with the product and/or communications about the product that imply a certain level of quality; when something performs the way we thought it would, we may not think much about it. If it fails to live up expectations, this may create negative feelings. On the other hand, we are satisfied if performance exceeds our initial expectations |
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| the practice of giving away useful but unwanted goods to keep them out of landfills |
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| a takeoff on vegans, who shun all animal products, anticonsumerists who life off discards as a political statement against corporations and materialism |
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| Japanese term for the one true source of information |
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| a process that occurs when the consumer experiences a sudden urge to purchase an item that he or she cannot resist |
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Definition
| a process in which already purchased objects are sold to others or exchanged for other items |
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| Point-of-purchase stimuli |
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Definition
| the promotional materials that are deployed in stores or other outlets to influence consumers' decisions at the time products are purchased |
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Definition
| temporary locations that allow companies to test brands without a huge financial committment |
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Definition
| the mathematical study of waiting lines |
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Definition
| strategy where stores create imaginary environments that transport shoppers to fantasy worlds or provide other kinds of stimulation |
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Definition
| a consumer's general attitudes and motivations regarding the act of shopping, which include: social experiences, sharing of common interests, interpersonal attraction and instant status and the thrill of the hunt |
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| a store's "personality" composed of such attributes as location,merchandise suitability, and the knowledge and congeniality of the sales staff |
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Definition
| a feeling of having less time available than is required to meet the demands of everyday life |
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| total quality management (TQM) |
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Definition
| management and engineering procedures aimed at reducing errors and increasing quality; based on Japanese practices |
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Definition
| secondary markets like flea markets where transactions are not recorded |
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