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36 Cards in this Set
- Front
- Back
Co-optation
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A cultural process by which the original meanings of a product or other symbol associated with a subculture are modified by members of mainstream culture
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Cultural Selection
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The process by which some alternatives are selected over others by cultural gatekeepers
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Cultural Production System
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The set of individuals and organizations that create and market a cultural product
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Cultural Gatekeepers
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Individuals who are responsible for determining the types of messages and symbolism to which members of mass culture are exposed
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Consumerspace
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Marketing environment where customers act as partners with companies to decide what the marketplace will offer
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Lead Users
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Involved, experienced customers (usually corporate customers) who are very knowledgeable about the field
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Voice of the Consumer
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An approach to new product development that solicits feedback from end customers well before the company puts a new product on the market
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Diffusion of Innovation
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Refers to the process whereby new products, services, or ideas spread through a population
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Innovators
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The first to buy; will buy novel products
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Early Adopters
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Share many of the characteristics with the innovators, however they are more concerned with social acceptance
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Early Majority/Late Adopters
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Thoughtful and careful; open to change
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Late Majority
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The mainstream public; wait until innovation reaches mass appeal
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Laggards
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Skeptical and very slow to adopt
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Continuous Innovation
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A modification of an existing product
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Dynamically Continuous Innovation
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A more pronounced change in an existing product
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Discontinuous Innovation
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Creates major changes in the way we live
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Art Product
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An object we admire strictly for its beauty or because it inspires an emotional reaction in us
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Craft Product
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A product we admire because of the beauty with which it performs some function
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Cultural Formula
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A sequence of media events in which certain roles and props tend to occur consistently
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Reality Engineering
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Occurs when marketers appropriate elements of popular culture and use them as promotional vehicles
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Product Placement
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The insertion of real products in fictional movies, TV shows, books, and plays
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Branded Entertainment
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When advertisers showcase their products in longer-form narrative films instead of brief commercials
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Advergaming
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Where online games merge with interactive advertisements that let companies target specific types of consumers
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Fashion system
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Includes all the people and organizations that create symbolic meanings and transfer those meanings to cultural goods
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Fashion
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The process of social diffusion by which some group(s) of consumers adopts a new style
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Cultural Categories
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The grouping of ideas and values that reflect the basic ways members of a society characterize the world
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Collective Selection
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The process by which certain symbolic alternatives tend to be jointly chosen over others by members of a society
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Trickle-down Theory
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The perspective that fashions spread as the result of status symbols associated with the upper classes "trickling down" to other social classes as these consumers try to emulate those with greater status
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Meme Theory
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A perspective that uses a medical metaphor to explain how an idea or product enters the consciousness of people over time, much like a virus
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Tipping Point
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Momentum of critical mass
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Fashion Acceptance Cycle
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The diffusion process of a style through three stages: introduction, acceptance, and regression
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Classic
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A fashion with an extremely long acceptance cycle
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Fad
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A very short-lived fashion
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Globalized Consumption Ethic
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The global sharing of a material lifestyle including the valuing of well-known multinational brands that symbolize prosperity
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Transitional Economies
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Countries that struggle with the difficult adaptation from a controlled, centralized, economy to a free-market system
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Creolization
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Occurs when foreign influences integrate with local meanings
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