1Value
The benefits a customer receives from buying a good or service.
2Marketing
An organizational function and a set of processes for creating, communicating, and delivering value to customers and for managing customer relationships in a way that benefits the organizations and it's stakeholders.
3Stakeholders
Buyers, sellers, or investors in a company, community residents, and even citizens of the nations where goods and services are made or sold - in other words, any person or organization that has a "stake" in the outcome.
4Consumer
The ultimate user of a good or service.
5Marketing Concept
A management orientation that focuses on identifying and satisfying consumer needs to ensure the organization's long-term profitability.
6Need
The recognition of any difference between a consumer's actual state and some ideal or desired state.
7Want
The desire to satisfy needs in specific ways that are culturally and socially influenced.
8Benefit
The outcomes sought by a customer that motivates buying behavior-that satisfies a need or want.
9Demand
Customer's desires for products coupled with the resources need to obtain them.
10Market
All customers and potential customers who share a common need that can be satisfied by a specific product, who have the resources to exchange for it, who are willing to make the exchange, and who have the authority to make the exchange.
11Marketplace
Any location or medium used to conduct an exchange.
12Virtual Goods
Digital products consumers buy for use in online contexts.
13Utility
The usefulness or benefits consumers receive from a product.
14Exchange
The process by which some transfer of value occurs between a buyer and a seller.
15Product
A tangible good, service, idea, or some combination of these that satisfies consumer or business customer needs through the exchange process; a bundle of attributes including features, functions, benefits, and uses.
16Consumer Orientation
A business approach that prioritizes the satisfaction of customer's needs and wants.
17Total Quality Management (TQM)
A management philosophy that focuses on satisfying customers through empowering employees to be an active part of continuous quality improvement.
18Instapreneur
A businessperson who only produces a product when it is ordered.
19Triple Bottom Line Orientation
A business orientation that looks at financial profits, the community in which the organization operates, and creating sustainable business practices.
20Customer Relationship Management (CRM)
A systematic tracking of consumers' preferences and behaviors over time in order to tailor the value proposition as closely as possible to each individual's unique wants and needs. CRM allows firms to talk to individual customers and to adjust elements of their marketing programs in light of how each customer reacts.
21Attention Economy
A company's success is measured by its share of mind rather than share of market, where companies make money when they attract eyeballs, not just dollars.
22Social Marketing Concept
A management philosophy that marketers must satisfy customers' needs in ways that also benefit society and also deliver profit to the firm.
23Sustainability
A product design focus that seeks to create products that meet present consumer needs without compromising the ability of future generations to meet their needs.
24Green Marketing
A marketing strategy that supports environmental stewardship, thus creating a differential benefit in the minds of consumers.
25Return on Investment (ROI)
The direct financial impact of a firm's expenditure of a resource such as time or money.
26Popular Culture
The music, movies, sports, books, celebrities, and other forms of entertainment consumed by the mass market.
27Myths
Stories containing symbolic elements that express the shared emotions and ideals of a culture.
28Consumer Goods
The goods individual consumers purchase for personal or family use.
29Services
Intangible products that are exchanged directly between the producer and the customer.
30Business-to-Business Marketing
The marketing of goods and services from one organization to another.
31Industrial Goods
Goods individuals or organizations buy for further processing or for their own use when they do business.
32E-Commerce
The buying and selling of goods and services electronically, usually over the internet.
33Shrinkage
Losses experienced by retailers due to shoplifting, employee theft, and damage to merchandise.
34Anticonsumption
The deliberate defacement of products.
35Not-For-Profit Organizations
Organizations with charitable, educational, community, and other public service goals that buy goods and services to support their functions and to attract and serve their members.
36Value Proposition
A marketplace offering that fairly and accurately sums up the value that will be realized if the good or service is purchased.
37Brandfests
Events companies host to thank customers for their loyalty.
38Lifetime Value of a Customer
The potential profit a single customer's purchase of a firm's products generates over the customer's lifetime.
39Distinctive Competency
A superior capability of a firm in comparison to its direct competitors.
40Differential Benefit
Properties of products that set them apart from competitors' products by providing unique customer benefits.
41Value Chain
A series of activities involved in designing, producing, marketing, delivering, and supporting any product. Each link in the chain has the potential to either add or remove value from the product the customer eventually buys.
42Marketing Scorecards
Feedback vehicles that report (often in quantified terms) how the company or brand is actually doing in achieving various goals.
43Metrics
Measurements or "scorecards" marketers use to identify the effectiveness of different strategies or tactics.
44Amafessionals
Consumers who contribute ideas to online forums for the fun or challenge rather than to receive a paycheck, so their motivation is to gain psychic income rather than financial income.
45Consumer-Generated Content
Everyday people functioning in marketing roles, such as participating in creating advertisements, providing input to new product development, or serving as wholesalers or retailers.
46Social Networking
Online platforms that allow a user to represent him- or herself via a profile on a Web site and provide and receive links to other members of the network to share input about common interests.
47Web 2.0
The new generation of the World Wide Web that incorporates social networking and use interactivity.
48Physical URL's
New apps that enable user-generated clouds of content to form around products; barcode scans allow the user to upload content or see what others have already uploaded.
49Folksonomy
A classification system that relies on users rather than preestablished systems to sort contents.
50Wisdom of Crowds
Under the right circumstances, groups are smarter than the smartest people in them, meaning that large numbers of consumers can predict successful products.
51Open Source Model
A practice used in the software industry in which companies share their software codes with one another to assist the development of a better product.
52Marketing Plan
A document that describes the marketing environment, outlines the marketing objectives and strategy, and identifies who will be responsible for carrying out each part of the marketing strategy.
53Mass Market
All possible customers in a market, regardless of the differences in their specific needs and wants.
54Market Segment
A distinctive group of customers within a larger market who are similar to one another in some way and whose needs differ from other customers in the larger market.
55Marketing Mix
A combination of the product itself, the price of the product, the place where it is made available, and the activities that introduce it to consumers that creates a desired response among a set of predefined consumers.
56Four P's
Product, Price, Promotion, & Place.
57Price
The assignment of value, or the amount the consumer must exchange to receive the offering.
58Promotion
The coordination of a marketer's communication efforts to influence attitudes or behavior.
59Place
The availability of the product to the customer at the desired time and location.
60Production Orientation
A management philosophy that emphasizes the most efficient ways to produce and distribute products.
61Selling Orientation
A managerial view of marketing as a sales function, or a way to move products out of warehouses to reduce inventory.
62Organizations with charitable, educational, community, and other public service goals that buy goods and services to support their functions and to attract and serve their members.
63adv of product life cycle
"Give managers the ability to forecast product direction and plan for timely execution of relative competitive moves
Helps to formulate marketing mix decisions
Explanatory tool
Determine when it's reasonable
64disadvantages of product life cycle
Difficult to forsee transitions
Difficult to determine what stage the product is in
Not all products go through every stage
Products may remain in stage for a long time
Effectively, only one product per diagram
Inefficient when dealing with Brands and/or services