The study of the overlap between computing technology and persuasion. This includes the design, research, and analysis of interactive computing products created for the purpose of changing people's attitudes or behaviors.
Any brands that hold an equal value position that operates in a different industry, or are not considered direct competition. These may include brands that compete in different regions.
Exclusive legal right to copy, publish and sell materials; also, the mark that indicates that the material is so protected. The right of copyright gives protection to the originator of the material to prevent use without express permission or acknowledgement of the originator.
A company's particular area of skill and/or knowledge that contributes to its ability to compete in the market. This aids in sustainable growth by developing new products and/or services.
The true cost of a purchase measured by deducting an items residual value from its original purchase price (plus the cost of maintenance and usage) divided by the period of ownership.
Creating products and/or packaging that appears to be the same as those of an established brand to deceive the purchaser. This practice is illegal in many countries, including the USA and UK.
The country from which a given product is made or perceived to be made. Consumers' willingness to purchase is often heavily influenced by their associations with where a product is designed and manufactured. (e.g., Germany = automobiles, Scotland = scotch, Japan = electronics)
The act of developing new product or service offerings that destroy the company's/brand's existing market. [A theory of Joseph Schumpeter]. This practice keeps top companies on top with offerings that are continually one step in front of those of competitors.
Bonding the consumer to the brand through one-to-one customer service, and personal contact between the brand representative and consumer. Tracking customer behavior for the purpose of developing marketing and relationship-building processes.