Index

The Business of Choice: How Human Instinct Influences Everyone’s Decisions

ISBN: 978-1-83982-071-7, eISBN: 978-1-83982-070-0

Publication date: 28 September 2020

This content is currently only available as a PDF

Citation

Willcox, M. (2020), "Index", The Business of Choice: How Human Instinct Influences Everyone’s Decisions, Emerald Publishing Limited, Leeds, pp. 277-282. https://doi.org/10.1108/978-1-83982-070-020202023

Publisher

:

Emerald Publishing Limited

Copyright © 2020 Matthew Willcox


INDEX

Index

Note: Page numbers followed by “n” indicate notes.

Account planning
, 25n2

Advertisement (Ads)
, 123, 145

attention to Ad and size of donation
, 146

Advertising
, 66, 167–168

Affiliation
, 171

Affinity, social media message using
, 145–147

Affirmation
, 211–217

Amazon
, 214

Amazon One-Click
, 101

Mechanical Turk
, 17

America’s Next Top Model
, 266

American Association of Advertising Agencies (4As)
, 112

Amplitude of Low-Frequency Fluctuations (ALFF)
, 32

Anagram exercise
, 127

Analysis
, 43–49

Anchoring
, 155, 157–159, 163

Antenatal HIV testing
, 149n5

Anticipation
, 119–120

“Apple envy”
, 153

Apple Watch
, 156

Aptronyms
, 177–178

Artificial intelligence (AI)
, 258, 261

behavioral decision theories
, 261–262

and choice
, 257

combination of behavioral insights and AI
, 263–264

digital health programs
, 269–270

intersection between humanity and technology
, 265–266

and machine learning
, 265

operational transparency
, 267

psychological forest approach
, 259–260

Selling Coach program
, 258–259

threat of automation
, 268–269

Association of Tennis Professionals (ATP)
, 54

Associative coherence
, 158

Athletes
, 68

Athleticism
, 135

Auto-escalation
, 97

Auto-sensing windshields
, 106

Bandwagon effect
, 38

Bandwagon effect
, 69–70, 74

Bayesian analysis
, 71

BEESY
, 221

Behavior(al)

changes
, 70

decision theories
, 261

economics
, 16, 20, 25n2, 89, 115–116, 151–152, 155, 189–190

people getting labeled affects
, 173–180

principle
, 38

science
, 17, 123, 189, 250

strategy
, 65

targeting
, 167

testing
, 238–239

time machine
, 247–248

Behavioral Marketing Summit
, 6

Behavioral Time Machines
, 92

Behavioural Insights Team (BIT)
, 80–81

Birth order
, 204

Boomers
, 190

Brain plasticity
, 30

“Brand in” approach
, 10–11

Business of choice
, 3–4

brain processes
, 7

“brand in” approach
, 10–11

decision-centric approach
, 8–9

marketing
, 4–5, 11–12

pop-culture phenomenon
, 5–6

Calls to action (CTAs)
, 260

Campaign (magazine)
, 191

Caudate nucleus
, 215

Caudate nucleus
, 33

“Cecil”
, 77

Celebrity, social media message using
, 145–147

Channel factors
, 140

CL Pocket models
, 211

Cocktail party effect
, 57

Cognitive biases
, 37, 46–47, 104, 111, 228–229, 245–246, 253

Cognitive consonance
, 191

Cognitive disfluency
, 145

Cognitive fluency
, 139, 143–144, 150n12

Cognitive functions
, 34

Cognitive load
, 143

saver
, 152

Cognitive mechanisms
, 23, 37, 89, 245

Cognitive neuroscience
, 15

Cognitive pricing
, 154

Cognitive processes
, 46

Cognitive shortcuts
, 47–48

Collateralized debt obligations (CDOs)
, 26

Colonoscopy
, 87–88

Comparison
, 152–153

anchoring
, 155, 157–159, 163

cognitive pricing
, 154

pricing mechanism
, 160–161

scarcity
, 162

Social Security
, 156

Compromise effect
, 72–73

Computer voice
, 123

Conference on Digital Experimentation (CODE)
, 17–18

Confirmation bias
, 212–213

Construal level theory (CLT)
, 90–91

Consumer neuroscience
, 232

Consumer-centric approach
, 4

Context
, 185

effect
, 177

Context activates evolutionary goals
, 169–173

Contextual targeting
, 167

Conventional marketing
, 57, 172

Conventional thinking
, 169

Cortical relief
, 145

Cortical remapping (see Brain plasticity)

Cosmopolitan
, 253

coup de grâce
, 97

Crystalized intelligence
, 205

Culture
, 196–201

Customer dissatisfaction
, 139

Customer Effort Score
, 144

Customer service
, 139

Data science
, 260

Decision making
, 37

environment
, 258

strategy
, 43

system
, 29–30

Decision making self-efficacy (DMSE)
, 126

Decision neuroscience
, 15

Decision science
, 143

research
, 212

Decision tree
, 259

Decision-centric approach
, 8–9, 211

Deliberative thinking
, 46, 224

Descriptive social norm
, 69–70

Diarrheal disease
, 141

Digital marketing
, 22

“Digital nudge” programs
, 258

Direct-to-consumer business model (DTC business model)
, 239

Discriminative network
, 262

Disease avoidance
, 171

Dopamine
, 212

Driver and Vehicle Licensing Agency (DVLA)
, 80

eBay auction
, 167

Ecological validity
, 18

Ecologically valid
, 226

Electrodermal activity (EDA)
, 232

Electroencephalogram
, 145

Electroencephalography (EEG)
, 145, 237–238

Emotional contagion
, 67

Endowment effect
, 104, 107–109, 115–116, 120, 246

Environment affects choices
, 180–183

Environmental Protection Agency
, 70

Epistemic authority (EA)
, 213

Ethics
, 23

Even consumer-obsessed approach
, 4

Event-related potentials (ERPs)
, 237

Ever-advancing science of choice

CODE
, 17–18

marketers
, 22–23

marketing
, 24–25

Moore’s Law
, 16–17

neuroscience
, 15

nonconscious processes
, 20–22

nudge
, 23–24

RCTs
, 18–19

Evolutionary selves
, 171

Exceptional visionary
, 21

Exercise
, 249

Eye tracking
, 231–232

Eye tracking studies
, 69

Face Retirement program
, 92

Facial Action Coding System (FACS)
, 231

Facial emotion expression
, 67

Facial expressions
, 66–69, 162

recognition
, 230–231

Fair and Square pricing program
, 154

Familiarity
, 51–52, 124

advertisements
, 56–57

human behavior
, 54–55

matching behavior
, 58–59

Oreo Daily Twist
, 60

recognition
, 53–54

tendency in marketing
, 57–58

Familiarity breeds contempt
, 61n1

Fast strategy
, 201–202

Fear of missing out (FOMO)
, 116

Federal Trade Commission
, 33

Feel attractive
, 125

Feeling smart
, 129

Film advertising
, 66

Film clips
, 170

FinalMile’s approach
, 7

First-person shooter games (FPS games)
, 32

5–5–5 plan
, 251–252

Flattery
, 123–124

Flawsome
, 266

Flexitarian
, 115

Florence syndrome
, 62n11

Fluid intelligence
, 204–205

Functional magnetic resonance imaging (fMRI)
, 17–18, 32, 91, 144, 234–237

functional near-infrared spectroscopy (fNIRS)
, 235

Fusiform face area (FFA)
, 67

Future-time reference (FTR)
, 198

Galvanic skin response (GSR)
, 232

Garbage in, garbage out (GIGO)
, 260

Gaze heuristic
, 45–46

Gen Xers
, 190

Gender differences
, 173

Gender stereotype effect
, 174

Generative adversarial network (GAN)
, 262

Generative network
, 262

Genetic makeup
, 194–196

Gitanos
, 203

GlaxoSmithKline’s Oral Health Category (GSK Oral Health Category)
, 181

“Good Samaritan Study, The”
, 183

Google Doodles
, 60, 63n18

GPS chip
, 171–172

Heuristics
, 37, 45, 48, 53, 228–229

High involvement processing
, 222

HIV test
, 138

Homo erectus
, 34

Homo floresiensis
, 30

Homo sapiens
, 30, 39n3

House (TV show)
, 222

Human behavior
, 54–55, 71

Human brain
, 67

evolution
, 30

Human Intelligence Tasks (HITs)
, 17

Human intuition
, 37

Human nature
, 193, 248, 253–254

Human–human interactions (HHI)
, 266

Human–robot interactions (HRI)
, 266

Hunting
, 85

Hurricane Katrina
, 178

Hyperbolic discounting
, 89, 94, 97, 143

Hyperion
, 158

Hyperkulturemia
, 62n11

Identifiable Victim Effect
, 77–78

IKEA effect
, 48, 251

Implicit association
, 124

measures
, 229–230

Implicit association test (IAT)
, 229–230

Incentive scheme
, 105

Individual differences
, 190–191

Industrial Revolution
, 102

Inequity aversion
, 79, 117

Injunctive social norm
, 69–70

Innovations for Poverty Action (IPA)
, 141

“Invisible Gorilla” experiment
, 222

iPad (Apple)
, 221

iPhone (Apple)
, 221

Joint Attention
, 69

Kin care
, 171

Language
, 108, 197

Leadership gene
, 193, 195

League of Legends games
, 32

Learned helplessness
, 127

Life experience
, 201

Life History Theory
, 201, 203

Loss aversion
, 104, 106, 109, 115–116, 245–246

Low involvement processing
, 222

Loyalty
, 59

Machine learning
, 265

“Mad Libs” style exercise
, 92–93

Mad Men (Tv series)
, 118

Market research

behavioral science research firm
, 221–222

behavioral testing/RCTs
, 238–239

cognitive biases and heuristics
, 228–229

decision making
, 223–224

EDA
, 232

EEG
, 237–238

eye tracking and pupillometry
, 231–232

facial expression recognition
, 230–231

fMRI
, 234–237

implicit association measures
, 229–230

improvement
, 228

neuroimaging and analysis
, 232–234

people saying like can change
, 226–228

respondents
, 225–226

Marketers
, 167

Marketing
, 4, 11–12, 21, 24–25, 66, 214

program
, 135

Mate acquisition
, 171

behaviours
, 170

Mate retention
, 171

Media context
, 172

Media thinking
, 172

Mental accounting
, 181, 187n21

“Mere-Exposure Effect, The”
, 51

Millennials
, 190

Mitigating
, 115

Money
, 152

“Moore’s Law”
, 16–17

MRI scanners
, 234

National Health Service (NHS)
, 80

National Museum of the Economy (see Royal Coin Cabinet)

Natural history of choice

ALFF
, 32

being part of successful team
, 35–38

decision-making system
, 29–30, 33–34

human nature comes naturally to marketers
, 38–39

plasticity
, 30–31

video game studies
, 34–35

Natural selection
, 37

Naturalistic decision making
, 224

Nespresso
, 127

Neuro Engagement Score (NES)
, 67

Neuroeconomics
, 232–233

Neuroimaging and analysis
, 232–234

Neuroinsights
, 233

Neuromarketing Business and Science Association (NMBSA)
, 240

Neuromarketing research
, 232–233

Neuroscience
, 15, 212, 227, 232–233, 238

New York University (NYU)
, 5

Noise
, 85

Nominative determinism
, 177

Nonconscious

aspects of decision making
, 221

mechanisms
, 245

processes
, 20–21, 24

thinking
, 246

Nudge
, 23–24, 264

Nurture
, 189, 193

Omission bias
, 104

Operational transparency
, 267

Opportunity
, 260

‘Opt-out’ approach
, 149n5

Optimism bias
, 76, 88–89, 245

Ownership
, 108–110

Paper money
, 151

Personal empowerment
, 70

Persuasion
, 74–75

Pig-tailed macaque
, 135–136

Piggybacking
, 141

Pinterest
, 214

Planning fallacy
, 253

Plasticity
, 30–31

Point-of-collection chlorine dispenser system
, 141

Pop-culture phenomenon
, 5–6

Popularity
, 74

Population Services International (PSI)
, 76

Pratfall Effect
, 266

Pricing mechanism
, 160–161

Primacy bias
, 86

Primacy effect
, 55

Processing information
, 143

Project Implicit
, 229

Projection bias
, 181

Prospect theory
, 103–104, 110, 120, 190

Psychological forest approach
, 259–260

Public policy
, 125

Pupillometry
, 231–232

Qualitative Research Center (QRC)
, 228–229

Quarterly earnings
, 247

Random forest
, 259

Randomized controlled trials (RCTs)
, 18–19, 221, 238–239

Rapid eye movement sleep (REM sleep)
, 251

Rationality
, 154

Recency bias
, 86–87, 246–247

Recency effect
, 55, 87

Recognition
, 53–54

heuristic
, 53

recognition-primed model
, 224

Reference price
, 154

Response learning approach
, 33

Reverse timetable
, 248–249

Rostral anterior cingulate cortex (rACC)
, 234

Royal Coin Cabinet
, 151

rs4950 genotype
, 193

Rubbish in, Rubbish Out or (RIRO)
, 260

“Save More Tomorrow” program
, 97

Savoir faire
, 125, 148

Scarcity
, 38, 116

Schemas
, 185

Segmentation study
, 190–191

Self-efficacy
, 125–126, 128, 131

Self-esteem
, 125

Self-protection
, 171–172

Self-Storage Association
, 103

Selling Coach program
, 258–259

Semantic targeting
, 168

Serial position effect
, 86

Sharing behavior

behavior of others
, 65

other people’s behavior
, 69–82

other people’s faces
, 66–69

Shopper marketing
, 184

Shortcuts
, 43–49

Simple banner ad from charity
, 145–147

Sleepers
, 13n6

Slow strategy
, 201

Sludge
, 23

Smartphone
, 171

Social marketing teams
, 142

Social media
, 79

Social networks
, 71

Social neuroscience
, 15

Social norms
, 69, 81

Social proof
, 79–81

social media message using
, 145–147

Social science
, 17

Social security
, 156

Society of Judgement and Decision Making conference (SJDM conference)
, 50n8

Socioeconomic status (SES)
, 202

Sparking joy
, 211–217

“Spatial learning” approaches
, 33

Status
, 171

Status quo bias
, 21, 104, 109–111, 120

Stendhal syndrome
, 62n11

Stereotype(s)
, 185

effect
, 173

threat
, 173, 175

Stromer ST2
, 160

Technology
, 96

Temporal discounting
, 89, 97

Tetanus inoculation
, 141–142

Texas sharpshooter fallacy (game)
, 47

Thaler
, 177

Three-dimensional platform games (3D platform games)
, 33

Torrance Test for Creative Thinking
, 252

Transaction utility
, 182

Transfer window
, 167

TravelFinder
, 267

Trial-and-error approach
, 260

Triune brain theory
, 30

Two rope problem
, 249

Ultimatum game
, 78

Universal/Individual and Innate/Absorbed Map (UIIA Map)
, 194

Unrelated emotions brings to decisions
, 183

Usability testing
, 69

User experience (UX)
, 36, 69

Variety
, 59

Ventral striatum
, 25n1

Vitamin D3
, 192

Watts theory
, 136–137

Willing to accept (WTA)
, 115

Willing to pay (WTP)
, 115

Work

behavioral science
, 250

behavioral time machine
, 247–248

5–5–5 plan
, 251–252

human nature
, 253–254

loss aversion
, 245–246

recency bias
, 246–247

reverse timetable
, 248–249

think differently about way of
, 247–248