Considered purchase

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A considered purchase is a complex buying decision with a high degree of financial and/or emotional risk and reward. [1] This process requires meaningful investigation and comparison by key decision makers and influencers prior to a transaction. [2] All purchase decisions fall along a spectrum of complexity and consequence depending on the variables and relevant information involved. Unlike an impulse purchase, a considered purchase typically has a long purchase cycle and significant consequences. Considered purchase decisions exist in both the consumer and commercial realms involving both products and services.

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<span class="mw-page-title-main">Consumer behaviour</span> Study of individuals, groups, or organisations and all the activities associated with consuming

Consumer behaviour is the study of individuals, groups, or organisations and all the activities associated with the purchase, use and disposal of goods and services. Consumer behaviour consists of how the consumer's emotions, attitudes, and preferences affect buying behaviour. Consumer behaviour emerged in the 1940–1950s as a distinct sub-discipline of marketing, but has become an interdisciplinary social science that blends elements from psychology, sociology, social anthropology, anthropology, ethnography, ethnology, marketing, and economics.

As part of consumer behavior, the buying decision process is the decision-making process used by consumers regarding the market transactions before, during, and after the purchase of a good or service. It can be seen as a particular form of a cost–benefit analysis in the presence of multiple alternatives.

<span class="mw-page-title-main">Stardock</span> Software and video game developer

Stardock Corporation is a software development company founded in 1991 and incorporated in 1993 as Stardock Systems. Stardock initially developed for the OS/2 platform, but was forced to switch to Microsoft Windows due to the collapse of the OS/2 software market between 1997 and 1998. The company is best known for computer programs that allow a user to modify or extend a graphical user interface as well as personal computer games, particularly strategy games such as the Galactic Civilizations series, Sins of a Solar Empire: Rebellion, Elemental: Fallen Enchantress, and Ashes of the Singularity.

Impulse or Impulsive may refer to:

Impulse-control disorder (ICD) is a class of psychiatric disorders characterized by impulsivity – failure to resist a temptation, an urge, or an impulse; or having the inability to not speak on a thought. Many psychiatric disorders feature impulsivity, including substance-related disorders, behavioral addictions, attention deficit hyperactivity disorder, autism spectrum disorder, fetal alcohol spectrum disorders, antisocial personality disorder, borderline personality disorder, conduct disorder and some mood disorders.

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In the field of consumer behavior, an impulse purchase or impulse buying is an unplanned decision by a consumer to buy a product or service, made just before a purchase. One who tends to make such purchases is referred to as an impulse purchaser, impulse buyer, or compulsive buyer. Research findings suggest that emotions, feelings, and attitudes play a decisive role in purchasing, triggered by seeing the product or upon exposure to a well crafted promotional message.

Buyer's remorse is the sense of regret after having made a purchase. It is frequently associated with the purchase of an expensive item such as a vehicle or real estate.

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<span class="mw-page-title-main">Impulsivity</span> Tendency to act on a whim without considering consequences

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Impulse was a digital distribution and multiplayer platform. Originally developed by Stardock to succeed Stardock Central, it was purchased by GameStop in March 2011, and was subsequently rebranded as GameStop PC Downloads, with the client being renamed GameStop App. The client was discontinued in April 2014.

<span class="mw-page-title-main">Disruptive solutions process</span>

The disruptive solutions process (DSP) is a form of iterative, low-cost, first-to-market development created in 2005 by fighter pilot and United States Air Force/Air National Guard Colonel Edward Vaughan. It is primarily used by the Air National Guard to prevent mishaps during the combat operations process.

In the video game industry, digital distribution is the process of delivering video game content as digital information, without the exchange or purchase of new physical media such as ROM cartridges, magnetic storage, optical discs and flash memory cards. This process has existed since the early 1980s, but it was only with network advancements in bandwidth capabilities in the early 2000s that digital distribution became more prominent as a method of selling games. Currently, the process is dominated by online distribution over broadband Internet.

<span class="mw-page-title-main">Bride buying</span> Trade of purchasing a bride

Bride-buying, also referred to as bride-purchasing, is the industry or trade of purchasing a bride as a form of property. This enables the bride to be resold or repurchased at the buyer's discretion. This practice continues to have a firm foothold in parts of the world such as China, India and Africa. Described as a form of marriage of convenience, the practice is illegal in many countries.

<span class="mw-page-title-main">OMD Worldwide</span> American media communications agency (1996–)

OMD Worldwide is a media communications agency. It is a subsidiary of Omnicom Group and an Omnicom Media Group agency considered the holding company's "media specialist brand". Omnicom Media Group is the media services division of Omnicom Group. OMD is headquartered in New York City and its chief executive officer is George Manas.

References

  1. "Impulse Vs. Considered Purchase Strategy". www.mediapost.com. Retrieved 2019-05-23.
  2. "Media Planning and Buying Agency | TV, Radio & Digital | Wingman Media". Wingman Agency. Retrieved 2019-05-23.