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    organizational behaviour

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    Spring 2014 Organizational Behavior MG6013 The exploration of the theories‚ research and practices that allow a better understanding of human behavior in organizations. Topics include motivation and job satisfaction; decision making; group dynamics; work teams; leadership; communication; power‚ politics and conflict; organization culture‚ structure and design; impact of technology; management of work

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    ORGANIZATIONAL BEHAVIOUR

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    Telephone Customer Service Representatives 1. How do you interpret the reliability results for the clerical test and work sample? Are they favorable enough for the company to consider using them “for keeps” in selecting job applicants? A. Clerical Test  Coefficient alpha is high (.85‚ .86). This is a positive sign.  Test-retest reliability is also high (.92). B. Work Sample (T)  Inter-rater agreement is relatively high (88%‚ 79%) C. Work Sample (C)  Inter-rater agreement

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    Consumer Behaviour-Snapple

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    Subject Code: 325-202 | Subject Name: Consumer Behaviour | Date Due: 5th May 2011 | Word Count: 2763 | Assignment Name or Number: Case Analysis | | Student ID Number | | 1. | Steven Huy Tran | 329330 | 2. | Yating Lu | 387224 | 3. | Shihui (Cheryl) Li | 387283 | 4. | Putri Yusman | | Consumer Behaviour- Case Analysis Snapple Snapple is an American-based beverage brand that focuses distinctively in producing juices and tea. During the late 1980s‚ Snapple gained prominent share

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    contribute to dysfunctional behaviour. Bennett and Robinson (2003)‚ suggest that behaviour is deemed dysfunctional or deviant when an individual or a group violates an organisation’s norms‚ policies‚ or internal values‚ and threatens the welfare of the organisation or its constituents. Researchers into dysfunctional behaviour have come up with other alternative terms such as corrupt‚ counterproductive behaviour‚ deviance‚ antisocial‚ and unethical or anti-citizen behaviour (Speedy 2004). Pulich and

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    MARKETING IMPLICATIONS BASED ON INTERNAL INFLUENCES ON PRODUCT PURCHASE 1. Need for the refrigerator • The need for refrigerator is mostly just a physiological need and a refrigerator is a utilitarian product for all the consumers. * In cases where a high end refrigerator is bought it is also to satisfy the esteem need of the consumer. By buying a high end product at a premium price the consumer would like to impress his friends or relatives after being seen using a stylish and high

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    Household Buyer Behaviour

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    References: ▪ Solomon‚ Bamossy‚ Askegaard‚ Hogg‚(2010) Consumer Behaviour-A European Perspective Fourth Edition ▪ Wilkie (1994) Consumer Behaviour Third Edition ▪ Solomon‚ Bamossy‚ Askegaard‚ Hogg‚(2002) Consumer Behaviour-A European Perspective Second Edition ▪ Mary Lambikin‚ Gordon Foxall‚ Fred Van Raaij‚ Benoit Heilbrunn‚(1977) European Perspectives on Consumer Behaviour ▪ William D.Wells‚ George Gubar‚ (1966) Life Cycle Concept in Marketing Research ▪ Lavin (1993)

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    Consumer Behaviour Theories

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    Lecture 1 – introduction Role theory (the perspective that much of consumer behaviour resembles action in a play) • Each consumer has lines‚ props and costumes that are necessary to a good performance. Since people act out many different roles they may modify their consumption decisions according the particular play they are in at the times. The criteria that they use to evaluate products and services in one of their roles may be quite different from those used in another role. • Another way

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    Consumer Behaviour

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    University of Pennsylvania ScholarlyCommons Marketing Papers 9-1-1991 Prediction of Consumer Behavior by Experts and Novices J. Scott Armstrong University of Pennsylvania‚ armstrong@wharton.upenn.edu Postprint version. Published in Journal of Consumer Research‚ Volume 18‚ Issue 2‚ September 1991‚ pages 251-256. Publisher URL: http://www.jstor.org/browse/00935301?config=jstor This paper is posted at ScholarlyCommons. http://repository.upenn.edu/marketing_papers/46 For more information

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    Organizational Behaviour

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    The primary subject matter of this case involves engagement of a company’s workforce. the constructs listed above have reached such low levels that critical organizational outcomes are being negatively impacted. The principal character in the case. It is designed to be taught in one class hour and is expected to take approximately three hours of student preparation time. Students are provided with a manage concern that her workers’ levels of job satisfaction to dangerous levels. Students

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    Aggressive Behaviour

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    The Effects of Video Games and Violence Over the century‚ video games have become quite an attraction among people of all ages and culture. A statistic showed that the age bracket for video gaming ranges from eight to forty year olds (Baran‚ 2012). With the advancement of technology‚ video games also have advancement in its realism and genres. The technologies allowed video games to become very sophisticated and realistic. This type of advancement had brought the Video gaming to a multi-billion

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