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Steven’s StudyHub

Begrippen Advertising and Communication Management

Marketing (AMA)
The process of planning and executing the conception, pricing, promotion and distribution of ideas, goods and services to create exchanges that satisfy individual and organizational objectives.
Exchange
The central focus of marketing: two or more parties with something of value to each other and a way to communicate.
Marketing concept
The idea that marketing is about understanding and satisfying customer needs and desires, not just producing goods; marketing creates the meaning behind a product.
Product-oriented company
A company that focuses on what it makes: the physical item, formula and features.
Marketing-oriented company
A company that focuses on what people want and feel: benefits, emotions and value.
Relationship marketing
Creating, maintaining and enhancing long-term relationships with individual customers and other stakeholders for mutual benefit.
Mass customization
Using IT, flexible manufacturing and new marketing processes to configure and personalize products for individual customers at scale (e.g. Nike By You).
Customer lifetime value
The value a customer generates over the entire relationship with a firm; a reason to invest in retention.
Marketing mix (4 Ps)
The controllable elements product, price, place and promotion that marketers combine into a marketing program.
Integrated Marketing Communications (IMC)
Planning concept that combines communication tools (advertising, sales promotion, PR, etc.) to provide clarity, consistency and maximum communications impact.
Brand identity
The combination of name, logo, symbols, design, packaging, product performance and associations consumers have with a brand; the sum of all contact points.
Promotion
The coordination of all seller-initiated efforts to set up channels of information and persuasion to sell goods and services or promote an idea.
Promotional mix
The basic tools used to accomplish communication objectives: advertising, direct marketing, interactive/internet marketing, sales promotion, publicity/PR and personal selling.
Advertising
Any paid form of nonpersonal communication about an organization, product, service or idea by an identified sponsor.
Interactive/internet marketing
Two-way communication through online and digital media such as websites, apps and social media.
Publicity / public relations
Publicity: non-paid, nonpersonal communication such as news coverage; PR: managing the organization's image and relations with its publics.
Personal selling
Person-to-person communication in which a seller persuades prospective buyers, with immediate feedback.
NikePlus
Nike's membership program, joined automatically by downloading the Nike app, offering discounts, personalized recommendations and exclusive offers.
House of Innovation
Nike's flagship store concept (New York, Shanghai, Paris) integrating staff, screens, app services, customization and mobile checkout.
Repositioning
Changing the position a brand holds in consumers' minds, e.g. Samsung moving from copycat products to an upscale image.
Strategic marketing plan
Plan that guides resource allocation, evolves from corporate strategy and guides specific marketing programs and policies.
Marketing planning (McDonald)
The planned application of marketing resources to achieve marketing objectives; a logical sequence of activities leading to objectives and plans.
SOSTAC
Planning framework: Situation analysis, Objectives, Strategy, Tactics, Actions, Control.
5 Ss
Types of (online) marketing objectives: Sell, Serve, Sizzle, Speak, Save.
Situation analysis
The 'where are we now' stage: SWOT, PEST, brand perceptions, consumer and competitor analysis.
Value proposition (VP)
Clear statement of the benefits a product offers, how it solves needs and why it is better than competitors.
Online value proposition (OVP)
The unique set of online benefits a brand offers to attract and retain customers on digital platforms.
Emergent strategy
Strategy in which analysis, development and implementation are interrelated and developed together, enabling fast response to change.
Strategic window
A limited-time opportunity created by environmental change, such as new technology like AI.
Third place
Starbucks' positioning of its stores as a comfortable space between home and work.
Balking
Customers not ordering because of long waiting times.
Opportunity analysis
Analysis of the marketplace to find opportunities for existing products in current markets, new products for current markets, or new products for new markets.
Market opportunities
Areas with favorable demand trends, unsatisfied needs, and where the company can compete effectively.
Competitive analysis
Analysis of competition from direct brand competitors to indirect competitors such as substitutes.
Competitive advantage
Something special a firm does or has that gives it an edge over competitors.
Target market
The segment(s) a company selects to direct its marketing programs to.
Market segmentation
Dividing a market into distinct groups that have common needs and respond similarly to a marketing action.
Market-product grid
Tool relating market segments to the firm's products or marketing actions (step 3 of segmentation).
Geographic segmentation
Dividing the market into geographic units such as nations, regions or neighbourhoods.
Demographic segmentation
Segmenting on age, sex, family size, education, income or social class.
Psychographic segmentation
Segmenting on personality and/or lifestyle; lifestyle is considered by many the most effective criterion.
VALS
Values and Lifestyles program of SRI; VALS 2 divides Americans into eight lifestyle segments by motivation and resources.
Behavioristic segmentation
Segmenting on usage, loyalty or buying responses to a product.
Benefit segmentation
Grouping consumers on the benefits or attributes they seek in a product.
Undifferentiated marketing
Ignoring segment differences and offering one product to the entire market.
Differentiated marketing
Marketing in several segments with separate strategies for each.
Concentrated marketing
Selecting one segment (niche) and trying to capture a large share of it.
Micromarketing
Targeting very narrowly: local marketing (cities, stores) or individual marketing (one person).
Positioning
The art and science of fitting the product to segments so as to set it meaningfully apart from competition.
Salient attributes
Attributes that are important to consumers and form the basis for purchase decisions.
Consumer market
All individuals and households that buy or acquire goods and services for personal consumption.
Consumer buyer behaviour
The buying behaviour of final consumers: individuals and households buying for personal consumption.
Buyer's black box
The part of the buyer behaviour model where stimuli are processed: buyer characteristics and decision process, not directly observable.
Culture
The set of basic values, perceptions, wants and behaviours learned by a member of society.
Subculture
A group of people with shared value systems based on common life experiences and situations.
Social class
Relatively permanent divisions in society whose members share similar values, interests and behaviours.
Reference group
A group that serves as a point of reference in forming a person's attitudes and behaviour.
Roles and status
A person's position in each group they belong to, which influences purchases (e.g. clothing reflecting status).
Lifestyle
A person's pattern of living expressed in activities, interests and opinions.
Personality
The unique psychological characteristics that distinguish a person or group.
Maslow's hierarchy of needs
Needs arranged from physiological, safety, belongingness and esteem to self-actualization; lower needs are satisfied first.
Customer journey
The sum of ongoing experiences a customer has with a brand, from awareness to advocacy.
Customer journey mapping
Mapping customer touch points and experiences in detail to understand and improve the journey.
Touch point
Any point of contact between a customer and a brand in any channel or medium.
Customer experience (CX)
Non-deliberate, spontaneous responses and reactions to particular stimuli (Becker and Jaakkola, 2020).
Brand experience
Sensations, feelings, cognitions and behavioural responses evoked by brand-related stimuli; sensory, affective, intellectual and behavioural dimensions.
Brand advocacy
Customers actively recommending a brand to others; the end point of the customer journey.
Hierarchy of effects
Class of models implying that consumers move through a sequence of stages before purchase (e.g. AIDA, DAGMAR).
Innovators
The 2.5% most venturesome adopters who try new ideas at some risk.
Early adopters
13.5% of adopters; opinion leaders who adopt early but carefully.
Early majority
34% of adopters; deliberate, adopting before the average person.
Late majority
34% of adopters; skeptical, adopting after most people have tried it.
Laggards
16% of adopters; suspicious of change, adopting when the innovation has become a tradition.
Persona
A partly fictional profile representing a target customer, based on real research and data.
Pain points
The particular challenges or problems customers face with a product or service.
Advertising creativity
The ability to generate fresh, unique and appropriate ideas that can be used as solutions to communication problems.
Creative personnel
Copywriters, art directors and commercial directors, often with non-business backgrounds, relying more on intuition than logic.
Young's creative process
Five steps: immersion, digestion, incubation, illumination, reality/verification.
Immersion
Gathering raw material and information through background research (Young, step 1).
Digestion
Working over the information and wrestling with it in the mind (Young, step 2).
Incubation
Putting the problem out of the conscious mind so the subconscious can work on it.
Illumination
The birth of an idea, the 'Eureka' moment.
Verification
Checking whether the idea solves the problem and shaping it to practical usefulness.
Account planning
Conducting research and gathering all relevant information on the product, brand and target consumers to support the creative process.
Advertising campaign
A set of interrelated, coordinated marketing communication activities centred on a single theme appearing in different media over a specified period.
Campaign theme
The central message of a campaign, used in all advertising and promotion; usually meant to last longer than one campaign plan.
Copy platform (creative brief)
Written document specifying the basic elements of the creative strategy: problem, objectives, target audience, major selling idea, creative strategy statement, supporting information.
Major selling idea (big idea)
The central theme of a campaign: the strongest singular thing you can say about the product, with the broadest meaningful appeal.
Unique selling proposition (USP)
A specific benefit proposition that competitors cannot or do not offer and that is strong enough to attract new customers.
Brand image advertising
Using the image of the brand as the main selling idea, common for products hard to differentiate functionally.
Inherent drama
Approach that finds the characteristic of the product that makes consumers buy it and presents it in a believable way.
Unlearning curve
Research process Young and Laramore used with Ugly Mug to uncover consumer insights without changing what the brand is.
Shelf space
Retail display space; the core problem for Ugly Mug, since only about 10% is available to small roasters.
High-involvement product
Product perceived as personally important, expensive, risky or symbolic, requiring extensive search and evaluation (e.g. cars, insurance).
Low-involvement product
Product with low risk, low cost and limited relevance, bought with minimal effort using habits and simple cues (e.g. snacks, shampoo).
Advertising appeal
The approach used to attract attention and influence feelings toward a product; rational or emotional.
Informational/rational appeal
Appeal focusing on practical, functional or utilitarian needs, emphasising features, benefits and facts.
Rational motives
Purchase criteria such as comfort, convenience, economy, health, quality, durability, efficiency and performance.
Feature appeal
Rational appeal focusing on the dominant traits of a product; informative, used for technical and high-involvement products.
Competitive advantage appeal
Rational appeal comparing the brand with competitors and claiming superiority.
Favourable price appeal
Rational appeal making the price offer the dominant point of the message.
News appeal
Appeal in which news about the product, service or company dominates the ad.
Product/service popularity appeal
Appeal stressing the number of users, switchers or recommending experts, or market leadership.
Emotional appeal
Appeal relating to consumers' social and/or psychological needs.
Emotional integration
Portraying characters in an ad as experiencing an emotional benefit from using the product (Kamp and MacInnis).
Transformational ad
Ad that links the usage experience with psychological characteristics not otherwise associated with it, changing how consumers interpret using the brand.
Execution style
The way an appeal is presented in the ad, e.g. animation, personality symbol or fantasy.
Animation
Execution style using drawn or computer-created scenes, cartoons, puppets or fictional characters.
Personality symbol
Execution style using a central character that delivers the message and with which the product is identified.
Fantasy execution
Execution style offering a brief escape into another lifestyle, with the product central; popular for image advertising on TV.
Media planning
The series of decisions involved in delivering the promotional message to prospective purchasers and/or users of the product or brand.
Media plan
The guide for media selection, containing media objectives and the media strategies designed to attain them.
Media objectives
Goals for the media program, designed to lead to communication and marketing objectives.
Media strategy
Plan of action for attaining the media objectives.
Medium
General category of delivery systems, such as broadcast, print, direct mail or outdoor.
Media vehicle
Specific carrier within a medium category, e.g. Time magazine or the programme 60 Minutes.
Reach
The number of different audience members exposed at least once to a media vehicle in a given period.
Coverage
The potential audience that might receive the message through a vehicle.
Frequency
The number of times the receiver is exposed to the media vehicle in a specified period.
Unduplicated reach
The number of different people reached, counting each person only once; key for new product introductions.
Effective reach
Percentage of the audience reached at an effective frequency, generally 3 to 10 exposures.
Gross rating points (GRP)
Reach (%) multiplied by average frequency; the total weight of a media schedule.
Waste coverage
Media coverage of people who are not in the target market.
Media mix
The combination of media used in a campaign, based on objectives, product, budget and preferences.
Continuity
Scheduling method with a regular, continuous pattern of advertising without gaps.
Flighting
Scheduling method with intermittent periods of advertising and no advertising.
Pulsing
Scheduling method combining continuity with periods of stepped-up advertising.
Mood (media)
The atmosphere a medium creates that carries over to and enhances the ad.
Wearout
Loss of advertising effectiveness caused by excessive repetition.
Clutter
The amount of advertising and non-programme material in a medium, which reduces each ad's impact.
Editorial environment
The content surrounding an ad; consistency with it reduces required frequency.
Cost per conversion
Total media cost divided by the number of conversions a media type produces.
Customer-based brand equity (CBBE)
The differential effect that brand knowledge has on consumer response to the marketing of that brand (Keller, 1993).
Differential effect
The difference in consumer response to a branded versus an unbranded version of the same marketing.
Brand knowledge
A brand node in memory with linked associations; consists of brand awareness and brand image.
Brand awareness
The strength of the brand node in memory, reflected in brand recognition and brand recall.
Brand recognition
Consumers' ability to confirm prior exposure to the brand when given the brand as a cue.
Brand recall
Consumers' ability to retrieve the brand from memory given the product category, a need or a purchase situation as a cue.
Brand image
Consumers' perceptions of a brand as reflected by strong, favourable and unique associations in memory.
Consideration set
The set of brands a consumer seriously considers for purchase.
Brand salience
The depth and breadth of brand awareness; base of the CBBE pyramid (who are you?).
Brand performance
How well the product meets functional needs: features, reliability, service, style and design, price.
Brand imagery
Extrinsic properties of the brand that meet psychological and social needs: user profiles, situations, personality and values, heritage.
Brand judgments
Customers' personal evaluations of the brand: quality, credibility, consideration, superiority.
Brand feelings
Emotional responses to the brand: warmth, fun, excitement, security, social approval, self-respect.
Brand resonance
The relationship and degree of 'sync' customers feel with the brand: loyalty, attachment, community, engagement.
Points-of-parity and points-of-difference
Associations shared with competitors versus associations that are unique to the brand; built at the meaning level.
Brand personality
Human characteristics associated with a brand: sincerity, excitement, competence, sophistication, ruggedness.
Product category structure
How product categories are organised in memory, which determines when a brand is recalled.
Customer relationship management (CRM)
Using data systems and applications to track consumer activity and manage customer interactions.
Customer equity
The sum of the lifetime values of all customers.
Value equity
Customers' objective assessment of a brand's utility (quality, price, convenience).
Relationship equity
Customers' tendency to stay with a brand beyond objective and subjective assessments.
Broadcast media
Television and radio: time-oriented media organised in networks and individual stations.
Zipping
Fast-forwarding through commercials when playing back a recorded programme.
Zapping
Changing channels to avoid commercials.
Sponsorship (TV)
Arrangement in which an advertiser is responsible for producing, and usually the content of, a programme as well as its advertising.
Participations
Several advertisers buying commercial spots within one programme; about 90% of network time is sold this way.
Dayparts
Specific time segments of a broadcast day, with costs varying by audience size.
Image transfer
Using the audio of a TV commercial in radio so listeners recall the TV images.
Mental imagery
Radio's ability to make listeners create their own picture of the message.
Closing period
The lead time before a medium's airtime or publication by which the ad must be delivered; very short for radio.
Fragmentation
The spreading of an audience across many stations or media, making it harder to reach.
Brand identity (Keller)
First level of the CBBE pyramid, answering 'Who are you?', built through salience.
Brand meaning
Second level of the pyramid ('What are you?'), consisting of performance and imagery.
Brand response
Third level ('What about you?'), consisting of judgments and feelings.
Brand relationships
Fourth level ('What about you and me?'), consisting of resonance.
Rational route
Left side of the CBBE pyramid: performance leading to judgments.
Emotional route
Right side of the CBBE pyramid: imagery leading to feelings.
Ecosystem lock-in
Loyalty created because a brand's products work best together, making switching costly (Apple).
Advocacy
Customers recommending the brand to others, a sign of resonance.
Brand rituals
Repeated customer behaviours around a brand, such as the daily Starbucks visit, supporting community and resonance.
Green siren
Starbucks' recognisable logo, a key salience cue.
Elastic user
Cooper's term for a vague, undefined user that each team member stretches to fit his or her own preferences, so that any feature can be justified. Personas replace it with one specific person.
Goal-directed design
Cooper's design approach that focuses on the goals a specific persona wants to achieve rather than on tasks or available features.
Proto-persona
A persona built quickly from the team's own assumptions, for example in a workshop. Fast and useful for alignment, but at risk of stereotypes because it is not based on research.
Negative persona
A persona describing a type of customer the brand deliberately does not target, used to keep messages and design focused.
Data-driven persona
A persona generated from analytics, CRM or social media data, sometimes automatically. Scalable and easy to update, but better at showing behaviour than motives.
Customer journey map
A visual representation of the steps a persona goes through with a brand, showing per stage the touchpoints, actions, thoughts, emotions, pain points and opportunities.
Zero moment of truth (ZMOT)
The online research a consumer does before purchase, such as searching, reading reviews and watching videos. The term was popularised by Google.
First moment of truth (FMOT)
The first encounter with the product at the point of purchase, such as the store shelf or product page; a term associated with Procter and Gamble.
Second moment of truth (SMOT)
The experience of using the product, which shows whether the brand keeps its promise.
User experience (UX)
The experience a person has while using a specific product, system or interface, such as an app or website. UX is part of the broader customer experience.
Emotional curve
The line in a customer journey map that shows how the customer's feelings rise and fall across the stages, highlighting where pain points occur.
Elaboration Likelihood Model (ELM)
Petty and Cacioppo's (1986) dual model of persuasion: attitude change follows a central route when motivation and ability to process are high, and a peripheral route when they are low.
Central route
Persuasion through careful evaluation of the arguments in a message; produces enduring, resistant attitudes that predict behaviour.
Peripheral route
Persuasion based on cues rather than arguments when motivation or ability is low; produces temporary attitudes that need repetition.
Peripheral cue
A message element that influences attitudes without argument processing, such as an attractive source, music, humour or the number of arguments.
Attitude persistence
The extent to which an attitude lasts over time; higher for attitudes formed through the central route than through the peripheral route.
Heuristic-Systematic Model (HSM)
Chaiken's (1980) dual model in which people evaluate messages through systematic processing (effortful scrutiny) and/or heuristic processing (simple stored decision rules); both modes can co-occur.
Sufficiency principle
HSM principle that people keep processing until their confidence in a judgement reaches a desired level; a large confidence gap triggers systematic processing.
Automated bidding
An algorithm sets the bid for each auction based on the predicted value of the impression, in line with a goal such as a target cost per acquisition or return on ad spend.
Algorithmic dayparting
Adjusting bids by hour and day based on when a specific audience is predicted to respond, a fine-grained, data-driven version of classic dayparting.
Dynamic creative optimization (DCO)
Automatically assembling and testing combinations of creative elements (headlines, images, calls to action) and showing the best combination to each audience.
Frequency capping
A limit on the number of times the same person is shown an ad in a period, used to prevent wearout.
digital advertising
Paid, sponsor-identified persuasive communication through digital media and devices that is typically addressable, interactive and measurable.
omnichannel
An approach in which all channels and touch points are integrated around the customer, giving a seamless, consistent experience based on shared customer data.
multichannel
Presence in several channels that are managed largely separately, each with its own team, budget and objectives.
cross-channel
Channels are linked along specific customer journeys so that customers can move between them, with partly shared data and messages.
digital advertising ecosystem
The network of advertisers, agencies, publishers, platforms, data providers and ad tech that together plan, buy, sell, deliver and measure digital ads.
walled gardens
Large platforms that act as publisher, ad seller, data owner and measurement provider in a closed environment, keeping user data inside.
ad server
Technology that stores ad creatives, decides which ad fills a slot, delivers it and records impressions and clicks.
demand-side platform (DSP)
Software used by advertisers and agencies to buy ad inventory automatically across many publishers and exchanges.
supply-side platform (SSP)
Software used by publishers to offer inventory to many buyers at once and maximize revenue per impression.
ad exchange
A digital marketplace where buyers (DSPs) and sellers (SSPs) trade ad impressions, often through auctions.
customer data platform (CDP)
A system that builds unified, persistent profiles of known customers from a firm's first-party data across channels. Contrast with a DMP, which mainly segments anonymous audience data.
programmatic buying
Automated buying and selling of digital ad inventory through software and algorithms instead of manual negotiation.
real-time bidding (RTB)
A form of programmatic buying in which each impression is auctioned in the fraction of a second while a page or app loads.
first-party data
Data a firm collects itself in its direct relationship with customers, such as purchases, loyalty and website behavior.
third-party data
Data collected by parties without a direct relationship with the consumer, often through cross-site tracking, and sold as audience segments.
cookieless shift
The industry move away from third-party cookies and cross-site tracking, driven by privacy regulation and browser and operating system changes.
contextual targeting
Placing ads based on the content of the page or app rather than on the user's personal browsing history.
algorithmic persuasion
Persuasive communication in which algorithms, based on user data, decide or co-decide who sees which message, when and in which form.
networked communication
A view of advertising as communication flowing through a network of people and platforms in which consumers share, comment on and co-create messages.
Pass-along readership
Readers who read a copy of a magazine or newspaper obtained from someone else. Total audience equals circulation plus pass-along readers.
Split runs
A magazine service in which two versions of an ad are printed in different copies of the same issue, so the advertiser can test which version works better.
Preprinted inserts
Advertising flyers that are printed separately and distributed together with a newspaper.
Support media
Media used to reach audiences missed by the primary media and to reinforce their messages, such as out-of-home advertising, product placement and branded entertainment.
Transit advertising
Advertising inside and outside buses, trains and taxis and in stations and airports. It offers long exposure time to commuters but reach is limited to transit users.
Place-based media
Advertising placed in locations where specific audiences gather, such as gyms, cinemas, doctors' offices, campuses and stores.
Product placement
Including a brand in a film, TV programme, game or other entertainment content, usually for payment. The brand is part of the content and cannot be zapped.
Branded entertainment
Content such as a web series, game or event that the brand creates or co-creates around itself, aiming at engagement rather than interruption.
Native advertising
Paid content that matches the form and style of the platform on which it appears, such as sponsored articles or posts.
Paid media
Channels the marketer pays to use, such as advertising, paid search and sponsored posts. They offer control and reach.
Owned media
Channels the brand controls itself, such as its website, app, brand social media accounts and email lists.
Earned media
Exposure the brand does not pay for but earns through publicity, shares, reviews and word of mouth. Highly credible but not controllable.
Direct marketing
A system of marketing by which organizations communicate directly with target customers to generate a response or transaction.
Database marketing
Building and using a list of current and potential customers with data on their characteristics and purchases to target communication and build relationships.
RFM scoring
Rating customers on recency, frequency and monetary value of their purchases to identify the most valuable and responsive customers.
Infomercials
Long-form TV commercials, often styled as a programme, that demonstrate a product and ask viewers to order directly.
Cost per order
The cost of a direct marketing campaign divided by the number of orders it generated; a basic measure of direct marketing efficiency.
Sales promotion
Activities that offer extra value or incentives to the sales force, distributors or consumers to stimulate immediate sales.
Slotting allowances
Fees that manufacturers pay to retailers to obtain shelf space for new products; a form of trade allowance.
Cooperative advertising
Advertising whose cost is shared, most often between a manufacturer and a retailer that features the manufacturer's product (vertical cooperative advertising).
Sales promotion trap
A situation in which competing brands all keep using promotions to defend share, so that costs rise for everyone without any brand gaining share or building equity.
Marketing public relations (MPR)
Public relations activities designed to support marketing objectives such as awareness, credibility and reaching hard-to-reach audiences.
Cause marketing
Linking a brand to a social cause, often by donating part of the revenue per purchase, to build goodwill and corporate image.
Pretesting
Research done before an ad or campaign is implemented, to decide whether it should run and how it can be improved. It is mainly diagnostic.
Posttesting
Research done after an ad or campaign has run, to determine whether it met its objectives and to guide future campaigns.
Laboratory tests
Tests in which people see ads in a controlled location; they offer control but suffer from testing bias and a lack of realism.
Field tests
Tests of ads under natural viewing conditions; realistic, but with less control over other influences.
Concept testing
The earliest form of testing, in which the basic idea for an ad or campaign is shown to consumers before money is spent on production.
Animatic
A rough commercial made of filmed storyboard drawings with a soundtrack, used to test an idea before full production.
Consumer juries
Groups of target consumers who rate or rank alternative ads; simple and cheap, but jurors may act as experts and halo effects may occur.
Theater tests
Pretests in which participants watch a programme with embedded commercials, and brand preference is measured before and after exposure.
Eye tracking
A physiological measure that records where and how long the eyes fixate on an ad, page or screen.
Galvanic skin response
A physiological measure of changes in skin conductance, used as an indicator of arousal; it does not show whether the reaction is positive or negative.
Inquiry tests
Posttests that count the direct responses (coupons, calls, requests, visits) generated by an ad.
Starch
A classic recognition test for print ads reporting the percentage of readers who noted the ad, associated it with the brand and read most of it.
Day-after recall
A recall test in which viewers are contacted the day after a commercial aired and asked what they remember of it.
Tracking studies
Repeated measurement of awareness, recall, attitude, image and intention over time, related to the timing and weight of advertising.
Single-source systems
Research systems that link advertising exposure and actual purchases for the same households.
CTR
Click-through rate: clicks divided by impressions, expressed as a percentage.
CPM
Cost per thousand impressions: cost divided by impressions, multiplied by 1,000.
CPA
Cost per acquisition: total cost divided by the number of conversions.
Share of voice
A brand's share of all advertising spending or conversation in its category.
Attribution model
A rule or statistical method that divides the credit for a conversion among the touchpoints on the path to purchase, such as last click or linear.
Incrementality
The extra result that would not have occurred without the advertising, measured by comparing an exposed group with an unexposed holdout group.
ROAS
Return on ad spend: attributed revenue divided by advertising cost. It ignores product costs and usually does not separate incremental from existing demand.
Brand lift
The measured increase in a brand metric such as awareness or purchase intent among exposed people compared with an unexposed control group.
advertising clutter
The amount of advertising in a medium and the perception that there is too much of it. Digital and mobile media, and AI-generated volume, increase clutter.
ad avoidance
All actions by media users that reduce their exposure to advertising. It has cognitive, affective and behavioral components.
cognitive avoidance
Ignoring ads by not paying attention to them, for example scrolling past sponsored posts.
affective avoidance
Negative feelings such as irritation or distrust towards ads, a medium or advertising in general.
behavioral avoidance
Taking action to remove or skip ads, such as clicking skip, closing pop-ups or installing an ad blocker.
banner blindness
The learned tendency to ignore elements that look like banner ads or appear where ads are usually placed.
ad blocking
Using software that prevents ads from loading or being shown; the most radical form of behavioral avoidance.
webrooming
Researching a product online and then buying it in a physical store.
showrooming
Examining a product in a physical store and then buying it elsewhere, often online.
ROPO
Research online, purchase offline: offline sales triggered by online search and advertising, often missed by online measurement.
cross-media synergy
The combined effect of several media is larger than the sum of their separate effects.
personalized advertising
Advertising adapted to an individual on the basis of personal data. Tailored advertising adapts to a segment instead.
personalization-privacy paradox
The tension between wanting relevant personalized offers and worrying about the personal data needed to create them.
perceived intrusiveness
The feeling that an ad interferes with one's thoughts or activities or reveals that the advertiser knows too much.
personalization reactance
Resistance against an overly personal or pushy ad because consumers feel their freedom of choice is threatened.
dataveillance
Continuous monitoring of people through the data they generate in digital environments, discussed by Strycharz, Zhang and Segijn (2025).
computational advertising
Data-driven, algorithm-based advertising in which algorithms decide which ad is shown to whom, where, when and at what price.
programmatic advertising
Automated buying and selling of ad inventory, often through real-time auctions per impression.
dynamic creative optimization
Technology that builds ad versions from components and serves each viewer the version most likely to work.
recommender systems
Algorithms that suggest products or content based on past behaviour and similar users; they increasingly merge with advertising.
budget pacing
Algorithmic spreading of the budget over time so it is not spent too early or left unspent.
human-AI co-creation
Joint creation of advertising in which humans provide strategy and judgment and AI provides speed and variation.
algorithm aversion
The tendency to prefer human judgment or work over algorithmic output, even when the algorithm performs equally well.
AI disclosure
A label or statement telling consumers that AI was used to create (part of) an advertisement.
Influencer marketing
Cooperation between a brand and social media content creators who integrate brand messages into their own content for their followers, in exchange for payment or other benefits.
Mega influencer
An influencer with a very large following (commonly over about one million), offering broad reach but lower engagement and weaker perceived closeness.
Macro influencer
An influencer with a large following (commonly about 100,000 to one million) combining substantial reach with a recognisable niche.
Micro influencer
An influencer with a modest following (commonly about 10,000 to 100,000) in a specialised niche, usually with higher engagement and credibility.
Nano influencer
An influencer with a small following (commonly about 1,000 to 10,000) and a very close relation with followers; low cost but limited reach.
Source credibility
The extent to which a message source is perceived as believable, mainly based on expertise and trustworthiness, often complemented by attractiveness.
Homophily
Perceived similarity between source and receiver in values, background or lifestyle, which increases persuasiveness.
Parasocial relationship
A one-sided, imagined relationship in which a follower feels close to a media figure who does not know them personally.
Persuasion knowledge
Consumers' knowledge of marketers' persuasion goals and tactics; when activated, for example by a disclosure, it can lead to more critical processing.
Sponsorship disclosure
A clear indication (such as 'ad' or 'paid partnership') that content is commercial, required by law and self-regulatory codes.
Momfluencers
Mothers who share content about parenting and family life and use it for brand collaborations, often featuring their children, which raises ethical concerns.
Virtual influencers
Computer-generated characters with a social media presence that act like human influencers; they give brands control but raise authenticity and transparency issues.
Buzz marketing
Activities designed to generate conversation and excitement about a brand so that the message spreads from consumer to consumer.
Static in-game advertising
Brand messages built into a game during development that cannot be changed, targeted or updated afterwards.
Dynamic in-game advertising
Ads served into reserved spaces in a game through an internet connection, so they can be updated, targeted and measured.
Advergames
Games created by or for a brand to promote it, usually with the brand central to gameplay.
Esports sponsorship
Sponsoring professional gaming teams, players, tournaments or streams to reach gaming audiences and build associations with gaming culture.
Standardization
Using the same advertising strategy and execution in all countries, for economies of scale and a consistent global image.
Think global, act local
A middle way in international advertising: a central global strategy and core idea with execution adapted to local markets.
Hofstede's cultural dimensions
A model comparing national cultures on power distance, individualism, masculinity, uncertainty avoidance, long-term orientation and indulgence.
High context cultures
Cultures in which meaning is largely carried by context, relationships and symbols, so advertising tends to be indirect and image-based.
Unfair Commercial Practices Directive
The main EU law prohibiting misleading and aggressive commercial practices, including undisclosed paid editorial content.
Digital Services Act
EU law requiring online platforms to make ads recognisable and to show who paid and why a user is targeted; it bans profiling-based ads to minors.
Dark patterns
Interface designs that steer or pressure users into choices that benefit the company, such as hiding the option to refuse tracking.
Medium-based definition
Early view of digital advertising as a paid promotional message delivered through a digital medium such as the web, email or search engines (Barnes, 2002; Strauss & Frost, 2001).
Algorithmic mediation
The role of automated computational systems in deciding who sees which advertisement, when and how; one of the five conceptual dimensions of digital advertising (McStay, 2017).
Five conceptual dimensions
Rodgers and Thorson (2026): persuasive intent, digital platform infrastructure, interactive communication, data-driven targeting and personalization, and algorithmic mediation and optimization.
Persuasive intent
Brand-initiated communication designed to influence audiences; the first conceptual dimension of digital advertising.
Immersive advertising
Advertising in virtual or augmented settings, one of the practices digital advertising encompasses according to Rodgers and Thorson (2026).
Advertising (classic definition)
Any paid form of nonpersonal communication about an organization, product, service or idea by an identified sponsor (Belch & Belch, 2021).
Medium-based definitions
Early definitions of digital advertising (web, online, internet advertising) that focus on the delivery medium (Barnes, 2002; Strauss & Frost, 2001).
Brand-initiated communication
Dahlen and Rosengren's (2016) view of advertising: communication started by a brand with the intent to impact people, paid or not.
Algorithmic mediation
Algorithms and automated systems decide which ad is delivered to whom and when (McStay, 2017).
From 'what and where' to 'who, when and how'
Rodgers and Thorson's summary of how definitions shifted from message and medium to audience construction, segmentation and predictive delivery.
Paid, owned and earned media
Paid: bought space; owned: the brand's own channels; earned: free exposure through shares, reviews and media coverage. Newer definitions of advertising include all three.