Test your basic knowledge |

Important Digital Marketing Vocab

Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Those others view as knowledgeable sources of information






2. Original cntent that positions the sponsoring entity as a authority






3. Channels capable of two way communication on a small scale






4. Crosses the boundaries of mass and personal media






5. The term used when people have clicked on or viewed a web page.






6. Within each medium - marketers can choose these specifically to place a message






7. Persuades with the opinion or recommendation of an expert in the field






8. The online means of communication - conveyance - collaboration and cultivation among interconnected people - communities and organizations.






9. Content that refutes an accepted belief






10. The electronic/online activity of prospects






11. Channels of social media focusing on relationships and the common activities people participate in with others who share the same interest or idenification Ex: Social networking sites - messages boards - forums - wikis






12. Sites with aid in the dissemination of content to an audience:






13. Tactic of hiding messages within another medium so that the message is undetectable for those who do not know to look for it






14. Selling an additional category of products/solutions as a result of a customer's original purchase.






15. Sets of labels (tags) individuals choose in a way that makes sense to them






16. The interface that allows one computer system or application to communicate and exchange data with another.






17. Text inserted into the source code of a web page that includes key words in order to provide information to a search engine about the contents of the page for search engine optimization.






18. Encompasses channels and vehicles that offer opportunities for play and enjoyment - reviews and ratings - deal sites - social shopping markets - social storefronts






19. Information that people copy from other sources






20. Games in which the players play a character role with the goal of completing a mission






21. Constantly wired in the network - always online






22. The way the game world is experienced






23. Externally measurable characteristics of potential buyers such as age - gender - race - education and income level.






24. Means that people tend to follow and emulate those people whom they find attractive or otherwise desirable






25. Require only a small amount of time are easy to learn and are readily available 55% female for casual social games






26. Authority building content seminal pieces of work that shape the way people think






27. Acronym representing a way to create real-time Web applications.






28. Increase awareness - influence desire - encourage trial - facilitate purchase - cement brand loyalty






29. To build a picture of a target customer based on information from various sources including customer transactions - completed forms and demographic data.






30. Search engine marketing programs that guarantee web site listings for specific keyword search terms for a fee.






31. Save your bookmarks online so they are always available wherever you have online access






32. Share and promote online news






33. Content that promises something for free






34. The standard unit for buying or selling Internet advertising. The 'thousand (or M in Roman numerals in the abbreviation) stands for 'thousand advertising impressions' - or views. To figure out what it costs to reach each individual viewer of an ad -






35. Information in web pages - Flash movies - email - enewsletters - etc. - that changes automatically based on database or user information. When used effectively - this content targets users' specific needs - providing what they are looking for






36. Performative in that the player chooses an action that the game executes






37. Accumulated resources whose value flows to people as a result of their access to others






38. Stay informed - raise your profile - level the playing field - Influence the influencers - Nurture brand advocacy-pass it on - the wisdom of the crowd






39. Anything that involves delivering hosted services online






40. A web-based tool or desktop application that collects syndicated content.






41. A user interacts with an ad by clicking or mouse-over - the ad enlarges to reveal additional information.






42. Plug ins that appear as clicable icons on a website and enable the viewer to bookmark or share the page with others






43. Refers to a way for a web server to pass information along through a particular application program. Used in many different web programming applications including Perl and Java.






44. The ability to attribute prospect behavior to the media that triggered the response.






45. The hardware systems on which the game is played






46. This ad buying option places ads on several networked websites.






47. Pop up ads that appear on top of the user's active window and often stay on the screen even as the user scrolls down.






48. Search Engine Marketing is the process of marketing your web site via search engines. It includes Search Engine Optimization and directory submissions - as well as paid submission programs like AdWords.






49. The percentage of people whose activity can be tracked from clicking on an ad or visiting a website to actually purchasing a product or service. A high conversion rate indicates that the link - ad - or site was successful.






50. Churn Rate is a measure of customer attrition - defined as the number of customers who cease being customers over a specified time period divided by the average total number of customers over that same time period.