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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. Number of people exposed to your message






2. Handle: your user name in a social community






3. Cross media genre of interactive fiction using multiple delivery and communications media including television radio newspapers etc. - also known as transmedia social games






4. Careful crafting of a title that markets the content






5. Cost of advertising based on the number of clicks received.






6. Assessments with detailed comments about the object in question






7. The game itself is a form of branded entertainment. it is designed by the brand to reflect the brands positioning statement






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






9. A technology that enables marketers to determine which media are generating responses and traffic to a landing page or website.






10. Opportunites include interactive product placement - branded ingame experiences - and game integration between the game and the brand






11. The RSS or Atom feeds used by news aggregators.






12. A snippet of cultural information that spreads person to person until eventually it enters the general consciousness






13. Attention - Interest - Desire - and Action






14. Is based on the shared beliefs - realtionships - and actions of those in the community such that norms behaviors and values held and shared by individuals ultimately support a community reputation






15. Means of communication that can reach a large number of individuals






16. Consumers are happy/ unhappy posting about you with reviews of anysort






17. Gathering information from multiple web sites - typically via RSS. Aggregation lets web sites remix the information from multiple web sites - for example by republishing all the news related to a particular keyword.






18. Content that will entertain






19. Media channels beyond the control of the company (word of mouth)






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






21. Uses software to fine tune the offer and build intimacy with the customer






22. 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.






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






24. Those others view as knowledgeable sources of information






25. An engagement with online communities to generate exposure - opportunity and sales. The number-one advantage is generating exposure for the business - followed by increasing traffic and building new business partnerships. Common social media market






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






27. A multiplayer - competitive goal oriented activity with defined rules of engagement and online connectivity among a community of players -leader boards: listing of leaders in the game competition -achievement badges: symbols awarded to show game l






28. Collaborative online workspaces that enable community memebers to contribute to the creation of useful and shared resource






29. 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






30. Term used to decipher what kind of people or what kind of patterns are taking place when people exit or move away from a website.






31. Typically educational content that readers use over time - save and share






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






33. The shortcuts our brains take when we process information






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






35. Change in beliefs or actions as a reaction to group pressure (real or imagined)






36. Cultural pressures -fear of deviance -commitment - group unanimity - size and expertise -susceptibility to interpersonal influence






37. How much activity can a website handle - can it handle times of large visits






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






39. Problem recognition - info search - alternative eval - purchase - post purchase eval






40. Automated software that combs through web sites to index web pages for search engines.






41. 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.






42. Originate from the recipients social graphs thus making them more influential - can be simple or integrated in execution






43. Refers to the process social media users undergo to categorize content according to their own folksonomy






44. Website measurement that records unique IP addresses as individual visitors.






45. Works by encouraging consumers to make decisions that mimic those of people in thier social networks






46. Content that refutes an accepted belief






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






48. Interactive social system that is available to users 24/7






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






50. Those that involve expert play to organize and value variables in the game system