Brand awareness has been proven to work with more effectiveness in countries that are high in uncertainty avoidance, also these countries that have uncertainty avoidance; social media marketing works effectively. Yet brands must be careful not to be excessive on the use of this type of marketing, as well as solely relying on it as it may have implications that could negatively harness their image. Brands that represent themselves in an anthropomorphizing manner are more likely to succeed in situations where a brand is marketing to this demographic. "Since social media use can enhance the knowledge of the brand and thus decrease the uncertainty, it is possible that people with high uncertainty avoidance, such as the French, will particularly appreciate the high social media interaction with an anthropomorphized brand." Moreover, digital platform provides an ease to the brand and its customers to interact directly and exchange their motives virtually.
Um caso de sucesso é o da marca Oreo da Nabisco. Esta marca teve uma quebra nas vendas a partir de 2000, devido às preocupações com a obesidade (crianças e adolescentes), no entanto em 2003 implementou medidas para revitalizar o consumo, particularmente um jogo online desenvolvido para as crianças de forma a recuperar a sua popularidade como “top of mind” junto desse target. O jogo online, com uma média de 7 minutos de jogo por utilizador foi um sucesso e a marca recuperou da quebra nas vendas, regressando ao volume de vendas habitual no fim desse ano.
Esse tipo de site também é extremamente popular no mercado de marketing de afiliados, principalmente os sites de cupons, que comparam os preços de milhares de produtos em dezenas de lojas diferentes e levam o usuário a comprar o produto numa determinada loja, através de links de afiliado. Outros exemplos seriam sites que fazem reviews de celulares, notebooks, etc. O mesmo se aplica a sites e blogs menores, que comparam diferentes tipos de produtos.
As tendências de marketing estão mudando com advento de comunicação da Web 2.0, wikis, redes sociais, blogs, dentre outros, que promovem novas interações dos internautas no ciberespaço. A nova tendência de pesquisar mercados, divulgar produtos, serviços e marcas corporativas nesse ambiente virtual é que podemos definir como o objetivo principal do Marketing Digital.
Data-driven advertising: Users generate a lot of data in every step they take on the path of customer journey and Brands can now use that data to activate their known audience with data-driven programmatic media buying. Without exposing customers' privacy, users' Data can be collected from digital channels (e.g.: when customer visits a website, reads an e-mail, or launches and interact with brand's mobile app), brands can also collect data from real world customer interactions, such as brick and mortar stores visits and from CRM and Sales engines datasets. Also known as People-based marketing or addressable media, Data-driven advertising is empowering brands to find their loyal customers in their audience and deliver in real time a much more personal communication, highly relevant to each customers' moment and actions.
O marketing de afiliados tem diferentes ramificações, o que significa que existem afiliados profissionais, sejam eles pessoas ou empresas, trabalhando de formas totalmente diferentes e gerando excelentes resultados. Esse mercado permite a criação de negócios digitais totalmente diferenciados e você deverá optar por aqueles em que se sente mais confortável. Vamos analisar as diferentes abordagens existentes ao marketing de afiliados:
Understanding Mobiles: Understanding mobile devices is a significant aspect of digital marketing because smartphones and tablets are now responsible for 64% of the time US consumers are online (Whiteside, 2016). Apps provide a big opportunity as well as challenge for the marketers because firstly the app needs to be downloaded and secondly the person needs to actually use it. This may be difficult as ‘half the time spent on smartphone apps occurs on the individuals single most used app, and almost 85% of their time on the top four rated apps’ (Whiteside, 2016). Mobile advertising can assist in achieving a variety of commercial objectives and it is effective due to taking over the entire screen, and voice or status is likely to be considered highly; although the message must not be seen or thought of as intrusive (Whiteside, 2016). Disadvantages of digital media used on mobile devices also include limited creative capabilities, and reach. Although there are many positive aspects including the users entitlement to select product information, digital media creating a flexible message platform and there is potential for direct selling (Belch & Belch, 2012).
Se trata básicamente de una asociación entre un comerciante y un afiliado, donde el objetivo del afiliado es promover los productos del comerciante o servicio mediante la colocación de anuncios o enlaces a través de su sitio web. El comerciante, a su vez, paga la comisión al afiliado para promover el producto (las tácticas de promoción incluyen las ventas, clics, registros, descargas, etc. La tasa de la comisión depende enteramente de la empresa y el acuerdo del afiliado.
Establishment of customer exclusivity: A list of customers and customer's details should be kept on a database for follow up and selected customers can be sent selected offers and promotions of deals related to the customer's previous buyer behaviour. This is effective in digital marketing as it allows organisations to build up loyalty over email.
Gross Rating Points (GRP) é a soma das classificações alcançadas por um canal de comunicação específico ou horário. Representa a percentagem do público-alvo alcançado por um anúncio. O GRP é uma medida do impacto de uma campanha, é igual ao produto da taxa de cobertura (Reach) pela taxa média de repetição (OTS – Opportunity To See), sendo: a cobertura (Reach) o número ou percentagem (neste caso % é taxa) de indivíduos da audiência alvo que estiveram expostos à “mensagem” pelo menos uma vez durante a campanha; e a taxa de repetição ou OTS o numero de vezes que, em média, o potencial consumidor esteve exposto à “mensagem” da campanha. No entanto o GPRs na internet ainda não pode ser comparado ao dos mass media como a televisão (TV), pelo facto do número de pessoas com acesso à internet ser inferior à das pessoas que vêem TV e pelo próprio conceito de GPRs, que tem que ser adaptado para ser eficaz no Digital media de modo a ser devidamente medido em campanhas de b-Marketing (blended marketing).
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In-game advertising - In-Game advertising is defined as "inclusion of products or brands within a digital game." The game allows brands or products to place ads within their game, either in a subtle manner or in the form of an advertisement banner. There are many factors that exist in whether brands are successful in their advertising of their brand/product, these being: Type of game, technical platform, 3-D and 4-D technology, game genre, congruity of brand and game, prominence of advertising within the game. Individual factors consist of attitudes towards placement advertisements, game involvement, product involvement, flow or entertainment. The attitude towards the advertising also takes into account not only the message shown but also the attitude towards the game. Dependent of how enjoyable the game is will determine how the brand is perceived, meaning if the game isn't very enjoyable the consumer may subconsciously have a negative attitude towards the brand/product being advertised. In terms of Integrated Marketing Communication "integration of advertising in digital games into the general advertising, communication, and marketing strategy of the firm" is an important as it results in a more clarity about the brand/product and creates a larger overall effect.