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Demographics
You’ve heard of YUPPIES and DINKS, but what about…

GLAM – greying, leisured, affluent, middle-aged
GUPPIE – green YUPPIE
NILKIE – no income, lots of kids
OINK – one income, no kids
PANSE – politically active, not seeking employment
RAPPIE – retired, affluent professionals
SITCOM – single income, two kids, outrageous mortgage
SUPPIE - senior urban professionals
WOOPIE – well-off older people
YAPPIE – young affluent parents
ZUPPIE – zestful upscale person in their prime

(Source: Chartered Institute of Marketers, UK)

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Web Copy Tips | DIY Marketing Plan | DIY PR Campaign | Glossary of Terms | Commonly Confused Words
Glossary of Terms

This is by no means an all-inclusive glossary of marketing terms, so much of which has long entered our daily vernacular and requires no explanation. This list looks at some of the more recent additions to our industry's jargon.

A - D , E - H, I - L, M - P, Q - T, U - Z

 

Above the fold — the section of the web page that is visible without scrolling down.

Affiliate program — building on offline business referrals, affinity programs reward affiliate businesses for driving traffic from their site to another site. Rewards can be given for traffic and/or subsequent transactions.

Affinity marketing — targets individuals who share common interest(s) that predispose them towards a product. The campaign can be run by a single organisation (cross selling to customers) or a group of organisations that share a target audience.

Ambient marketing — uses everyday objects and surroundings as communication platforms. For example, ads on eggs, buildings, footpaths, public transport tickets.

Ambush marketing — a deliberate attempt by a company to associate itself with an event over and above the official sponsor. For example, one company sponsors a sporting event, but its competitor covers the area surrounding the stadium with promotional posters and merchandise stands.

Asynchronous communication — the opposite of synchronous or direct communication where all parties involved must be present (eg a phone conversation). Asynchronous communication includes emails, text messaging and online discussion boards.

B2B — business-to-business. The buyer could be a manufacturer, reseller, government body, or any other organisation other than an individual consumer.

B2C — business-to-customer. Retail trade where the buyer may be an individual, family or other group, buying the product for their personal consumption or that of another individual.

Bricks and mortar — businesses that rely on traditional means of promoting and distributing their goods or services, eg street shop-front.

Buzz marketing — using "word-of-mouth" promotion, this approach creates a buzz amongst the target group by encouraging customers to pass around information about the product (see viral marketing).

Channel conflict — the outcome of developing additional distributing channels. For example, some businesses have found various conflicts and cannibalisation of sales when they introduce online distribution to complement their existing offline business.

Click through rate — the number of times a web page ad is clicked on as a percentage of the times it is displayed.

Confusion marketing — a controversial strategy of deliberately confusing the customer. Some have criticised the telecommunications market for this approach, where pricing is packaged into complicated options that are almost impossible to compare with competitor offerings.

Contextual marketing — takes advantage of the context within which the individual receives the marketing message. For example, a pop up ad when a person visits a related website. Contextual marketing is likely to become more evident once m-commerce matures as it will have the advantage of knowing where the person is located using GPS.

Customer lifetime value — the profitability of customers over the longer term (the "lifetime" of their relationship with the business), rather than looking at the profitability of a single transaction. Improved databases have enables us to adopt this approach.

Customer relationship management — the coherent management of contacts and all interactions with customers using a sophisticated and integrated database. In essence, it tries to replicate for large corporations the intimate knowledge small businesses have of their customers.

 

E-commerce and e-marketing — marketing conducted electronically, usually via (but not limited to) the Internet.

Emotional selling preposition (ESP) - moving away from the unique selling preposition, which assumed unique product features, ESP focuses on the unique associations customers make with products and brands.

E-tailing — retailing over the Internet.

Guerilla marketing — unconventional marketing intended to get maximum impact for minimum cost. It generally targets small and specialised target groups in such a way that larger companies choose not to retaliate and often can't compete with.

 

Legacy business (also known as clicks and mortar, as opposed to bricks and mortar businesses) — a traditional business which adds online promotions and distribution to its existing business model.

 

M-commerce (mobile commerce) — refers to access to the Internet via a mobile devise such as a mobile phone or a PDA.

Netiquette — Internet etiquette; an established set of rules developed by the Internet community.

Opt in/out — the mechanism used to allow site visitors and email recipients to receive information such as newsletters. All regular communications must have an easy opt out option.

P2P (peer-to-peer) — a technique aimed to encourage customers to promote your product to others, particularly effective on the Internet. For example, customers may receive a discount in return for recruiting new customers (see viral marketing).

Permission marketing — limiting marketing communications to people who have identified themselves as interested in receiving the material (see opt in/out and spam).

Pester power — the often-underestimated power of children over their parents' buying behaviour.

Pull promotions — addresses the customer directly with a view of motivating them to "pull" the product down through the distribution chain. In terms of marketing communications, "pull" promotions rely on the customers obtaining the information themselves, eg visit a website (see push promotions).

Pure play (also known as pure dot coms) — businesses created specifically for the Internet.

Push promotions — relies on the distribution chain, eg wholesaler or retailer, to "push" products out to customers. In terms of marketing communications, "push" promotions are sent out to customers (eg direct mail pieces).

 

Relationship marketing — the move towards a longer-term view of the customer; building a relationship in the hope of establishing long-term repeat purchasing.

Richness of communication — refers to the depth and interactivity of the communication. The web has the potential for richness of communication because of its ability to use multimedia and personalise the experience through its interactivity.

Search engine optimisation — the process of selecting targeted key words and phrases related to the site, ensuring the site places well when people enter key words and phrases into a search engine.

Spam — the online version of junk mail; the act of sending email to users who have not given permission for the sender to do so (see opt in/out and netiquette).

Tweens (also known as tweenagers) — 7-11 year-olds.

 

Viral marketing — a technique that facilitates and encourages people to pass along a marketing message either via word-of-mouth or "word-of-mouse" (via email). Online examples include jokes, film clips or games, with a subtle product message or site link that recipients forward to others. Offline, viral marketing can be subtly undertaken by aspirational models — with people often not aware they are receiving a marketing message. For example, a gorgeous person at the bar offers to buy you a new drink and casually chats to you about why they like it.

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