According to the U.S. Commerce Department, consumers spent $453.46 billion on the web for retail purchases in 2017, a 16.0% increase compared with $390.99 billion in 2016. That’s the highest growth rate since 2011, when online sales grew 17.5% over 2010. Forrester predicts that online sales will account for 17% of all US retail sales by 2022. And digital advertising is also growing strongly; According to Strategy Analytics, in 2017 digital advertising was up 12%, accounting for approximately 38% of overall spending on advertising, or $207.44 billion.


The development of digital marketing is inseparable from technology development. One of the key points in the start of was in 1971, where Ray Tomlinson sent the very first email and his technology set the platform to allow people to send and receive files through different machines.[8] However, the more recognisable period as being the start of Digital Marketing is 1990 as this was where the Archie search engine was created as an index for FTP sites. In the 1980s, the storage capacity of computer was already big enough to store huge volumes of customer information. Companies started choosing online techniques, such as database marketing, rather than limited list broker.[9] This kind of databases allowed companies to track customers' information more effectively, thus transforming the relationship between buyer and seller. However, the manual process was not so efficient.
O objectivo final desta ferramenta não é diferente dos tradicionais descontos. Os on-line coupons tentam aumentar os compradores / visitantes, e levar os clientes ocasionais a transformarem-se em clientes fidelizados. Estas são as vantagens do on-line coupons quando comparado com os tradicionais. As marcas whiskas e Johnson & Johnson utilizam os online coupons, com bons resultados.
In-game advertising - In-Game advertising is defined as "inclusion of products or brands within a digital game."[49] 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"[49] is an important as it results in a more clarity about the brand/product and creates a larger overall effect.
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.[33]
Os programas de afiliados em CPV têm como base as vendas. São normalmente programas de afiliados de lojas de e-commerce em que o objetivo do blogueiro é converter usuários para comprar produtos numa determinada loja online, independentemente do nicho. Por norma, os programas de afiliados por CPV pagam um valor percentual (%) sobre as vendas realizadas, ou seja, ao enviar um usuário para a loja de e-commerce, se ele comprar XX produtos, o blogueiro recebe YY% de comissão sobre o valor da compra do usuário.
Affiliate marketing - Affiliate marketing is perceived to not be considered a safe, reliable and easy means of marketing through online platform. This is due to a lack of reliability in terms of affiliates that can produce the demanded number of new customers. As a result of this risk and bad affiliates it leaves the brand prone to exploitation in terms of claiming commission that isn't honestly acquired. Legal means may offer some protection against this, yet there are limitations in recovering any losses or investment. Despite this, affiliate marketing allows the brand to market towards smaller publishers, and websites with smaller traffic. Brands that choose to use this marketing often should beware of such risks involved and look to associate with affiliates in which rules are laid down between the parties involved to assure and minimize the risk involved.[47]
O mercado de marketing de afiliados é, na verdade, uma oportunidade tremenda para ganhar dinheiro na internet e continuará sendo durante muitos e longos anos. No entanto, e tal como acontece em outros mercados, existem profissionais que fazem as coisas do jeito certo e profissionais que fazem as coisas do jeito errado. Você precisará entender primeiro como tudo isso funciona e quais são as suas possibilidades, de modo a tentar extrair o máximo potencial dos seus projetos. Outra coisa importante é que marketing de afiliados não tem nada a ver com marketing multinível; são dois mercados totalmente diferentes.
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