History: Channelnet
History: Channelnet
History: Channelnet
The term 'digital marketing' was first used in the 1990s. [3] In the 2000s
and the 2010s, digital marketing became more sophisticated as an
effective way to create a relationship with the consumer that has depth
and relevance.[4] [5] While the term 'digital marketing' may not have been
used until the 1990s, digital marketing itself has roots to the mid-1980s
when the SoftAd Group, now ChannelNet, developed advertising
campaigns for several major automobile companies, wherein people
would send in reader reply cards found in magazines and receive in
return floppy disks that contained multimedia content promoting various
cars and offering free test drives.
The rapid evolution of digital media has created new opportunities and
avenues for advertising and marketing. Fueled by the proliferation of
devices to access digital media, this has led to the exponential growth of
digital advertising.[6]
In 2012 and 2013 statistics showed digital marketing remained a growing
field.[7][8]
Digital media growth is estimated at 4.5 trillion online ads served
annually with digital media spend at 48% growth in 2010. An increasing
portion of advertising stems from businesses employing Online
Behavioural Advertising (OBA) to tailor advertising for Internet users.
Though an innovative resource, OBA raises concern with regards to
consumer privacy and data protection. Such implications are important
considerations for responsible communications.[6] Digital marketing is
often referred to as 'online marketing', 'internet marketing' or 'web
marketing'. The term 'digital marketing' has grown in popularity over time,
particularly in certain countries. In the USA 'online marketing' is still
prevalent, in Italy is referred as 'web marketing' but in the UK and
worldwide, 'digital marketing' has become the most common term,
especially after the year 2013.[9]
computer or video games. One of the most common examples of ingame advertising is billboards appearing in sport games. In-game ads
also might appear as brand-name products like guns, cars, or clothing
that exist as gaming status symbols.
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Multi-channel communications[edit]
Self-regulation[edit]