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Annoyance Factor in Publicidade[2] is a term that refers to the factors in advertisements that can irritate or annoy the audience. This concept takes into account the history of annoyance measurements in advertising, including approaches like content, execution, and placement categorization. It also investigates the impact of these factors on ad production, placement, and the overall marketing strategy[1]. The annoyance factor plays a crucial role in brand[5] recognition and consumidor[4] behavior, and it can influence ad avoidance. The assessment of annoyance combines both qualitative and quantitative methods. The concept extends to the influence of different fields like film, music, art, design, and copywriting[3] in dealing with advertising annoyance. The subject also includes a study of consumer behavior related to ad annoyance, and the regulation and control of annoying advertising. The annoyance factor in advertising is not limited to one medium, but is relevant across various platforms.

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1. marketing strategy. "Marketing Strategy" is a term that encompasses a company's broad plan for its marketing efforts. It includes mapping out the direction for future planning periods, focusing on customer value, and anticipating growth. This strategic planning aims to bridge the strategic gap for sustainable growth by organizing resources for a competitive edge. A marketing strategy also involves long-range planning to identify new business opportunities and potential threats. It utilizes various components such as pricing, customer service, go-to-market strategy, packaging, and market mapping. Additionally, this strategy uses metrics for tracking performance and strategic analysis to identify the company's current position. It also requires a clear vision and mission statement for the organization. Furthermore, strategic planners use various research tools and analytical techniques to evaluate competitive brand performance. Ultimately, a marketing strategy seeks to obtain a sustainable competitive advantage.
2. Publicidade ( Advertising ) Advertising is a form of communication used to inform or persuade an audience, often with the goal of selling a product or service. Its history dates back to ancient civilizations, where Egyptians used papyrus for sales messages, and wall paintings were used in ancient Asia, Africa, and South America for promotional purposes. The medium evolved over time, from print in newspapers to audio-visual and digital mediums, with the rise of mass media and technological advancements. Advertising strategies can vary, aiming to raise awareness or drive sales, and can target different audiences on a local, national, or global scale. Various methods include print, radio, web banners, and television ads, among others. New trends have emerged in the advertising business models, like guerrilla marketing and interactive ads. The role of women in advertising has also been notable, with their insights being valued due to their purchasing power.
Fator de incómodo (Wikipédia)

An annoyance factor (ou nuisance ou irritation factor), in advertising and brand management, is a variable used to measure consumers' perception level of annoyance in an ad, then analyzed to help evaluate the ad's effectiveness. The variable can be observed ou inferred and is a type that might be used in factor analyses. An annoyance effect (ou nuisance ou irritation effect) is a reference to the impact or result of an annoying stimulus, which can be a strategic aspect of an advertisement intended to help a message stick in the minds of consumers. References to annoyance effects have been referred to as annoyance dynamics. While the words "factor" and "effect", as used in the behavioral sciences, have different meanings, in casual vernacular, they have been used interchangeably as synonymous. A more general or umbrella term would simply be advertising annoyance.

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