Advertising units that are displayed in set spaces on a publisher’s page. See also banners, skyscrapers, button.
Jargon Buster
Embedded format
Environment
Environment describes the format of the content that the ad is appearing against, e.g. video, text, podcast, in-app.
Environment
DOOH
Shorthand for the specific type of location where advertising frames are placed. For example, RAIL indicates displays in rail stations and on trains, and RETAIL includes frames inside retail centres and pedestrian areas, among others.
European Interactive Digital Advertising Alliance (EDAA)
The EDAA administers the EU self-regulatory programme aimed at providing internet users with greater transparency and control over behaviourally targeted advertising. The EDAA Board is made up of advertising trade bodies, including the IAB. The IAB currently chairs the EDAA Board.
Expandable ads
Online advertising formats that appear on users' screens on top of web content (and sometimes before a web page appears) and frustrate the user experience. It is recommended that expansion be user initiated and have clearly marked close buttons and controls.
Expanded dimensions
The secondary dimensions of an expanding ad unit (after the ad is expanded). Initial dimensions are fit to the dimensions of the placement. Then, either by auto-play or by user interaction, the ad unit expands to its secondary dimension.
Exposure
DOOH
Presence in the defined Screen Exposure Zone while content is deemed to be viewable, though this does not require that the content be viewed or listened to. Exposure is also often referred to as Opportunity-to-See. (Source: MRC Digital PlaceBased Audience Measurement Standards Version 1)
Extended Reality (XR)
AR / VR
Can be utilised as an umbrella term that encompasses any type of immersive content (i.e. virtual reality, augmented reality, mixed reality, 3D, etc.).
Eye tracking
AR / VR
A technique that tracks where a user’s eyes are looking. Eye tracking allows developers to optimize the performance of AR/VR experiences by focusing system resources on where the user is looking. Understanding eye movements could also help mitigate motion sickness during VR experiences.
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