A geographic universe or coverage definition stated on the basis of population amounts is required for Digital Place-Based / Out-of-Home Networks subject to measurement. These may be customized (or limited) based on the specific attributes of the network and the associated Venue Traffic. In some cases a customized universe can be stated or a general population estimate (e.g., US Census estimates) for media comparability purposes. (Source: MRC Digital Place-Based Audience Measurement Standards Version 1, w/o the “Out-ofHome” reference in the first section)
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Universe
DOOH
Upfront
Connected TV
CTV video ad spending committed in advance.
Upfront cost (to play)
Gaming
An initial sum of money paid before the acquisition of a video game. May also include other preliminary costs.
Usage
The channels/platforms and duration of time that content can be used for
User
An anonymous person who uses a web browser to access web content.
User-generated content (UGC)
Online content created by website users rather than media owners or publishers - either through reviews, blogging, podcasting or posting comments, pictures or video clips.
VAST
VAST or ‘Video Ad-Serving Template’ provides a common ad response format for video players that enables video ads to be served on all compliant video players. This means that advertisers don’t need to integrate lots of different ad tags to be able to serve their video across multiple publishers. For more information about VAST see here.
Vertical
Contextual Targeting
Verticals are a subset of contextual and are used to group and categorise content that is contextually relevant to the same topic. The IAB Content Taxonomy provides a list of verticals that are widely accepted across the industry.
Video game distribution scale
Gaming
The informal categorisation of the resources used to develop, publish and distribute a video game.
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