Friday, February 27, 2009

Social media's emerging communications model

Thanks WARC for this insight on models in the social media space.

Carlos Grande
WARC Online

Of the many trends which have arisen to challenge existing models of brand communications, online social media is one of the most important.

By publishing the report, "Social Media Futures - The future of advertising and agencies in a networked society", written by the Future Foundation, the UK-based Institute of Practitioners in Advertising (IPA) has joined a debate on two central questions about the phenomenon:

  • Does social media require a new model for brand communications?
  • If so, how can agencies put this into practice?

What follows is a summary of some of the report's findings and of a related public discussion, hosted by the IPA, together with some recent WARC Online articles in this area.

The full Social Media Futures report is available for purchase from the IPA.


Introduction

Social media's impact has been fast, sizeable and international, as indicated by a recent report




UK social networkers also tend to visit the same handful of websites. When Ofcom, the UK media regulator, asked respondents which of their online profiles they updated most often, 49% said Facebook, followed by 21% MySpace and 19% Bebo. Other sites barely registered. This consolidated pattern - with variations for strong local players such as Orkut in Brazil - is increasingly being found in other markets.

The peculiarly participatory and user-centric nature of social media sites has been well documented. Furthermore, there is evidence, albeit ambiguous, that as part of overall growth in online usage - itself driven by social networking's surge - some consumers report spending less time with some established media (especially print), a trend reported by research from the European Interactive Advertising Association.

The upshot of all these combined factors is that social networking sites have the potential to become large-scale, interactive branding channels at a time when consumers' media habits are changing. But examples of successful social media marketing have been strikingly absent in both number and quality.

The IPA/FF report quotes one estimate that Facebook will earn about $5 per user per year in 2009 advertising revenue. This is a poor return for the estimated 3,000 minutes per year the average Facebooker will spend on the site. Although McDonald's, Sony, Dove, Channel 4, Intel and Aquafresh have all been among those advertisers which have bucked the trend, there have been many high profile instances of social media initiatives which flopped.

The problem is not a shortage of available formats, which the report groups into five broad categories:
from the UK communications regulator, Ofcom. In the UK, for example, networking websites have achieved significant reach among both genders - and not just among 15-24 year olds.

  • Interruption: display ads, pre-roll video, tagging, email
  • Engagement: viral film, online programming, affiliate marketing, competitions, promotions, word of mouth
  • Participation: brand blogs, community sites, branded environments, bulletin boards, online surveys
  • Facilitation: branded applications, third party blogs, widgets, fan campaigns
  • Conversation: brand conversations; brand defence.

But the common theme among these formats is that audiences cannot be planned, bought or measured for such campaigns as they could by using mainstream media formats. This means that even if the medium's promise is that of a high-impact, low-cost channel, the danger is it will prove high-waste and low-impact.

The report's authors have therefore attempted to précis current theories on how influence and content permeates online social networks, and to suggest basic principles for the media and creative strategies best suited to the genre.

At the outset they quote the analogy, used by blogger David Armano, for the way content or information spreads among people. Armano compares this to a series of serial ripples in a pool which are formed each time content is distributed. These can be classified according to levels of influence:

  • Level 1: mainstream media
  • Level 2: open networks such as blogs, feeds, websites etc
  • Level 3: closed networks such as Facebook, MySpace
  • Level 4: distribution via individuals and email lists.

In this scheme, all ripples are potentially valuable since mainstream "ripples" can be fewer and broader in reach, but smaller ripples can be more frequent, lower cost and more targeted.

Using a trawl of academic studies, the report identifies five areas as most relevant to understanding the way communications work in online social networks.


1. Targeting


Unsurprisingly, much academic research has argued that social networkers' behaviour is closely correlated to the degree to which they are at the centre or the periphery of a group of connected users. This has underpinned the belief that social networks contain key influencers who "sit between the most other people or who are directly connected to the most people". Such influencers can be categorized by the general roles they perform.

Other studies have identified different numbers of social media types; the IPA/FF study describes three built around a trio of core characteristics:

  • Gossips: the expansiveness of a user and how many other individuals a user habitually communicates with.
  • Editors: a user's propensity to filter and target the messages he or she receives and send these on.
  • Belongers: - the willingness of a user who receives a message to pass this message on to a third party.

Academic researchers have argued that "Gossips" are disproportionately likely to be the original sources of a message and are therefore "good people to seed a message with". Conversely, "Editors" are popular recipients of a message, originated elsewhere, because, by filtering and targeting, they ensure the efficient dispersal of a message across the network. "Belongers" are defined by their willingness to join the group in question, thereby increasing the "networked" reach of conversations.

The authors write "it is clear that the choice of key players for dispersing a message through a network depends on more than the individual characteristics of each person; the optimum combination must be sought".

It should be said that a previous Ofcom report categorises these segments differently, such as "Alpha Socialisers" and "Attention Seekers", and also attributes broad demographic characteristics to them.


2. How messages travel

Users on social media websites are not aware that they are forming networks in this way and may even by opposed to the idea to be seen as any kind of conduit. Nevertheless, some common-sense principles seem to shape interactions across the network.

For instance, a user who receives a message via one particular link (for instance, from a work colleague) is most likely to forward it via a similar link (namely to another work colleague).

Like attracts like, with users of similar age, language and location communicating more often with each other than with members of different sub-groups. But referrals can also jump between groups which appear only weakly related.


3. Small world

Informal, online networks tend to range in size up to 100 individual contacts (sometimes described as nodes) since "an individual communicating through a network of more than 100 nodes becomes more like a social commentator, less like an informal social contact".

This is still a larger number of contacts than the nearest equivalent network in the offline world would typically hold. However "Friend-ing fatigue" is a common complaint, and it is likely that the longer social networkers use a site, the greater their propensity to maintain active links with a more manageable number of contacts, whilst culling others.

Social networkers also tend to see their contacts as layers - stretching from the global, through layers of greater intimacy and knowledge, towards core clusters of established contacts and peers with whom communication is regular and informal.

In an echo of the "six degrees of separation" theory, the report also cites a 2008 analysis of a month's worth of anonymous data sent across Microsoft's instant messenger system (totaling some 30bn conversations) which found that the average path length of messages was indeed about 6.6 users.


4. Messaging priorities

In this context, two main variables tend to show how efficiently and accurately messages flow across the network.

  • Relevance: ideas do not need to be contagious, but they do need to affect a critical mass of the audience.
  • Clarity: clarity of the initial message diminishes with each progressive step it travels, turning communications into a type of Chinese Whispers.


5. Theory into Practice

By applying greater understanding of consumers' behaviour in networks, it should, theoretically, be possible to create communications which have a high impact on targets, with little wastage and at relatively low cost. Although views vary on this, it should also be possible to treat social media as another channel alongside traditional media, albeit one with a distinct character.

Some studies suggest that analysis of networkers' behaviour can also provide indications as to their brand preferences, or their more general receptiveness to a particular brand's messaging. The authors quote academic research which found that "Consumers with joint membership in a [brand] subgroup…for one good, are more likely to prefer the same brand for other goods than are those consumers who belong to a different or to sub-group".

Media planners have several other factors to consider. First, to be dispersed globally, messages must first be passed on locally within small-subgroups and networks. Relevance to an appropriate set of targets is therefore key. However, brands must also be prepared in the event that a message, originating locally with a small sub-group, widens out into a much broader audience reach.

For planning purposes, it is important to remember too that an individual contact who likes to chatter will chatter first to individuals directly connected to him or her. Finding the right place to seed messages is therefore vital. And since it is difficult to find the optimum number of key players for a message to reach, it is more important to choose the number of individuals to seed with, rather than the most influential individual/community with which to seed material.

Creatively, the use of pictorially rather than text-led campaigns leaves brands less vulnerable to distortion via the "Chinese Whispers" effect. The use of a sequential or piecemeal message is also high-risk, since there is no guarantee that all the necessary messages in a series will be relayed to sufficient users.

The report summarises these details into the following planning rules:




Discussing the findings

A discussion on the report's themes featured contributions from John Wilshire, Head of Innovation, PHD Media; Charles Wells, MD of Kinship Networking; Cheryl Calverley, Marketing Manager, Unilever; Nigel Gwilliam, Communities Senior Manager, IPA.

Points that emerged from the discussion included:

  • Social media can be deployed using many of the same agency skills as are applied in traditional media such as the creation of compelling content to increase "talkability".

  • However, measurement of social media impact remains difficult; observation, comparison and experimentation are likely to be the order of the day for some time.

  • Regulations applied to traditional media advertising will increasingly be applied to online social media.

  • Social media may change the way advertisers pay for branded content; it may also lead to roles such as monitoring and management of online chatter being done in-house or by PR-led agencies.

  • The internet and technology generally brings the threat that agencies will be disintermediated by technologists (the archetypal "12 year-olds in a garage"), but agencies' skill in managing client relationships will still count.

  • The majority of chatter about brands may originate outside brand-owners in future.

  • Brands should take an inclusive and humble approach to brand chatter rather than "wade in and chat". They should remember that a brand's "relationship with a consumer is so much less important to that consumer than the relationship to help speed that change".


Related articles on WARC Online:


Related case studies


About the author:

Carlos Grande is editor of WARC Online. He can be contacted at carlos.grande@warc.com.

He joined WARC in 2008 after eight years at the Financial Times, where he was latterly marketing correspondent. Previously, he was acting deputy on the FT's UK companies newsdesk and a senior UK companies reporter.

Prior to that, Carlos edited Creative Business, the FT's weekly print section and website covering media, marketing, advertising, PR and technology.


Mattel to Expand Online Focus in 2009 with Development of Mattel Digital Network

Thanks Businesswire: Unprecedented Demand for New Digital Play Experiences Drives Aggressive, New Initiative For World’s #1 Toy Manufacturer

2009 International CES

LAS VEGAS--(BUSINESS WIRE)--Mattel announced today at the 2009 Consumer Electronics Show (CES) Kids@Play Summit that it will be transforming the company’s online strategy from brand Web site platform to interactive programming and content provider. The aggressive initiative is called the Mattel Digital Network, a new online destination for kids and families that is being driven by the company’s experience and observations about how kids play today. The Network is a gateway to a world of open-ended online play – it will be user-focused and will become the portal to Mattel’s powerhouse brands, such as Barbie®, Hot Wheels®, Matchbox® and Radica®.

“Today’s kids don’t recognize technology, they recognize magic that engaging play experiences deliver,” said Chuck Scothon, General Manager and Senior Vice President Mattel Digital Network. “Mattel is known for providing magical play experiences through traditional toys, and now with the launch of the Mattel Digital Network, we extend our great play experiences into the digital space for kids of all ages.”

The network is being created with a simple, defining touchstone - that it will be “the place where the kid in all of us comes to play.” Even its name, the Mattel Digital Network, was thoroughly dissected. More specifically, it is truly an all-brand initiative (Mattel), ensures a continued focus specifically on the space (Digital), and requires an ongoing commitment to keeping both the content and each target audience - from kids to tweens and teens to adults and collectors – in mind when building their online experience (Network).

“To put it simply, we will be moving our users into the driver’s seat to let them decide how to interact with our brands, to consume the content they want and even to be a participant in content creation,” Scothon continued. “Through it all, we also recognize that the digital space requires us to iterate and optimize forever – we will never be done nor satisfied. So, when the Mattel Digital Network launches, we will almost immediately start changing the experience and then learn every day how to keep improving it.”

Phase one for the Mattel Digital Network will:

  • Discern the age of a child and provide a different experience depending on gender, interests, and level of active participation.
  • Be a kid-safe environment with content that is screened, approved and appropriate for children at each age.
  • Provide tools to harness the creativity of brand fans to make it not just a place to consume content, but also to provide content.
  • Deliver on being a site “for the kid in all of us” – from ensuring our channels will support the personality of each to providing a shopping solution for gift givers.

Deep History Online

An intellectual property powerhouse, Mattel has consistently ranked at the top of digital destinations for several years, behind only traditional broadcast and media players. The company’s online success has been based in an understanding that, for kids, the heart of their online experience is rooted in play, which is what Mattel delivers like no other. From better understanding kids and moms, and their desire for a strong and positive play experience, the company has built a world class online experience that provides a solid and strong foundation upon which to build. This understanding has been at the foundation of every brand website since Mattel’s earliest entry into the digital space with the launch of HotWheels.com™ in 1996, up through today’s fastest growing virtual world ever, BarbieGirls.com™, and beyond. It was also the foundation for a proprietary interactive research tool called the Mattel Playground, which has opened a daily dialogue with hundreds of real moms.

Mattel Products at CES:

Mattel is continually looking for new ways to merge traditional and online play, and is unveiling a variety of innovative products at its booth (Kids@Play Summit – Sands Expo and Convention Center #72600) including:

  • Mindflex™ - Have you ever dreamed of moving an object with the power of your mind? Mindflex™, the new mental acuity game from Mattel, makes that dream a reality! A lightweight headset containing sensors for the forehead and earlobes measures your brainwave activity. When you focus your concentration, a small foam ball will rise on a gentle stream of air. Relax your thoughts and the ball will descend. By using a combination of physical and mental coordination, you must then guide the ball through a customizable obstacle course – the various obstacles can be repositioned into many different configurations. Mindflex™ combines advanced technology with the power of thought to create an interactive experience unlike any other – a game where players compete in the ultimate mental marathon!
  • Barbie® Digital Nail Printer – As the first product unveiled under the Barbie® brand’s new “Beautronics” line – where beauty meets electronics – the Barbie® Digital Nail Printer connects to your computer and allows you to print custom designs directly onto your nails; it takes only a few seconds and the designs last for days! You can select from 1000s of intricate designs, and even upload your own photos to create a custom manicure perfect for any occasion. The Digital Nail Printer uses thermal inkjet technology and specially-formulated cosmetic grade ink to print directly on the nail surface in full color. A built-in color video camera lets you model nail designs before printing.
  • UCreate Games - Ucreate Games puts mash-up creativity and game creation into the hands of kids. Using your computer screen and the Ucreate Games tablet, kids can build and customize unique games using hand drawn lines and a library of fun, interactive game elements, including: drawing templates, photos, sound effects, and recognizable game components. Ucreate Games uses a unique, photographic interface that automatically recognizes game activities and captures the user’s creations. This customizable gaming experience provides an endless variety of challenging game play that the user controls. Ucreate Games includes: drawing table, folding camera, USB connection, software, dry erase drawing supplies, and game template booklet.
  • UCreate Music - Ucreate Music is an easy-to-use digital music making system that allows kids to become the ultimate DJ. Kids and tweens can express themselves through creating their own songs and re-mixes with a fun and innovative interface. They can record samples, mix and match loops and create their own music tracks using an assortment of rifts, instruments, runs and backbeats. Plus, kids can share their creations with friends and update and explore new content on the Ucreate Music website. For added entertainment, kids can add in their own voice and sound effects or distortions to their track.
  • Xtractaurs™ - Extract, Combine and Fight Online!™ Xtractaurs™ provides kids with the tools to build the ultimate dinosaur online. The Xtractaurs™ experience begins with the Starter Kit, which comes complete with a T. rex action figure, software and Extraction Gun. Connect the Extraction Gun to your Mac or PC and then insert into the dinosaur figure to “extract DNA.” Once extracted, the DNA will unlock an action-packed online gaming experience. As boys collect new dinosaur figures, they will continue to extract dinosaur DNA, unlocking new games and special attacks. Boys can then mix and match online various dinosaur DNA traits, characteristics and fighting abilities to create the ultimate Xtractaurs™ figure. A player can boost the power of his figure in five arcade-style games, collect new DNA in dino action games, and ultimately take on the mighty Megavores™ in battle! But every Megavore™ requires new strategies. Build the wrong Xtractaurs™, and it’s back to the drawing board!
  • U.B. Funkeys™ Game Factory Tool - U.B. Funkeys™ is a popular PC-based interactive game where vinyl toy collecting meets casual gaming. The U.B. Funkeys™ virtual world continues to expand as players collect figures and interact through in-game activities and challenges. The Game Factory tool enhances the user experience by allowing kids to unlock new gaming functionality within the U.B. Funkeys™ world. With each 2 Game Factory figures, kids can create their own U.B. Funkeys™ online game and post it to UBFunkeys.com where friends can play and rank their game. *Name subject to change.
  • FAMPS™ (Feelings, Attitudes, Moods and Personalities) - Connecting, expressing and sharing are the basic elements of social networking and are core to the way girls stay connected! FAMPS™ takes this form of communication and brings it together with collectible figures that connect and communicate with your Mac or PC via USB and RFID. FAMPS™ figures - Feelings, Attitudes, Moods and Personalities - allow girls to reflect their various emotions through their virtual space. Each figure creates a unique emotional makeover so girls can express themselves in all kinds of fun new ways via their desktop, e-mail, widgets and IM. Girls can also create custom wallpapers, e-cards and more based on their feeling, attitude, mood or personality at that time. Additionally, girls can expand their FAMPS™ world by collecting the individual FAMPS™ characters that can be carried with them as key chains, displayed on their desks or traded with girlfriends.

About Mattel

Mattel, Inc., (NYSE: MAT)(www.mattel.com) is the worldwide leader in the design, manufacture and marketing of toys and family products. The Mattel family is comprised of such best-selling brands as Barbie®, the most popular fashion doll ever introduced, Hot Wheels®, Matchbox®, American Girl®, Radica:® and Tyco® R/C, as well as Fisher-Price® brands, including Little People®, Power Wheels® and a wide array of entertainment-inspired toy lines. Mattel is recognized as one of 2008's "100 Best Companies to Work For" by FORTUNE Magazine. With worldwide headquarters in El Segundo, Calif., Mattel employs more than 30,000 people in 43 countries and territories and sells products in more than 150 nations. Mattel's vision is to be the world's premier toy brands—today and tomorrow.


Wednesday, February 25, 2009

Ratings & Reviews #1 Content Tool to Get Reluctant Shoppers to Buy

Thanks again Bazaarvoice from this report on how consumer reviews and ratings influence purchase decisions

February 23rd, 2009 by Sam Decker | Chief Marketing Officer

We know from multiple studies that consumers are turning to one another more and more for input and recommendations on purchases they’re considering, but we have only been able to hypothesize on the increased demand for and effect of this content in the current economy. Research we’re releasing today with JupiterResearch and Rich Relevance clearly proves that peer-generated content, including ratings and reviews, is still highly valued by all consumers but is much more impactful to shoppers with tighter pocketbooks and more reluctant to spend.

The study finds that consumers are planning to spend less this year. Accordingly, we know that retailers are feeling the consumer’s pain and don’t have budgets to purchase and utilize all of the tools they would like, so they must choose right the first time. The study results confirm what many retailers have already discovered, Ratings & Reviews have been and continue to be consumers’ most used and most trusted peer-generated content tool outside of the standard site information provided by retailers and manufacturers.

Key findings from the study:

  • 48% of consumers plan to spend less, primarily in the automotive sector (50%), travel (46%), and CE (43%).
  • This group plans to do more due diligence, looking for more information in more areas than the other groups (42% will visit 3 sites or more)
  • Many of those reluctant to spend can still be positively influenced - 61% report that their confidence can be increased via online shopping resources
  • 77% cite reviews as being useful in making a recent purchase
  • Ratings & Reviews are the top ranked Content Discovery Tool for driving consumer trust and loyalty
    800 consumers were surveyed on their changing propensity to spend this year and on what tools they plan to use to help them feel more confident about their buying decisions.

The results showed that many consumers are planning to spend less (49%), more consumers are now going online to research their online AND offline purchases, and that very few of them have made up their mind on price (33%), brand (23%), and store/retailer (16%) associated with their purchase. 61% of those who said they were more reluctant to spend said their confidence could be increased if presented with the right information online.

This information should be empowering to retailers and manufacturers.
They have a clear opportunity to influence and win new customers, even in this challenging economy. The reality is that consumers know the data they need exists online, and they will find the content whether on your site or somewhere else. Check out how Amazon’s heavy adoption of social commerce content and tools has helped them gain market share during the past couple quarters.

Customer Ratings & Reviews Are Top Ranked Content Tool
77% of all those surveyed cite reviews as being useful in making a recent purchase, making it the most used peer-generated content (ranking even higher than the actual Manufacturers website). 81% of this of those who said they plan to reduce their spend said they used ratings and reviews to make past purchases and that they are the top ranked tool that would make this group more confident when considering a purchase.

As JupiterResearch states in the study, “Retailers must consider user generated content as a base line component of their overall offering and use it not only to enhance product descriptions, but to augment search and navigation experiences, enliven marketing messages and improve organic search results. In fact, some forward thinking retailers are beginning to incorporate the content consumers write about products in the original product descriptions to make them more accessible or consumer-focused. Furthermore, multichannel retailers can use this valued content in their stores, catalogs and other channels to bring the voice of the customer to all aspects of their customer interactions.”


Digital Industry Statistics

Thanks Bazaarvoice for this great online stat rundown (mixed markets, dates, etc)

Power of Word of Mouth
  • "Person like me" still most trusted source for information about a company and, therefore, products. (Edelman Trust Barometer, November 2007)
  • Recommendations from family and friends trump all other consumer touchpoints when it comes to influencing purchases, according to ZenithOptimedia. (AdAge, April, 2008)
  • Recommendation is the number one reason for choosing a particular site. (Royal Mail's Home Shopping Tracker Study, September 2007)
  • Users who contribute product reviews or post messages visit sites nine times as often as noncontributors do. Contributors also make purchases nearly twice as often. (McKinsey & Co./Jupiter Media Metrix study, January 2002)
  • Review users noted that reviews generated by fellow consumers had a greater influence than those generated by professionals. (comScore/The Kelsey Group, October 2007)
  • Adult Internet users surveyed chose recommendations from friends as the one type of promotion they consider most worthwhile. (DoubleClick, May 2007)
  • Consumers trust friends above experts when it comes to product recommendations (65% trust friends, 27% trust experts, 8% trust celebrities). (Yankelovich)
  • Consumers say that word of mouth is still the number one influencer in their apparel (34.3%) and electronics (44.4%) purchases (Retail Advertising and Marketing Association/BIGresearch Study, November 2008)
  • According to a global Nielsen survey of 26,486 Internet users in 47 markets, consumer recommendations are the most credible form of advertising among 78% of the study's respondents. (Nielsen, "Word-of-Mouth the Most Powerful Selling Tool", October 2007)
  • The two leading reasons people contribute content to social shopping sites are the need to feel part of a community (31%) and recognition from peers (28%). (IBM Institute for Business Value, August 2007)
  • Online social network users were three times more likely to trust their peers' opinions over advertising when making purchase decisions. ("Social Networking Sites: Defining Advertising Opportunities in a Competitive Landscape," JupiterResearch, March 2007)
  • 86.9% of respondents said they would trust a friend's recommendation over a review by a critic, while 83.8% said they would trust user reviews over a critic. (Marketing Sherpa, July 2007)
  • Two thirds of UK social networkers (66%) are more likely to buy a product as a result of a recommendation, compared to 52 per cent of non-social networkers. (Royal Mail's Home Shopping Tracker Study, September 2007)
  • Tech decision makers give user-generated sites equal importance to traditional media sources when considering tech purchases. Decision makers consider their personal experience (58%) first when short-listing tech vendors, followed by word-of-mouth and industry analyst reports, tied at 51%. Advertising (17%) and direct marketing (21%) were listed as the least important information sources when short-listing possible vendors. (Study: "Tech Decision Maker," Hill & Knowlton, January 2009)

Consumer Demand for Ratings and Reviews

  • Online reviews are second only to personal advice from a friend as the driver of purchase decisions; user reviews are more influential than third-party reviews. ("Web users and web community," Rubicon Consulting, Inc. October 2008)
  • 81% of online holiday shoppers read online customer reviews (Nielson Online, December 2008)
  • 86% of consumers read online business reviews before making purchasing decisions; 90% of whom say they trust these reviews. (Kudzu.com survey of 600 users, December 2008)
  • The Trust in Advertising survey of 26,000+ found that Consumer Recommendations are the most credible form of advertising. ("Social Media Marketing: The Right Strategy for Tough Economic Times" Awareness, 2008)
  • Nearly 49% of shoppers have made a purchase based on a recommendation through a social media property; respondents most relied on the following sources when making a purchase decision: 60.53% user reviews; 20.48% comparison charts; 15.41% editorial reviews; 3.58 shared shopping lists. (Razorfish, October 2008)
  • Almost two-thirds (62%) of consumers read consumer-written product reviews on the Internet. (Deloitte & Touche, September 2007)
  • When asked what sources of information they are "very likely" to consult before making a decision about their entertainment options, 62% named Web sites with user reviews as their top choice, even beating out a knowledgeable friend (59%). (Marketing Sherpa, July 2007)
  • 46% of Britons now read online reviews or recommendations on a specific product before buying it and 32% are willing and able to publish a review online - but only 19% would be prepared to write a letter to a retailer. (1&1 Internet survey of 1600 consumers, December 2008)
  • Seven in 10 (69%) consumers who read reviews share them with friends, family or colleagues, thus amplifying their impact. (Deloitte & Touche, September 2007)
  • As of October 2008, almost half of US online adults read ratings and reviews at least once a month, and 19% post them. Nearly twice as many read reviews compared with 2007. (The Growth Of Social Technology Adoption, Forrester, October 2008)
  • Nearly half (49%) of shoppers intend to do their holiday gift buying online (versus in-store), and 72% are planning to research products online prior to purchasing (vs. 65% in 2007). ("Mindset of the Multi-Channel Shopper Holiday Survey," e-tailing group, October 2008)
  • 74% agree-including 14% who strongly agree-that they choose companies and brands based on what others say online about their customer service experiences, the survey shows. (Society for New Communications Research, May 2008)
  • 58.7% of shoppers said they used product reviews to make decisions. Reviews rated higher than clearance sale pages (56.4%) and featured sale pages (51.3%). (Shop.org, November 2007)
  • Compared to a base group that didn't read or contribute product reviews at all, people who read a review were 30% more likely to purchase a product and visitors who wrote a review were 80% more likely to convert, based on analysis across several Coremetrics clients. (Coremetrics, reported in BtoB, March 2007)
  • Among the 46% of respondents who had posted or planned to post reviews about their online shopping experience, 88% said those reviews either were, or would be positive. (Nielson, 2007)
  • More than eight in ten (82%) of those who read reviews said that their purchasing decisions have been directly influenced by those reviews. (Deloitte & Touche, September 2007)
  • 55% of surveyed Internet users consulted other people's opinions online, making reviews the #1 resource for product research. (Avenue A/Razorfish "Digital Consumer Behavior Study," October 2007)
  • In a study of 2,000 shoppers, 92% deemed customer reviews as "extremely" or "very" helpful. (eTailing Group, 2007)
  • 59% of their users considered customer reviews to be more valuable than expert reviews. (Bizrate, October 2007)
  • 63% of consumers indicate they are more likely to purchase from a site if it has product ratings and reviews. (Major consumer electronics retailer/iPerceptions study, January 2008)
  • 81% consider the availability of customer reviews to be "very important" (33%)"somewhat important" (48%). (Major consumer electronics retailer/iPerceptions study, January 2008)
  • 86.9% of respondents said they would trust a friend's recommendation over a review by a critic, while 83.8% said they would trust user reviews over a critic. (MarketingSherpa, October 2007)
  • 84% of consumers earning more than $150,000 annually visit sites where customers review and rate products and services including restaurants. (The Luxury Institute, April 2007)
  • 71% of UK online shoppers seek out ratings and reviews. (NetExtract, 2007)
  • 70% of online consumers said they use the Internet to research everyday grocery products. (Prospectiv, January 2008)
  • 67% of UK consumers research products via the Internet before shopping in a store. (Accenture, April 2007)
  • 91% of millionaires say they always or often look at reviews before buying luxury goods; 68% of ultra-affluent shoppers use consumer reviews. (Unity Marketing/Google study, reported in AdAge, October 2008)
  • Mobile user-generated content will generate $5.7 billion worldwide in 2012, up from $576 million in 2007. ("Mobile Social Networking: Opportunities & Forecasts 2008-2013," Juniper Research, October 2008)
  • Satisfaction for those who recalled customer reviews on the retailers' site is 10% higherLoyalty increases, too: 7% higher likelihood to purchase online, 8% greater likelihood to purchase from the retailer next time they're buying similar merchandise and 11% greater likelihood to recommend the site to others. (30 UK Online Retail Satisfaction Index, ForeSee Results, January 2008) than those who said there were no reviews offered.
  • 83% of shoppers said online product evaluations and reviews influenced their purchasing decisions. (Opinion Research Corporation, an infoGROUP company, July 2008)
  • In an online survey of 4,000 consumers, 70% said they had done internet research on "everyday grocery products," and 63% said they had done so for health and beauty products. (Prospectiv, 2007)
  • 57.2% of U.S. toy purchasers are influenced by product reviews online. (Ad-ology Media Influence on Consumer Choice, Fall 2008)

Marketer Demand for Ratings and Reviews

  • 79% of online UK retailers surveyed reported that the main benefit of consumer-generated rating and reviews was that they improved site conversion rates. (eMarketer, 2007)
  • 68% of online marketers believe "media is in big trouble and will lose dollars to user-generated content." (iMedia Connection, February 2008)
  • 58% of the E-Commerce Guide 100 retailers implemented ratings and reviews in 2008, up from 50% in 2007; 24 percent sell by top-rated products. (e-tailing group's 11th Annual Mystery Shopping Survey, January 2009)
  • 84% of marketers agree that building customer trust will become marketing's primary objective (1to1 Media survey of the 1to1 Xchange panel, April 2008)
  • 43% of retailers have reviews - double in one year. (Marketing Sherpa, February 2007)
  • 76% of US retailers said user-generated content would have a greater impact on their marketing goals in the near future. (SLI Systems/Zoomerang, November 2008)
  • Of merchants who adopt customer reviews, 58% said improving customer experiencecompetitive advantage was the most important reason for adding reviews to their sites, followed by building customer loyalty (47%), driving sales (42%), and maintaining a (37%). (eTailing Group, June 2008)
  • By 2020, 84% of marketers agree that building customer trust will become marketing's primary objective, and 82% agree that collaboration with customers will prevail over marketing. (1to1 Media survey of the 1to1 Xchange panel, April 2008)
  • 11% of retailers reported a 20% or more overall increase in conversions as a result of adding reviews to their sites, 21% reported an 11% to 20% increase and 5% reported a 1% to 10% increase. (eTailing Group, June 2008)
  • 81% of marketers surveyed say that their social media spending will meet or exceed their traditional advertising spending within the next 5 years. (TWI Surveys/Society for New Communications Research, November 2007)
  • 56% of UK website owners say that user-generated content lifts conversion levels; 77% say it increases traffic; and 42% say it increases the average spend on site.(eConsultancy survey of 360 website owners across all sectors, November 2008)
  • Dave Seifert of Bass Pro Shops noted at a Shop.org round table discussion that Top Rated Products were "the #1 merchandising technique ever utilized on their site." (Bass Pro Shops, June 2008)
  • After their order, PETCO asked customers, "What online tool most influenced your purchase decision?" The #1 answer was product ratings and reviews, with site search coming in a distant second. (PETCO, June 2007)
  • The Shop.org State of Retailing Online study, conducted by Forrester Research, found only 26% of the 137 top retailers surveyed offered customer ratings and reviews, but 96% of them ranked customer ratings and reviews as an effective or very effective tactic at driving conversion. (Forrester, 2007)

Consumer Demand for Ask & Answer™

  • 76% of online shoppers surveyed report that content is insufficient to complete research or purchase online "always, most often or some of the time." (eTailing Group, June 2007)
  • Online businesses lose as many as 67% of consumers due to a lack of online product information. (Allurent, January 2008)
  • 83% of online shoppers would make purchases if sites offered increased interactive elements. (Allurent, January 2008)
  • One in four (24.5%) shoppers said they left a store because of a lack of assistance. (Shop.org, November 2007)
  • 90% of UK shoppers surveyed said they wish they could communicate directly with businesses - using live chat, forums or call-me-back facilities - via their websites; one in three require it from the UK businesses they currently use. (1&1, October 2007)
  • 42% of consumers said they prefer being able to find the answers they need online on their own if they had a question or wanted help while shopping online. (Harris Interactive, May 2007)
  • The share of traffic to question-and-answer Web sites has more than doubled from 2007 to 2008 (HitWise, 2008)
  • Yahoo Answers had 25.3 million visits in February 2008 (comScore Media Metrix, March 2008)
  • 68% of consumers trust "people like me" first for product advice. (Edelman Trust Barometer, January 2007)
  • 42% of 1,179 online consumers surveyed have left a site without purchasing multiple products because they couldn't get a question answered about one of the products in their shopping cart; 41% decided not to make a planned purchase because they couldn't readily find a piece of information about the product or service. (JupiterResearch, September 2007)

Conversion Results

  • MarketingExperiments tested product conversion with and without product ratings by customers. Conversion nearly doubled, going from .44% to 1.04% after the same product displayed its five-star rating. (MarketingExperiments Journal, July 2007)
  • 79% of online UK retailers surveyed reported that the main benefit of consumer-generated rating and reviews was that they improved site conversion rates. (eMarketer, 2007)
  • Online shoppers who look at TripAdvisor reviews on the Hayes & Jarvis site book trips at double the rate of online shoppers who have not seen the TripAdvisor reviews, based on first four months after launch. (TripAdvisor, January 2008)
  • Shoppers who browsed the site's new "Top Rated Products" page, which features products rated most highly by customers, had a 59% higher conversion rate than the site average and spent 16% more per order than other browsers of products. (Bass Pro Shops, June 2008)
  • Shoppers who browsed the site's "Top Rated Products" page, which features products rated most highly by customers, had a 49% higher conversion rate than the site average and 63% more per order than other site shoppers. (PETCO, June 2007)
  • Giving shoppers the ability to sort products within a category by customer rating led to a sales increase of 41% per unique visitor. (PETCO, June 2007)

Average Order Value Results

  • Consumers were willing to pay between 20 to 99% more for a 5-star rated product than for a 4-star rated product, depending on the product category. (comScore/Kelsey, October 2007)
  • Top-rated products site navigation path featuring 4- and 5-star products in each category delivered 35% higher conversion and 40% higher average order value. (Bazaarvoice, June 2007)
  • Reviews usage drives higher spending: 27% of users report an increase of 5-10%; almost 7% report an increase of 20%+. (Avenue A/Razorfish "Digital Consumer Behavior Study," October 2007)

User-generated Content Beyond the Web

  • 64% of Social Researchers (those who refer to user-generated content when shopping) research products online more than half the time, no matter where they ultimately buy the product (store, Web, catalog, etc.). (eTailing Group, June 2007)
  • Online consumers are becoming precision shoppers. For every $1 in online sales, the Internet influenced $3.45 of store sales. (eMarketer, 2007)
  • 90% of those surveyed say they have a better overall shopping experience when they research products online before shopping in-store. (Harris Interactive, October 2007)
  • 92.5% of adults said they regularly or occasionally research products online before buying them in a store. (BIGresearch, November 2008)
  • Nearly one out of every four Internet users (24%) reported using online reviews prior to paying for a service delivered offline. (comScore/The Kelsey Group, October 2007)
  • More than three-quarters of review users in nearly every category reported that the review had a significant influence on their purchase, with hotels ranking the highest (87%). (comScore/The Kelsey Group, October 2007)
  • 97% of those surveyed who said they made a purchase based on an online review said they found the review to have been accurate. (comScore/The Kelsey Group, October 2007)
  • Consumers who shop online for digital cameras and TVs spend 10% more on in-store purchases than consumers who do not search online. (ChannelForce for Yahoo Search Marketing, July 2007)

Email Campaign Results

  • Email study: PETCO realized a 5X increase in email click-through rates by including relevant ratings and reviews content in the campaign promotion. (PETCO, June 2007)
  • Top rated product email drive 46% higher revenue per email in A/B test. (Golfsmith, June 2007)

Search Engine Optimization Results

  • In a study of a major electronics retailer site of 30,000 monthly natural language search visitors, converted 60% more often, spent 50% more, and viewed 82% more pages than search visitors to other pages. (Bazaarvoice case study with major electronics retailer)
  • In a study of online UK retailers, 59% reported that the consumer-generated activity leads to better search engine optimization. (eMarketer, 2007)

Return Rates and Customer Satisfaction

  • During the 2007 holiday season, consumers who recalled seeing customer reviews on a Web site reported 9% higher customer satisfaction levels, were 9% more likely to make a purchase and 8% more likely to purchase the next time they came to that site. (ForeSee Results, January 2008)
  • Reviews drive 21% higher purchase satisfaction and 18% higher loyalty. (Foresee Results Study, January 2007)
  • Online UK retailers reported improved customer retention and loyalty by 73% once they implemented consumer-generated rating and reviews. (eMarketer, 2007)
  • Products with reviews have a 17% lower return rate than those without reviews. (Bazaarvoice PETCO Case Study, 2007)
  • Products with 50+ reviews have a return rate that is half of those with fewer than five reviews. (Bazaarvoice PETCO Case Study, 2007)
  • One study from IBM Institute for Business Management shows that while those adults in the UK who use social networking do so to attain a feeling of community, 17% of the adults surveyed say they do so because they like to participate with brands they favor. (IBM, August 2007)

Evolution of Advertising and Media

  • 75% of people don't believe that companies tell the truth in advertisements. (Yankelovich)

Search

  • SearchVoice study: of 30,000 monthly SearchVoice visitors, they convert 60% higher, spend 50% more and viewed 82% more pages. (Major electronics retailer case study, August 2008)
  • The ability to refine site search results by customer rating led to 22% more sales per unique visitor on a same-session basis and 41% more sales per visitor on a multi-session basis. (Bazaarvoice)

Syndication

  • RSS study: Burpee measured a 43% higher click-through on RSS feeds with reviews than without. (Burpee, December 2007)

Industry Articles

Positives About Negative Product Reviews. Worried about opening your company to consumer reviews? Don't be. (iMedia Connection)

Getting a Handle on Customer Reviews
These days, what the customer thinks is hardly a secret. Consumer reviews and ratings are popping up on a growing number of Web sites, sites on which users treat brands like contestants on American Idol. (Brandweek)

Online Influence Tied to Search, Social Media Use
According to a new research report by Yahoo! and Comscore, not only is social networking's influence on marketing growing, but particularly vocal individuals are having more of an effect than ever. (ClickZ)

CGM Changes Minds of Online Auto and Travel Buyers
Consumer Generated Media not only influences online consumers, it can get them to change their minds. (ClickZ)




Tuesday, February 24, 2009

How To Make Twitter Sound Like Music To Your Ears

Thanks TechCrunch for this list of twitter music apps. Cool stuff

by Robin Wauters on February 22, 2009

People generally love sharing things, and Twitter has made broadcasting updates to anyone who cares to care on what you’re doing, wearing, reading, commenting on, eating, using, etc. a breeze; in 140 characters or less, even. It’s only natural to see so many users also share which music they are listening to at any given moment on Twitter, as this has been a fairly popular use of status feeds on other social networking and communication services for years (Facebook, Skype and Windows Live Messenger leap to mind).

Here’s a number of ways to use Twitter for just about anything related to music:

* Blip.fm - dubbed the “Twitter for Music” when we first reviewed the service, it got its own API in late 2008. Blip.fm enables anyone to start their own music station and broadcast tunes to Twitter and other status sharing services where people can interact with the choice of music.

* Twiturm does much of the same - upload music and share it with all your Twitter followers in a heartbeat. Intended for artists who want to share their own music, hence the name (”Twitter Ur Music”).

* Twisten.fm - Escape Media Group linked its music discovery service Grooveshark and its URL shortening service TinySong with an application that crawls Twitter for messages about music (and “then you listen to them”).

* Twt.fm (anyone see a naming pattern here?) - type in an artist, track, and your twitter username. Twt.fm will then generate a track page for you using your twitter page design and you’ll be able to tweet it to your followers.

* Tweetj - include a #tweetj tag in your tweets when you’re listening to music and it’ll be posted to a public playlist. The playlist allows you to discover new music and immediately purchase tracks on Amazon.

* A similar service is WiiZZZ (yes, that’s the actual name) - it allows you to listen to entirely random songs that have been posted and shared by Twitter users on any given day.

* Play Twitter - allows you to easily play mp3 files directly on Twitter or Identi.ca. MP3 links will automatically become playable right on the page.

* Tra.kz - this “URL shortener for all things music” was cooked up by MixMatchMusic and does exactly what you suspect it would do and therefore competes with the above mentioned TinySong and alternatives like Song.ly.

* TwittyTunes - Firefox extension that comes with another Firefox extension, Yahoo’s FoxyTunes, and allows you to instantly post your currently playing songs to Twitter with just a click.

* LastTweet - enables you to embed a widget with your latest tweets into your Last.fm profile

* Update: LastFMLoveTweet is a mashup that automatically pushes a tweet from you carrying a track’s artist and name that you’ve indicated as a tune you loved on Last.fm

* Update: Tweekly.fm will get your weekly artist data from Last.FM and send a tweet to your profile listing your top 3 listened artists for the week plus their respective play counts.

* Update: this site tracks the top music being listened to on Twitter

Also worth checking out, even if not directly related to Twitter: Nabbit (”connects your cellphone to your radio”), MuseBin (music news and reviews in 140 characters, like BlipprTwones (the “social music feed”). but music only) and

Did I miss any other apps, tools and websites worth noting?

Share them in the comments and I’ll be happy to update the post.

Update: it’s not Twitter-specific, but you can use Favtape to put together your own playlists / online mixtapes and share them on Twitter.


Kachingle Coordinates Microdonations to Get Content Creators Paid

Thanks again PSFK

February 19, 2009

Kachingle is a new service that looks like it could bridge the gap between scattered micropayments and free content. Many old media pundits have been suggesting micropayments as a solution to monetizing dying newspapers and other online content, but historically, micropayments don’t do as well as they should. It’s a hassle to pay every time you want to read an article, and you can often find the same content for free elsewhere.

Kachingle acts as a distributor of microdonations. Member sites would sign up and place a Kachingle badge on their page. Readers pledge to send a monthly payment to Kachingle - $5.00, $10.00, $100.00 or whatever they want. Then, Kachingle distributes that money proportionately amongst the partner sites you’ve visited over the month. So, if you visited PSFK 50 times, and The New York Times 50 times, your pledge would be split evenly, and so on.

It’s a smart concept that simplifies the act of micropayment, or micropatronage. With one payment and a once monthly transaction, you can support your favorite sites. Though critics don’t think Kachingle will make a ton of money for its member sites, it could - combined with advertising - make for a healthy revenue stream.

[Editor and Publisher & Steve Outing via Klintron]


Talks Sylvia Earle: Here's how to protect the blue heart of the planet

OK.... it's not digital stuff, but it's much more important

Thanks Damo

Building Online Communities by the Numbers

Thanks ClickZ for these simple community rules

Online communities are growing in this expense-conscious business environment because they provide companies with a cost-effective means to provide presales support, enhance customer loyalty, support the post-purchase process, and gather customer insights. These forums work for a wide variety of product, retail, and small media sites. Here's a set of guidelines to help your company build an active and effective online community.

Three Online Community Planning Rules

When building an online community, there are three important planning milestones to track to assess your community's initial growth trajectory. Joe Cothrel, chief community officer at Lithium, a white label community provider, presented them at the recent Online Community Unconference in New York:

  • 90-9-1 rule. Of your audience, 1 percent will actively answer questions and post, 9 percent will comment and ask questions, and 90 percent will passively read the content on your community.

  • 30-10-10 rule. In general, during any 30-day period, about 10 percent of the traffic that sees your community promotion will visit your community area. Of this 10 percent, about 10 percent will register and participate in your forum. (Note: Most sites only require registration to post. Adding registration requirements will lower your participation rate.) It's critical to note that this indicator will vary based on several factors, such as the type and placement of your promotion. Also, the percentages tend to be lower for highly trafficked sites, such as major media destinations. Business-to-business communities by their nature attract smaller, more targeted audiences.

  • 5-to-10-posts-per-day-per-forum rule. To reach critical mass, visitors must feel that a community is vibrant enough to merit return visits. You need roughly 5 to 10 posts per day per forum to achieve this goal. In the early stages, either a core of fans or company employees may be needed to help get the community going. For a healthy community, there should be about 10 percent to 20 percent growth per month in the number of posts during the community's first year. Over time, this trend tends to flatten out.

What if you aren't able to generate sufficient traffic to build an active online community? A blog may be a good an alternative for marketers considering building a social community where there isn't a large enough visitor base.

Five Ways to Drive Community Participation

Ongoing marketing is needed to build your online community and help it grow over time. To this end, utilize your ongoing marketing to continually drive new visitors to your site. Also, use community-developed content to enhance your marketing.

  • Leverage onsite advertising. Promote your online community by placing visible, persistent links on highly trafficked areas of your Web site. Link from all nonpurchase pages, since users may enter your site in a variety of ways.

  • Use your e-mail. Use your existing e-mail marketing to promote your online community and drive visitors. Also, leverage the content from your community in your e-mailings to provide added benefit to your readers.

  • Deploy other forms of online marketing. This can include social media or contests to entice new visitors to your community.

  • Extend your search marketing. Use both paid and organic search engine marketing to support your community as well as other marketing efforts. If your community content is open, ensure that it's set up to encourage organic search. Also, buy search terms related to topics of interest to your community to drive more visitors.

  • Integrate offline collateral. Promote your online community in offline collateral where it's relevant. Use content from your community to provide useful information in your packaging and bills to answer product-related questions more cost-effectively.

Two Types of Community Metrics

When building an online community, track both the health of your community and the financial impact of hosting the community.

Five Community Health Indicators

  • Page views. Indicates the growth of the total community and amount of content being viewed.

  • Registrations. Gives insights into the number of people who post and comment on your site since registration is usually required to contribute content. Track how this group grows over time. Where possible, assess the conversion rates for different marketing efforts.

  • Posts. Examine what the 1 percent of your audience who post roughly 30 percent to 40 percent of the total content is doing. Look at the number of posts as well as the content of the posts. What trends emerge?

  • Searches. Monitor the internal community searches to find out the types of information visitors want. This should give you insights into important trends and help you gather information about the people who don't register.

  • Time to response. Track the time between a posting and the initial response. Users tend to expect this to take a day. If it's longer, consider having someone within the company respond. Also, monitor the number of responses to specific posts.

Three Financial Impact Indicators

  • Depending on your forum's goal, does it generate sales or leads directly or aid in preselling complex products? For many companies, the benefit of online communities is measured in terms of cost avoidance from customer service, sales support, and market research rather than revenue.

  • Costs include direct costs for the technology and support as well as related personnel and marketing.

  • ROI (define) is generally positive because the benefits of the community in terms of revenues generated and/or the costs avoided are less than the direct costs for the forum�s technology and support.

Online communities can be a useful addition to your site. They can help you extend your relationship with your customers and prospects cost-efficiently while developing content that can be used to reduce customer service and content creation costs. Remember, online communities require care and feeding to continue to thrive.