Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Friday, February 11, 2011

The Psychology of Facebook: Implications for Social Commerce

Nice post from Paul Mardsen via Social Commerce Today, on the why's of facebook usage

Thinking of using Facebook as a social commerce platform? Then it can help understand the social psychology of the Facebook user. Here are 7 evidence-based insights from recent psychology research into why we do what we do on Facebook (to learn more, check out Jeremy Dean’s wondrous PysBlog – an Aladdin’s Cave of practical insight)
  • It’s all about ‘Social Capital’, baby: Facebook is used to manage social capital – the power, privilege and possibilities we have by virtue of the social networks we are part of. Ellison et al. (2008) found that Facebook users had higher levels of ‘social capital’ – in other words more ‘friends with benefits’. Social Capital is a BIG concept in understanding social media – more in upcoming posts. How could social commerce help improve the social capital of Facebookers, whilst helping them shop smart with their social intelligence?
  • The Facebook 7s. Tap into one or more of the 7 core Facebook activities (‘uses and gratifications‘) identified by Joinson (2008). Note: connecting with or buying from brands and businesses is not one of them)
    1. Connecting (with People)
    2. Participating (Group Behaviour)
    3. Sharing (Media)
    4. Using (Apps)
    5. Updating (Status Updates Sharing/Learning)
    6. Surfing (People – Virtual People Watching)
    7. Investigating (People – Social Surveillance)
  • The Disinhibition Effect: Facebook disinhibits people – they say, share and do things they wouldn’t share, say or do in face-to-face situations. Nosko et al. (2010) found that young, single people were particularly likely to disclose sensitive information about themselves. How could you use the ‘disinhibition effect’ to build a revealing social commerce strategy (think blippy)
  • Beautiful People: Walther et al. (2008) found that attractive friends boosted the perceived attractiveness of participant’s profiles (unlike the contrast effect in real life). Boost the attractiveness of Facebookers by helping them mix with beautiful people.
  • The magic number of 150: People can manage relationships with 150 people – and Tong et al. (2008) found Facebooker’s social attractiveness peaked at around this number. Help people manage relationships.
  • Jealousy: Compulsive Facebook usage is a sign that your partner may be a jealous type (see social surveillance above): Muise et al. (2009) found that participants who spent more time on Facebook were more jealous of their partner. Opportunity to build apps that play on partner paranoia?
  • The Truth is Out There: Strangely, people tend to be honest about themselves on Facebook: Back et al., (2010) found that Facebook profiles generally reflected their owner’s actual rather than idealised selves. Harness honesty in social commerce.

Wednesday, September 29, 2010

Game mechanics

Had this sitting in an open tab for so long that i figured i better share it one day. i've found this small, game engagement mechanics come in handy when articulating how i see interaction working. Enjoy

Thanks Tech Crunch and SCVNGR

SCVNGR’s Secret Game Mechanics Playdeck

Erick Schonfeld Aug 25, 2010

Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit.

SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products.

Rght now, that should be a lot of people. Every six months or so, a set of features sweeps across the Web and every site and app feels the pressure to adopt it. We’ve seen this with social, geo, and now game mechanics. Of course, all games on the Web have some sort of game mechanics—those elements of game play which make them fun and addictive. But game mechanics are spreading to all kinds of apps, most famously Foursquare (which makes you check into places for badges and rewards). At our Social Currency CrunchUp in July, we had a panel which explored how game mechanics are invading everything. (One of the CEOs on the panel was SCVNGR’s Seth Priebatsch). Every site from Mint to the Huffington Post now has some sort of game mechanics.

SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. Some elements are as basic as “achievements,” “status,” and “virtual items.” But there are also more complex ones such as the “appointment dynamic” (a player must return at a specific time and perform an action to get a reward, like in Farmville), “free lunch” (a player gets something because of the efforts of other people,like in Groupon), “fun once, fun always” (a simple action that maintains a minimum level of enjoyment no matter how many times you do it, like Foursquare’s check-ins), and “cascading information theory (give out information in the smallest dribblets possible to keep players guessing and moving forward). SCVNGR employees are instructed to memorize the flash cards. Now you can too. There will be a quiz.

SCVNGR Game Dynamics Playdeck

Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. Many of them have clear applications within the SCVNGR game layer (progression dynamic, actualization), many of them don’t… yet (status, virtual items). Many of them are just interesting for your general education on game dynamics theory (epic meaning, social fabric of games). Many of these game dynamics concepts are well known and are sourced from all over the internet and from researchers such as Jane McGonigal, Ian Bogost and Jess Schell and articles on gamasutra (which I highly recommend reading). Others are used exclusively internally here and won’t make any sense outside of HQ. Along with a link to this document, you will have received these dynamics in a set of flash cards. Please memorize those. If you’re on the engineering / game-design team you can access our internal game dynamics visualizer (with the most up to date dynamics) through your account. Download the SCVNGR app for iPhone& Android (if you haven’t already) and start playing. Find places where these game dynamics exist or places where you could implement them by building on the game layer using our tools, or others.

1. Achievement

Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.

Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.

2. Appointment Dynamic

Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.

Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens.

3. Avoidance

Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule.

Example: Press a lever every 30 seconds to not get shocked.

4. Behavioral Contrast

Definition: The theory defining how behavior can shift greatly based on changed expectations.

Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it can’t access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.)

5. Behavioral Momentum

Definition: The tendency of players to keep doing what they have been doing.

Example: From Jesse Schell’s awesome Dice talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.”

6. Blissful Productivity

Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.

Example: From Jane McGonical’s Ted Talk wherein she discusses how World of Warcraft players play on average 22 hours / week (a part time job), often after a full days work. They’re willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world.

7. Cascading Information Theory

Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload.

8. Chain Schedules

Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.

Example: Kill 10 orcs to get into the dragons cave, every 30 minutes the dragon appears.

9. Communal Discovery

Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.

Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find “Boardwalk”

10. Companion Gaming

Definition: Games that can be played across multiple platforms

Example: Games that be played on iphone, facebook, xbox with completely seamless cross platform gameplay.

11. Contingency

Definition: The problem that the player must overcome in the three part paradigm of reward schedules.

Example: 10 orcs block your path

12. Countdown

Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.

Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels

13. Cross Situational Leader-boards

Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an “equal” opportunity to win.

Example: Players are arbitrarily sent into one of three paths. The winner is determined by the top scorer overall (i.e. across the paths). Since the players can only do one path (and can’t pick), they will perceive inequity in the game scenario and get upset.

14. Disincentives

Definition: a game element that uses a penalty (or altered situation) to induce behavioral shift

Example: losing health points, amazon’s checkout line removing all links to tunnel the buyer to purchase, speeding traps

15. Endless Games

Definition: Games that do not have an explicit end. Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own.

Example: Farmville (static state is its own victory), SCVNGR (challenges constantly are being built by the community to refresh content)

16. Envy

Definition: The desire to have what others have. In order for this to be effective seeing what other people have (voyeurism) must be employed.

Example: my friend has this item and I want it!

17. Epic Meaning

Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.

Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.

18. Extinction

Definition: Extinction is the term used to refer to the action of stopping providing a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect. It generally induces negative behavioral momentum.

Example: killing 10 orcs no longer gets you a level up

19. Fixed Interval Reward Schedules

Definition: Fixed interval schedules provide a reward after a fixed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement.

Example: Farmville, wait 30 minutes, crops have appeared

20. Fixed Ratio Reward Schedule

Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (because the first action will not create any reward so incentive is low) and then bursts of activity as the reward gets closer and closer.

Example: kill 20 ships, get a level up, visit five locations, get a badge

21. Free Lunch

Definition: A dynamic in which a player feels that they are getting something for free due to someone else having done work. It’s critical that work is perceived to have been done (just not by the player in question) to avoid breaching trust in the scenario. The player must feel that they’ve “lucked” into something.

Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap. There is no sketchiness b/c you recognize work has been done (100 people are spending money) but you yourself didn’t have to do it.

22. Fun Once, Fun Always

Definition: The concept that an action in enjoyable to repeat all the time. Generally this has to do with simple actions. There is often also a limitation to the total level of enjoyment of the action.

Example: the theory behind the check-in everywhere and the check-in and the default challenges on SCVNGR.

23. Interval Reward Schedules

Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed.

Example: wait N minutes, collect rent

24. Lottery

Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two.

Example: many forms of gambling, scratch tickets.

25. Loyalty

Definition: The concept of feeling a positive sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation.

Example: fealty in WOW, achieving status at physical places (mayorship, being on the wall of favorite customers)

26. Meta Game

Definition: a game which exists layered within another game. These generally are discovered rather than explained (lest they cause confusion) and tend to appeal to ~2% of the total gameplaying audience. They are dangerous as they can induce confusion (if made too overt) but are powerful as they’re greatly satisfying to those who find them.

Example: hidden questions / achievements within world of warcraft that require you to do special (and hard to discover) activities as you go through other quests

27. Micro Leader-boards

Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty.

Example: Be the top scorers at Joe’s bar this week and get a free appetizer

28. Modifiers

Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions.

Example: A X2 modifier that doubles the points on the next action you take.

29. Moral Hazard of Game Play

Definition: The risk that by rewarding people manipulatively in a game you remove the actual moral value of the action and replace it with an ersatz game-based reward. The risk that by providing too many incentives to take an action, the incentive of actually enjoying the action taken is lost. The corollary to this is that if the points or rewards are taken away, then the person loses all motivation to take the (initially fun on its own) action.

Example: Paraphrased from Jesse Schell “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.”

30. Ownership

Definition: The act of controlling something, having it be *your* property.

Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.

31. Pride

Definition: the feeling of ownership and joy at an accomplishment

Example: I have ten badges. I own them. They are mine. There are many like them, but these are mine. Hooray.

32. Privacy

Definition: The concept that certain information is private, not for public distribution. This can be a demotivator (I won’t take an action because I don’t want to share this) or a motivator (by sharing this I reinforce my own actions).

Example: Scales the publish your daily weight onto Twitter (these are real and are proven positive motivator for staying on your diet). Or having your location publicly broadcast anytime you do anything (which is invasive and can should be avoided).

33. Progression Dynamic

Definition: a dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.

Example: a progress bar, leveling up from paladin level 1 to paladin level 60

34. Ratio Reward Schedules

Definition: Ratio schedules provide a reward after a number of actions. There are two flavors: variable and fixed.

Example: kill 10 orcs, get a power up.

35. Real-time v. Delayed Mechanics

Definition: Realtime information flow is uninhibited by delay. Delayed information is only released after a certain interval.

Example: Realtime scores cause instant reaction (gratification or demotivation). Delayed causes ambiguity which can incent more action due to the lack of certainty of ranking.

36. Reinforcer

Definition: The reward given if the expected action is carried out in the three part paradigm of reward schedules.

Example: receiving a level up after killing 10 orcs.

37. Response

Definition: The expected action from the player in the three part paradigm of reward schedules.

Example: the player takes the action to kill 10 orcs

38. Reward Schedules

Definition: the timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. Three main parts exist in a reward schedule; contingency, response and reinforcer.

Example: getting a level up for killing 10 orcs, clearing a row in Tetris, getting fresh crops in Farmville

39. Rolling Physical Goods

Definition: A physical good (one with real value) that can be won by anyone on an ongoing basis as long as they meet some characteristic. However, that characteristic rolls from player to player.

Example: top scorer deals, mayor deals

40. Shell Game

Definition: a game in which the player is presented with the illusion of choice but is actually in a situation that guides them to the desired outcome of the operator.

Example: 3 Card Monty, lotteries, gambling

41. Social Fabric of Games

Definition: the idea that people like one another better after they’ve played games with them, have a higher level of trust and a great willingness to work together.

Example: From Jane McGonicgal’s TED talk where she suggests that it takes a lot of trust to play a game with someone because you need them to spend their time with you, play by the same rules, shoot for the same goals.

42. Status

Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.

Example: white paladin level 20 in WOW.

43. Urgent Optimism

Definition: Extreme self motivation. The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success.

Example: From Jane McGonical’s TED talk. The idea that in proper games an “epic win” or just “win” is possible and therefore always worth acting for.

44. Variable Interval Reward Schedules

Definition: Variable interval reward schedules provide a reward after a roughly consistent amount of time. This tends to create a reasonably high level of activity over time, as the player could receive a reward at any time but never the burst as created under a fixed schedule. This system is also more immune to the nadir right after the receiving of a reward, but also lacks the zenith of activity before a reward in unlocked due to high levels of ambiguity.

Example: Wait roughly 30 minutes, a new weapon appears. Check back as often as you want but that won’t speed it up. Generally players are bad at realizing that.

45. Variable Ratio Reward Schedule

Definition: A variable ratio reward schedule provides rewards after a roughly consistent but unknown amount of actions. This creates a relatively high consistent rate of activity (as there could always be a reward after the next action) with a slight increase as the expected reward threshold is reached, but never the huge burst of a fixed ratio schedule. It’s also more immune to nadirs in engagement after a reward is acheived.

Example: kill something like 20 ships, get a level up. Visit a couple locations (roughly five) get a badge

46. Viral Game Mechanics

Definition: A game element that requires multiple people to play (or that can be played better with multiple people)

Example: Farmville making you more successful in the game if you invite your friends, the social check-in

47. Virtual Items

Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away.

Example: Gowalla’s items, Facebook gifts, badges

Wednesday, August 4, 2010

Facebook Research: Brands Lean on Interactive Marketing –Yet Lack Social Marketing Skills

Nice framework approach from Jeremiah Owyang on how to approach, and rate, your facebook page activity.

This is followup data from the Altimeter Report: The 8 Success Criteria For Facebook Page Marketing, you should read this first.

Thanks to your help, Altimeter Group’s latest research on Facebook Marketing Best Practices, which now has over 17,000 views, and over 1,900 downloads (see slideshare stats) in less than a week. While we tried to include as much helpful information in the report, it was only the highlights of our findings. There’s far more data, scorecards, and findings that just aren’t able to fit into the report. Below is some additional information from our quantitative and qualitative study about the findings. Expect us to share more helpful data to marketers over the coming weeks, Altimeter clients can contact us for more details from the specific criteria, data, screenshots and scorecard.


[A fundamental mindset change must occur as brands approach social networks. In addition to interactive marketing (human-to-computer) brands must add social marketing (peer-to-peer) to their playbook.]


In the below graphic, we’ve aggregated the scores of the 30 brands to find out which of the criteria they’re good at –and which ones there are missed opportunities. We’ve then provided additional analysis on why we think brands scored this way, and some recommendations to improve.
Research Graphic: Brands Great at Messaging and Branding –Yet Lack at Setting Expectations, Peer to Peer, and Advovacy

Facebook Page Performance: 30 Brands Against 8 Criteria

Criteria How They Scored Our Take: Why Brands Performed This Way How Brands Can Improve Their Score
Set Community Expectations 2.08 (Immature or”Take off”) Brands failed to be clear why they were doing a Facebook effort, likely due to the fact that they jumped into the the social network bandwagon. Most brands are experimenting, and are unable to articulate their purpose Clearly have a business objective and be sure the site goals cascades these objectives. By not doing so, sets company up for a potential backlash as unchecked or unsolved customer woes can quickly cascade to their friends, on brands owns pages.
Provide Cohesive Branding 3.90 (Adolescence or “Climbing”) Brands showed some sophistication from over a decade of online interactive marketing has taught them how to cascade their experience to all touch points This is a huge risk. Customer that have product complaints may echo them loudly here, and if the brand doesn’t respond, this public griping could escalate into a full blown groundswell. Continue to reflect the brand in all digital channels, but don’t overwhelm the member experience.
Be Up To Date 5.00 (Exceptional or “Escape Velocity”) Brands have a strong legacy of broadcast marketing, which is also know as message bombardment. Brands demonstrated an incredible ability to propagate messages at a rapid rate, not unusual for other mediums as well. Continue this energy of being interactive with their customers, but in addition to populating the Facebook page with up to date updates, ensure they are engaging in a two-way dialog.
Live Authenticity 2.87 (Immature or”Take off”) Brands suffered at being ’social’ in a social network, and are in many cases afraid to show their human side. Decades of being logo centric has cascaded to social networks and most members may question having conversations with a logo. Behave in the same way the members are behaving: be social. Put the human side first by showing the team photos, giving human replies, and responding with first and last name.
Participate in Dialog 3.10 (Adolescence or “Climbing”) Mixed bag of performance, while some brands may interact, often it was inconsistent. Even after a few years of social marketing blogging, forums, and Twitter, brands are still struggling to have real conversations with their members. Interact with customers by engaging in a two way conversation. To scale, you don’t need to respond to every message, but set expectations on how frequently you’ll respond.
Enable Peer to Peer Interactions 2.03 (Immature or”Take off”) Poor performance from brands here. In many cases, we expect brands hid from these features as they are difficult to moderate, manage, and risk of conversations going awry. Better features are needed by using third party community applications, as well as hiring seasoned, well trained community managers to monitor and moderate.
Foster Advocacy 2.27 (Immature or”Take off”) Brands are barely able to participate in the conversation let alone rely on the advanced features such as sharing or using your own members to share on your behalf. At the bare minimum, encourage members to share content with each other and to cascade the branded experience to friends. As brands gain confidence, create formal advocacy programs.
Solicit a Call to Action 2.45 (Immature or”Take off”) Unsure of even interacting with their members, it’s no surprise they didn’t know how to engage them for next steps or even conversion. Don’t rush this. Until you’re scoring 4 or above on the previous mentioned criteria, I encourage brands to avoid this. Yet, for those that are succeeding in the other criteria, they can help members with conversion.

Summary: Brands Must Learn Social Marketing –Beyond Interactive Marketing

Brands are applying their years of experience of applying interactive marketing and broadcast marketing to the social web and it shows. With the natural inclination to brand and broadcast, we see these same behaviors in the Facebook Marketing. Yet, despite these existing strengths, brands are missing the two way aspect or ’social aspect’ of social network marketing. They must start to leverage peer to peer communications to reduce costs and content publication, show their human side, and quickly set expectations of what’s required –or risk a brand backlash. While setting community expectations doesn’t guarantee that a customer backlash could occur, it could help funnel them to the right place to be quickly supported. Yet, as problems are resolved, don’t shove them under the carpet in the call center, be sure to indicate back to the community they’ve been solved. Above all, brands must change their mindset from interactive marketing (human to computer) to also include social marketing (human to human)

Wednesday, June 23, 2010

Video: LEGO’s Social Media Strategy

Thanks Digital Buzz Blog

Diving into LEGO's Strategy Behind Connecting Their Amazing Network of Fans -- presented by Jake McKee from GasPedal on Vimeo.




This is a great video from Jake McKee (formally LEGO’s Global Community Relations Specialist) discussing how LEGO found, supported and incubated their biggest fans from around the world to help pull the company out of a pretty dark time to be back on top of the world, lead in part, by a strong social media strategy.

A word of warning, this is a 30 minute video, from a conference late last year (so skip the first 30 secs) and is not exactly their strategy, but more a case study of success, however, it’s well worth the time, and probably something you won’t have time to watch at your desk today so just make sure you remember to watch it later!

Jake McKee makes three really strong, but incredibly simple (how often do we see simplicity works socially?!) points.

1. Look beyond your target customers
2. Support existing fans
3. Find what works and replicate

1. Look beyond your target customers
Your target market isn’t always your biggest group of talkers. For years, LEGO was focused on kids — that is, until they realized adults had created their own community of enthusiasts. When LEGO started connecting these talkers, not only did they increase their word of mouth, they immediately helped their bottom line. Whereas kids were spending $20 a year on LEGOs, these adults were spending around $1,000.

2. Support existing fans
Without LEGO’s knowledge, adult fans had already created an online LEGO community and marketplace. LEGO approached this group by offering support and resources in the form of an ambassador program. By offering to support what these fans were already doing so well -instead of demanding ownership and control -LEGO was welcomed into the community.

3. Find what works and replicate
The enthusiasm of the adult fans helped teach LEGO how to gain more participation from their other fans- including kids. Jake says that when you find something that works with one fan group, try applying it to other groups of talkers. Because the fundamentals of great communities are the same, strategies behind one fan community can often generate similar success for another community. (via Igor on Viral Blog)

Friday, June 12, 2009

KFC's reinvention plans

Thanks Mashable

KFC has put a lot of marketing muscle behind their new “Kentucky Grilled Chicken,” most notably with the free meal giveaway by Oprah. While that campaign generated enormous online buzz – some of it rather unfavorable as stores refused to honor the coupons – the chicken chain is now turning its attention to social media.

Specifically, KFC has launched a promotion on MySpace (MySpace reviews), where the user that submits the best video ad for the brand will both star in an upcoming TV ad campaign and receive a lifetime supply of chicken. KFC will then pick three finalists, and users will get to vote for the winner. How much is a lifetime’s supply of chicken you ask? According to Brand Republic, KFC will be on the hook for around $16,000 USD, or roughly 2,600 two-piece meals.

KFC’s broader strategy, however, is called “unthinkfc,” and features its own website, as well as a presence on Twitter (Twitter reviews), YouTube (YouTube reviews), and Facebook (Facebook reviews), where the company has amassed nearly 200,000 fans. There are also games – like uploading your own “chicken dance” and a “custom grillz” (get it?) application for iPhone.

Ultimately, KFC appears to be a company trying to re-invent itself somewhat, and they’ve setup a well rounded campaign that can certainly generate buzz if executed well. On the other hand, for fans to enthusiastically endorse KFC and participate, the in-store experience will also have to win them over. Having yet to sample the colonel’s grilled chicken, I can’t speak to how they’re doing, but given the clumsy Oprah launch, it would seem the company still has a ways to go.


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Tuesday, June 9, 2009

Digital consumers more loyal to brands

Thanks WARC for this post... and thanks Gerry for passing it on

computergamer2.jpgNEW YORK: "Digital consumers", defined as people who have previously used the internet to buy products or research specific categories, exhibit a greater degree of brand loyalty than the average shopper, Millward Brown says.

Based on over 100,000 consumer interviews in 24 countries, and 8,000 brand assessments, the research firm found that digital consumers have brand loyalty scores that are 15% higher than their "non-digital" counterparts, as well as forming "strong relationships" with more specific properties.

While digital consumers display heightened loyalty across all sectors, the difference between this segment and the typical consumer peaked at 93% for the airline category, a figure falling to 48% for IT hardware, and 45% for IT software.

Other areas where this difference was particularly pronounced included fragrances, on 29%, with apparel posting an uptick of 27% among women and 20% among men, while body care recorded an overall improvement of 22%.

Beer brands also saw an upturn of 12% compared with the norm, with mobile phone handset manufacturers, mineral water and banking brands all on 9%, haircare products on 8%, grocery stores on 7%, and soft drinks on 5%.

Overall, Millward Brown argues that digital consumers are "simply more interested in brands", a trend that is reinforced as they "develop brand knowledge" through conducting online research.

As evidence of this, the company reports that "the average difference is higher in categories where there are more digital consumers."

In terms of individual countries, Japan and Taiwan saw the greatest degree of difference between digital and non-digital consumers, with loyalty levels among the former group some 36% higher than those for the latter.

Hong Kong, the US and UK were also strong performers, with loyalty scores rising by around 30% among the digital demographic, with Germany, Sweden, Denmark and Korea also up by over 20%.

Among the lowest performers were Mexico, Russia, Thailand and Hungary, all seeing improvements of less than 10%, falling to a low of just 2% in China.

Internet penetration levels seem to have little influence on the overall situation, as, for example, India and Canada both posted improvements of almost 15%, despite the fact web access rates stand at 10% and 80% in these markets respectively.

While the profile of the average digital consumer varies by category, they are typically "younger, male, affluent and creative types who like excitement."

Overall, members of this group of web users are also twice as likely to be "transmitters", defined as "knowledgeable category consumers who influence others with their opinions."

Data sourced from Millward Brown; additional content by WARC staff, 08 June 2009

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Thursday, June 4, 2009

10 Must-Haves for Your Social Media Policy

Thanks Mashable for this very useful appraoch to social media strategy:

10 Must-Haves for Your Social Media Policy

June 2nd, 2009 | by Sharlyn Lauby11 Comments

Sharlyn Lauby is the president of Internal Talent Management (ITM) which specializes in employee training and human resources consulting. She authors a blog at hrbartender.com.


A few weeks ago, I wrote that your organization should have a social media policy, and one of the things I heard among all the great comments was: “Okay, but what should it say?”

There are generally two approaches to social media policy making. Some organizations handle social media in an evolutionary way. Chad Houghton, the director of e-media and business development at the Society for Human Resource Management, told me that he thinks, “it might be beneficial not to create some arbitrary rules without first seeing where the opportunities and risks really are.”

Other organizations, meanwhile, feel more comfortable establishing a clear policy from the outset. IBM, for example, has published their social media guidelines publicly for anyone to read. It’s a great policy, though rather long.

Whether you’re writing your social media policy from the get-go, or letting it develop organically in reaction to situations as they arise, here are 10 things you should definitely consider. These 10 tips will help you steer clear of pitfalls and allow you to focus on what’s important: engaging the customer.


1. Introduce the purpose of social media


All policies need to address what’s in it for the reader/user — what should the reader take away after reading the policy? One of the common themes I kept coming across in introductions to social media policies is the idea that the policy should focus on the things that employees cancan’t do. For those of us who have experience writing policies, this is a real paradigm shift. rather than what they

But that’s the spirit of social media — it’s all about leveraging the positive. And that needs to be evident in the policy. Houghton agrees, “The old way of doing things is to create an unnecessarily restrictive model of engagement that prevents companies from leveraging new media appropriately.”


2. Be responsible for what you write


Oren Michels, CEO of Mashery, explains that “people tend to interpret having the ‘right’ to express themselves online as implying a lack of consequences when they say stupid things.” That’s not the case. Your organization and its representatives need to take responsibility for what they write, and exercise good judgment and common sense.

Dooced” is an Internet expression that means to lose one’s job because of things one says on one’s website or blog. No one wants that to happen, of course, so using common sense and being responsible is important.


3. Be authentic


Include your name and, when appropriate, your company name and your title. Consumers buy from people that they know and trust, so let people know who you are.


4. Consider your audience


When you’re out in the blogosphere or Twitterverse or other social media channels, remember that your readers include current clients, potential clients, as well as current/past/future employees. Consider that before you publish and make sure you aren’t alienating any of those groups.


5. Exercise good judgment


online community imageRefrain from comments that can be interpreted as slurs, demeaning, inflammatory, etc. The Internet is full of varied opinions, and it’s okay to share yours, but you never, never, never want to be branded a racist or narrow-minded or an unstoppable hot-head.

Your employees should understand that companies can and will monitor employee use of social media and social networking web sites, even if they are engaging in social networking or social media use away from the office. Eric B. Meyer, an associate at the labor and employment group of Dilworth Paxson LLP, reminds us that, “employees should always think twice before hitting ’send‘; consider what could happen if your organization sees what the employee publishes on the Internet and how that may reflect not just on the employee, but also the company.”

Bottom line: good judgment is paramount regardless of whether an employee’s online comments relate directly to their job.


6. Understand the concept of community


The essence of community is the idea that it exists so that you can support others and they, in turn, can support you. You need to learn how to balance personal and professional information, and the important role that transparency plays in building a community. Your community shouldn’t be an environment where competition is encouraged or emphasized, but rather a platform where your customers or users feel comfortable sharing, connecting, and receiving help.


7. Respect copyrights and fair use


This should be a no-brainer, but just in case: always give people proper credit for their work, and make sure you have the right to use something with attribution before you publish.


8. Remember to protect confidential & proprietary info


shhhBeing transparent doesn’t mean giving out the Colonel’s special 11 herbs and spices used in KFC chicken or the recipe for McDonald’s Big Mac special sauce.

Those examples seem pretty self-explanatory, but Meyer, points out that, “employers may fail to make employees aware of any obligation they may have to protect confidential or proprietary information.” Transparency doesn’t give employees free rein to share just anything. Meyer says that every state has a law governing trade secrets.

Therefore, employees who share confidential or proprietary information do so at the risk of losing their job and possibly even ending up a defendant in a civil lawsuit. At the very least, companies will seriously question the judgment of an employee who shares confidential or proprietary information via social media. It’s a good idea to make sure all of this is clearly laid out in your social media policy.


9. Bring value


Social media will more likely pay dividends for you if you add value to your followers, readers, fan, and users. Michels, for example, said he’s used blog posts as a “means to frame the conversation around specific issues and make sure that our position is heard and commented on,” or as a way to build buzz for upcoming products or services.

Joe Homs, the CEO of Headset Bros., shared with me two instances where social media has provided an opportunity to bring customer value. Once, on Twitter (Twitter reviews), they ran across a person who was looking for a recommendation for a product they sell. A simple message to her that was quick and relevant allowed them to make a fast sale.

Another time, on Facebook (Facebook reviews), a customer complaint about not receiving an order led to the realization that their shipping company had lost the package. Sending the customer a new package overnight fixed the problem and they eventually worked out the problem with the shipping company as well.

Still confused about the different ways you can provide value using social media? Check out the video from Barry Judge, the Chief Marketing Officer at Best Buy, embedded below.

(Thanks to Christine Tierney for the heads up on this great video.)


10. Productivity matters


I asked Homs if he was concerned that his employees would lose focus if they were spending too much time on social media sites. His comment: there’s not much to balance. He told me, “talking to people (over social media or otherwise) is our ‘real’ job.” Headset Bros estimates that 90% of their business is communication with customers (online and by phone). To help with the rest, they’ve automated most of their other business functions.

But, your social media usage won’t get you very far if you don’t execute on the core competencies of your business. Remember that in order for your social media endeavors to be successful, you need to find the right balance between social media and other work.


Sample social media policy




The Headset Bros. were kind enough to let us republish their social media policy. It’s short, but that’s by design, because CEO Joe Homs told me, “we want people to read it.”


More social media resources from Mashable:


- HOW TO: Manage Multiple Social Media Profiles
- Why Big Brands Struggle With Social Media
- Social Media for Business: The Dos & Don’ts of Sharing
- A Control Freak’s Guide to Social Media Influence
- The New Social Engagement: A Visit to Zappos


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Tuesday, May 19, 2009

HOW TO: Get the Most Out of Twitter #Hashtags

Thanks Mashable for this useful stuff on #

One of the most complex features of Twitter for new users to understand is the hashtag, a topic with a hash symbol (”#”) at the start to identify it. Twitter hashtags like #followfriday help spread information on Twitter while also helping to organize it.

The hashtag is a favorite tool of conferences and event organizers, but it’s also a way for Twitter users to organize themselves: if everyone agrees to append a certain hashtag to tweets about a topic, it becomes easier to find that topic in search, and more likely the topic will appear in Twitter’s Trending Topics.

So how do you disseminate and make sense of all this hashtag madness? By going through the art of the hashtag step-by-step, of course. This short guide details how to identify, track, use, and organize hashtags in an efficient and useful way. Just be sure not to flaunt your new hashtag wisdom.


Have a tip to share on hashtags or a unique way you utilize them? Be sure to share with everyone in the comments.


1. Identifying hashtags



Twubs Image

For new Twitter users, and even we veterans, figuring out what a specific hashtag is being used for can be a major chore. When a hashtag starts to trend, it gets even more difficult to parse the information stream.

So what’s the most efficient way to figure out those nasty hashtags? Luckily, there a few great tools that can assist in hashtag enlightenment:

What the Trend?: This useful little service makes it really easy to learn about trending hashtags. When something starts trending, What the Trend? will provide a quick blurb on what’s going on.

Twubs: Twubs, which we recently reviewed, uses a wiki system to help disseminate information on a hashtag. It aggregates tweets and imports pictures to help illuminate the topics being discussed.

Hashtags.org: While not the best at helping you understand the meaning behind a tag, Hashtags.org is good at showing you its use over time and recent tweets, which oftentimes is enough to figure out the meaning behind the tag.

Tagalus: Tagalus is a simple dictionary for hashtags. It’s very easy to find information on thousands of hashtags as defined by other users. You can also define a hashtag by tweeting tagalus.


2. Tracking hashtags



Hashtag.org Image

What’s buzzing on Twitter right now? If you’re a tech journalist, marketing professional, or just a person interested in trends, there are many useful tools and techniques to keep up with the Twitter conversation via hashtags.

If you’re trying to track tweets from a hashtag in real-time, Monitter and Twitterfall are good choices. Once again, Hashtags.org provides graphs and hour-by-hour information on top hashtags.

One last tip: if you need to track a less popular Twitter hashtag, try setting up a Twilert to get a daily email of the use of a specific hashtag.

For more, be sure to check out 15 Fascinating Ways to Track Twitter Trends.


3. Using hashtags


Although not terribly complicated, hashtags have some unwritten rules. The primarily one to remember: don’t overuse them. If every one of your tweets IS a hashtag, you dilute the usefulness of them by fragmenting the conversation. In addition, many people will shy away from you because it seems spammy.

Another simple tip: give your hashtag context. Most people won’t actually know what your hashtag means, so give a quick explanation in one of your tweets or, if you’re making a hashtag, make it very apparent what it’s talking about.

Finally, if you’re looking to create a hashtag, be sure that it adds value for yourself and your followers. The best way to utilize them is when you need to organize information. Conferences, major events, and even reminders (i.e. #todo) can help organize specific tweets and make life easier on you and your followers.

The Twitter Fan Wiki also has some interesting reading material on hashtags if you’re looking to further your hashtag education.


4. Organizing hashtags



SFMusicTech Twitter Image

When I speak of organizing hashtags, I’m talking about conferences and events, which rely on the hashtag system more than almost any other entity. It’s become standard to track the conversation regarding speakers and afterparties via a hashtag.

If you’re about to put on an event or are looking to take your event to a new level, here are some useful tips for hashtag organization:

- Choose a single hashtag early: This may seem simple, but it is vital to get right. Choose a simple hashtag that represents your event or brand. If your event is the Business of the Calling Ducks conference, don’t use #businessofthecallingducks as your tag. How about #bizducks instead?

- Remind attendees of the hashtag constantly: On your website, on your Twitter feed, at the opening remarks, and throughout the day, make a friendly reminder about your hashtag and that you can track the conversation through it.

- Provide a website widget: For anyone who isn’t using or knowledgeable with Twitter, provide an easy conversation tracker tool on your website. You can make one via Widgetbox or Tweetgrid.


More Twitter resources from Mashable


- HOW TO: Use Twitter for Customer Service
- 5 Terrific Twitter Research Tools
- HOW TO: Find a Job on Twitter
- 10 Most Extraordinary Twitter Updates
- 40 of the Best Twitter Brands and the People Behind Them




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Monday, May 18, 2009

Danger Mouse's Next Album Will Be A Blank CD-R

Thanks @damjanov for sharing this post on how Danger Mouse is sticking it to the man!

Danger Mouse, the amazing mashup artist, producer, and half of Gnarls Barkley, is unable to release his newest album due to legal battles with his label, so he's embracing piracy to get his music heard.

After "legal battles," Danger Mouse's new album has been shelved by his label, EMI. But fearful that his work would never be heard, Danger Mouse came up with an idea to get his music out there while at the same time showing his anger at EMI. The album, entitled Dark Night of the Soul, will be sold as a "100+ page book" of photographs inspired by the music and taken by David Lynch, and will include a blank CD-R to be filled with torrented mp3s. All copies will be clearly labelled:

'For Legal Reasons, enclosed CD-R contains no music. Use it as you will.'

Danger Mouse made his name with a mashup of The Beatles' White Album and Jay-Z's Black Album titled, of course, The Grey Album, which was only available through non-commercial means, so this is a guy who despite his success is very aware of the state of music sales. Dark Night of the Soul is already available to stream for free from NPR, so it looks like Danger Mouse is going all out with his plan to thoroughly infuriate his record label. [via Boing Boing]




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Monday, May 11, 2009

Social Media Marketing: Sears and Kmart Step It Up

Thanks Mashable for this post on some interesting social moves by some big name retailers

May 9th, 2009 | by Ben Parr10 Comments

MySears Logo

The intersection of social media and longstanding brands is a fascinating phenomenon to study. How does a company that has been around for decades react to the fast-paced world of social media? Do they shun it or embrace it? Do they stumble or do they create a deeper connect with their customers?

This week, Sears Holdings officially launched two social networks for their customers, MySearsMyKmart. Although these social communities do have a few quirks, the initiative that they represent, coupled with their well-designed social elements, is a sign of how more traditional companies are embracing social media technology to create a better customer experience and a better brand. and


A little on MySears and MyKmart…



MySears Image

So what exactly are MySears and MyKmart? At their core, they are social networks for reviews. Products being sold by Sears are up for review by any community member, on a 1 to 5 star scale, with generally short one line descriptions or criticisms.

MySears and MyKmart also incorporate several other useful social elements. They have their own message boards and active blogs. My favorite feature, though, is the Ideas section. This is an area for submitting product ideas to Kmart and Sears, with an up-or-down voting system similar to Reddit (reddit.com reviews). It’s a great way for Sears to solicit new ideas and to start a discussion around them. They could also submit their own ideas and get some feedback from loyal customers.

Despite some great features, the two social networks do have a few quirks that raise questions. MySears and MyKmart are linked to social media accounts on Twitter (Twitter reviews), Facebook (Facebook reviews), and MySpace (MySpace reviews), but the Twitter links direct you to completely idle Kmart and Sears accounts, a no-no that projects laziness. It’s even stranger when you account for the fact that there’s an active account for MySears.

One other strange issue: some reviews date as far back as 2006. MySears and MyKmart had their soft launches in 2008, so we wonder from where they are pulling these much older reviews. Yet despite these small issues, the overall implementation is great. That’s probably because Sears partnered with Viewpoints, a seasoned social media company with an emphasis on reviews, to build these community websites.


Traditional brands and social media



Kmart Ideas Image

What Sears is doing is a more common phenomenon than people may think. Major brands like Ford and Comcast are using Twitter extensively, while other brands like Saturn have their own social networks for their customers.

While many older companies have yet to embrace social media technology, others like Sears grasp the advantages presented by new forms of communication. Building community creates more loyal and caring customers. Twitter and Facebook facilitate a wider discussion and can help prevent PR nightmares. And the shareability of social media helps foster the exchange of ideas between brands and consumers.

Sears now has two great platforms for collecting ideas from passionate shoppers with the Ideas section of MySears and MyKmart. These networks provide customers with useful product reviews. And finally, Sears now has people who will not only evangelize their brand, but keep them honest as well. This is how many older and more traditional companies are embracing social media, and we think it’s empowering the customer and improving the quality of major brands.


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