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May 20, 2008 by Robert Kozinets.
I was recently very pleased to write a few reflective comments on “Segmenting Online Communities,” the Mater’s Thesis work of Hjalti Hjaltason and Marie Vernersson at Lund University in Sweden. They have undertaken in a very clear and concise manner, a study that seeks to empirically test the model of online community segments that I first proposed in an article in the European Management Journal in 1999.
That article, and the model in it, have achieved considerable popularity as a way to understand some of the different segments of online community member. The article has been cited 190 times (according to Google scholar), and the model’s quadrants and categories of the mingler, tourist, devotee, and insider are commonly featured in books, including many consumer behavior and e-commerce textbooks around the world.
Yet as Hjalti and Marie write in their introduction to this research, the article’s influential assertions and model have rarely been subject to empirical scrutiny. And that’s where this team of scholars come in.
Using a large sample (they aimed for an N=1000) of online poker players active on the Facebook, they administered a questionnaire that asked them a battery of questions about themselves and their online behaviors. For their theory-testing purposes, chief among these questions were queries that asked about their identification with the consumption practices of poker, and with their affiliation with the online community of poker players.
Their findings were quite interesting, and a bit surprising. In my 1999 article, I had speculated that, following the Pareto rule that seemed to dictate producer-like behavior in the offline world, we might expect only about 20% of online consumers to be assuming the more active, producerly roles of the devotee and the insider. However, Hjaltason and Vernersson instead found that Devotees (at a whopping 36%) and Insiders (at 25%) together account for 61% of their entire sample. Tourists (at 33%) and Minglers (at a paltry 6%) account together for a minority of online consumers, at only 39 percent.
The results themselves are interesting, and most interesting, I believe, because they open up this area to further investigation and questioning. Now, in the same interest of science, I had to ask myself why these results were so different from my own speculations. And I came up with several reasons that might assist further refinement and investigations of these topics.
First, I think that we must be very cautious about choosing field sites that are supposed to be representative of the entire phenomenon of online communities. When I originally wrote my 1999 article, almost all of my research had been based in newsgroups or bulletin boards, which were the main form of online community for over two decades, pretty much since the inception of the Internet. In those speculations of mine, I was including the many lurkers who pass by bulleting boards without ever posting on them. I think that recent research, by key people in this area like Anne Schlosser, indicate that for every person who posts, there are somewhere in the range of 50-100 (at least) who only read the posting and move along. These numbers have been repeated recently as the “Rule of 100,” “One Percent Rule,” or the pyramid, featured in a number of books about online consumer behavior like O’Connell and Huba’s Citizen Marketers.
So there are actually two anomalies to this field site. First, it is a fairly new social form, a social networking site. That makes it significantly different, in my eyes, from the newsgroups that I originally based my theory building upon. So perhaps the original theory holds for bulletins boards, but not for SNS groups. This is then boundary testing research rather than confirmatory or disconfirming research. And the confirmatory or disconfirming research is truly yet to happen.
The next anomaly has to do with the way that community is defined. It seems to be leaving out the lurkers that I explicitly sought to include when I brought in the Pareto rule (on p. 262, I state that “Boards also have wide exposure and influence, because they are perused frequently by tourists who merely lurk and do not post messages.”). So what is the universe of the online community? Is it all of those who visit? Or only those who post? Could it also be those who rate? On an SNS, could it be those who link? This sort of definitional work is important in a field as nascent as online community studies.
Another aspect of the site that makes it quite odd is that there are almost no female members, and it was composed mainly of Icelandic males (about whom I actually know very little). This seems to me to make it quite different from many of the sites I studied, such as fan sites, which had much larger female concentrations. As well, the nature of the site seemed particular. On this site, people actually were given the opportunity to go and play the game they were interested in—and thus to directly consume. Therefore, we’d expect a lot more “activity” to show up, and a logical suppression of “merely social” consuming attitudes of minglers and tourists. And this is just what we observe.
Methodologically, I take issue with the idea that self-reports reveal actual behaviors, especially those as subtle, intertwined, and complex as the various types of identifications and communications of online community members. I think that it would be interesting to see what would happen if we observed actual behaviors. All that is being measured here is the self-reports of behaviors. So if we concur that devotees and insiders are the highest status members of online communities, then people who are subject to social desirability and self-enhancement biases would be much more prone to classify themselves as devotees and insiders than as minglers or tourists. Thus, the results would overstate these two categories.
In conclusion, I’d like to say that I actually don’t know if my Pareto rule speculation will hold up to closer scrutiny. I sort of doubt it. I definitely believe that we are seeing new rules, such as the aforementioned One Percent Rule of 1% emerging to help explain some of the new phenomena were are seeing through emergent online community behaviors.
I’d also like to point other scholars to some of the other elements of the theory I proposed in that article. In particular, I speculate and link these four categories to different relational modes linked to motivational elements: the recreational, the relational, the informational, and the transformational. I also link these motivational aspects to a progression of online community involvement that transpires over time. The theory is actually quite a bit more complex than is accounted for here. It accounts both for a cross-sectional view of community membership, a motivational component, as well as a longitudinal element in which members progress through various stages, from uninvolved to more centrally involved. Well-designed, thorough studies that look deeply into these propositions would be most welcome and, I think, would be well received in the literature.
In conclusion, it has been enjoyable to read what these students have done with this model. We need more solid studies like this one to get the conversation moving about what is actually going on among all of these interesting, consumption-based online communities. We need more scholarship like this work on “Segmenting Online Communities,” by Hjalti Hjaltason and Marie Vernersson to help us to understand and really “crack the code” of online community membership and behavior.
Posted in Netnography, Technology, Word of Mouth Marketing, Communities and Tribes | 1 Comment »
May 8, 2008 by Robert Kozinets.
Well that’s enough book promotions and griping about bad service for a while. I promise. I want to get back to the focal concern of this blog, and that’s exploring the interface between business and academic research as it pertains to online communities, technology, and entertainment,
I’m in Boston today at a retreat for the Convergence Culture Consortium’s partners at MIT. Writing this from my hotel in Cambridge. We’re going to have a very full agenda that combines academics with businesspeople, and these events are always very stimulating and thought provoking. I’ll post an update for you after it’s done and fill you in.
But first I wanted to provide a little update on a wonderful conference I attended lat week on May 1-2 in Philadelphia. It was the 27th Annual Advertising and Consumer Psychology conference on the topic of “Virtual Social Identity and Consumer Behavior.” The conference got a lot of interest and, again, was one of those boundary-spanning events that drew both academics and working practitioners.
Jeremy Bailenson, the director of the Virtual Human Interaction Lab at Stanford talked about how applications of psychology work out in the virtual world of avatars. His work does a lot of testing of different social psych theories of attraction and repulsion. So, for example, tall avatars are liked better and are more popular than short avatars. Better looking avatars also have an easier time. And, using software, if you get an avatar to mimic your own gestures, or to facially resemble you (with a sort of morph), you will like and trust that avatar more. That was pretty cool stuff.
Lyle Wetsch from St John’s Memorial University presented some very promising and intriguing research he’s doing with students on the socialization in Second Life—they are keeping logs of their own socialization experiences as they move into the culture of Second Life. Alison Bryant from Nickelodeon and MTV, and Anna Akerman from Adelphi, presented fascinating work on the match between kids and particular virtual worlds, and how this linked to their stage of cognitive and social development. I’m over-simplifying, but it was sort of like kids begin with Webkinz tamagotchi-like play world, then they move up to Habbo Hotel, then they get into some of the TV properties like Virtual Hills, and then they graduate into places like Second Life and World of Warcraft. A life cycle of virtual world migration.
Rockstar Georgetown marketing professor Gary Bamossy gave a wonderful presentation on the sacred and profane aspects of online game playing in China, based on his research with Jeff Wang and Xin Zhao. And I thought Bill Minnis, from the company & Billion People, gave a really interesting talk about the problems with online retailing and where it would need to go in order to become as popular and as acceptable as physical retailing. He also compared Second Life programming with cave art and Harry Potter—wondering if the “next Harry Potter” would be a virtual world or a game. This comparison of world creation to art creation is very appealing to me, and I think that conceptualizing these sorts of creations as forms of art could be enlightening to our conceptions.
Newcomer Leila El Kamel from the Universite Laval gave a very scholarly and thorough linkage of Metaverses as Consumer Experiences that drew on a lot of interesting and relevant postmodern theory and philosophy. In such new places, we almost need to draw on elements form science fiction (this was a continual theme) and postmodern theory (Leila was one of the only ones to really push this important point).
I also like newcomers Lauren Labrecque and Ereni Markos presentation on consumption, marketing, and flow in Second Life. Their research explored the implications of marke4ting and brands in Second Life with a number of interesting observations. I also liked that they got theatrical, dressing up in wigs and gloves so that they physically embodied an “avatar-like” presence during their presentation. And, of course, I also loved that they quoted this blog during their presentation. How cool is that? Readers, you are not alone. In fact, this blog is getting some impressive readership now, well over a thousand unique visitors a day, and rising.
Seeing Lauren and Ereni walk in with their wig and costume on while I was presenting (with my co-author Richard Kedzior) was a Burning Man moment for me. It made me remember just how Burning Man Second Life sometimes feels. This Frontier sense and Wild West mentality with different rules, different social structure, a love of technology and technological possibility, a loose feeling of social chaos, of possibility, of anything can happen. Except that I think Second Life’s lack of rules and greater freedom actually makes it a less interesting place than Burning Man. Burning Man has new rules, participative rules, collective identity rules, rules that build community, while Second Life more anarchist approach actually ends up with a more barren, individualistic, predatory feel. Or maybe that’s just because Second Life has become overly commercialized, while Burning Man has kept the black hounds of business at bay….
The best part of the conference was the conversations. One lively discussion was about the future of Virtual Worlds and who to understand them. I made the point that we really don’t have an adequate overview of the different kinds of virtual world marketing elements that are out there yet, and a link to how that relates to our business models. Are they games that are pay-for-play or subscription? Are they advertising, which supports content development? Are they like e-commerce, stores where we buy something online and which replace brick and mortar? Are they add-on services, providing things like customer service or access to a community? Are they themselves a different kind of service, separate from a game, offering some new element to our product? We just don’t know.
There was also a nice set of volleys about whether there is anything really new here at all. Professor Bamossy made some very good points that there wasn’t anything all that theoretically interesting being show here. People were just showing that theories that apply in one domain (like tall people are more successful and more well-liked) also apply in the virtual world domain of perception. Okay, that begs the crucial question: so what? Richard and I had tried to argue that there were key elements of virtual world experience that were actually quite unique. I’ll share those with you another time. But Gary was pretty adamant that we didn’t need new theories to explain how people behaved, even under those new circumstances or contexts, and that the old ones seemed more than capable of doing the job. Goffman explained how people presented themselves in avatars pretty well. Piaget explained the way kids moved through stages. Freud explained why there was so darn much sexual activity in Second Life. This didn’t seem like it was really “new” at all. It’s a very interesting and important point, and certainly in a half-hour of discussion we only got to dig underneath the surface level just a bit. But that’s what these conferences are great for.
On the plane ride home, I began to sketch out a way to understand and focus our attention on virtual worlds, to organize what is still, in a lot of ways, the Wild Untamed West for Consumption and Marketing Theory and for Business Practice.
So thanks to Natalie Wood and Mike Solomon of Saint Joseph’s University in Philadelphia for co-chairing and organizing such a stimulating and exciting conference. I think the ripples from this conference will continue to spread and build into many worthwhile contributions to our growing knowledge of this fascinating development of virtual world.
Posted in Virtual Worlds, Conferences & Presentation, Technology, Burning Man, Communities and Tribes, Marketing Science | No Comments »
March 20, 2008 by Robert Kozinets.
What’s this weird picture up here?
I had a great discussion a couple of days ago with Lois Kelly. Lois Kelly is a thinker, blogger, author and consultant who works in the area of online community as well. She’s written a book called “Beyond Buzz” which was just awarded a gold prize in the 2008 Axiom Business Book Awards in the Advertising/Marketing/Public Relations category. She also and has her own excellent blog called bloghound.
We were talking about the changed in customer relationships that have happened over the last decade or so, as technology has empowered more and more consumers, allowed them to organize with one another, and given them a voice where the didn’t have one before. I started free-associating and I came up with the metaphor that consumers were like business’s “mute slaves” for decades. Obedient and silent recipients of marketing. And then, gradually, but apparently suddenly from the company’s managers point of view, they were overcoming their muteness, starting to talk back, to resist, to assert their power.
And that’s sort of scary to most marketing and brand managers who really don’t know how to handle these changes, under what Lois aptly called their “command-and-control” mode of interaction.
After the conversation, I was thinking about that classic movie, Planet of the Apes. The feral woman that Charlton Heston encounters, and who later becomes his bunkmate is named “Nova.” As in ready to go nova. Ready to burst. She’s wild-haired and matted, mute: an obvious animal. Heston/Taylor keeps trying to civilize her, teach her to speak, starting with her own name.
In the second movie, Beneath the Planet of the Apes, his linguistic lessons finally pay off and Nova finds her vocal chords. Of course this is a very symbolic act. The whole idea of finding voice is all about organizing, overcoming oppression, becoming resistant as a group of community. The great social theorist Albert O. Hirschman even used the term “voice” to refer to a special kind of social resistance.
Consumers as company’s long-time mute slaves. For a long time companies just put out their products, moved their advertising through the mass market, got them on the shelves and the consumers obediently bought the goods. They behaved. They were at a comfortable distance. When we wanted to hear them, we paid them a few bucks, brought them into a focus group, hid behind the one-way glass and they obediently spoke.
“Talk, Nova, talk.”
Then we could turn off the volume, walk out of the room, and the voice was gone. Nice, neat, clean. But now they were actually teaching each other to speak, they were sharpening their tools and skills, they were making fun of our brands, they were making their own parody ads, they were finding our emails, they were reaching out to us, starting to knock on our doors. It’s not Planet of the Apes. Oh no. Oh no, it’s Night of the Living Dead. Our brains, they’re out to ear our brains.
So much of what is happening with many companies sordid attempts to cope with newly empowered consumers fits into this strange metaphor. Companies are using legal means to try to gag consumers, to put the muffle back on, to shut them up, get them to stop, turn them back into the obedient slaves of the good old days. Remove the threat. Stop the conversation. Make them listen. Make them behave.
So maybe that mute slave metaphor has some deeper roots to it after all. Or maybe I was just watching too much weird stuff about Eliot Spitzer. Who knows?
Posted in Netnography, Technology, Word of Mouth Marketing, Communities and Tribes | 5 Comments »