Dissertation Submitted In Partial Fulfillment of the degree of MSc. In Marketing Communications (2010-11) P a g e | 1
Abstract
Marketing literature contains numerous studies on brand communities and online communities. However, no studies have been conducted which focus on fan created, non commercial, online communities. This is surprising, as fans comprise a devout customer base who support and advocate a brand. Arguably, facilitating such fan endeavours can benefit the brand. However, there is no research to prove this, or indeed to advise how best to facilitate such communities. Therefore, this study focused on filling two main gaps in the literature; the first was to determine whether or not online fan communities are worth facilitating. This was done by analysing the CBBE scores of online fan community members versus non members. The second was to determine which marketing communication activities would be best suited to facilitate such communities. This was done through the analysis of community platforms, discovery methods, motivations for joining and desired activities. It was also analysed if the category that a brand is in affects the platform, discovery method, motivation for joining and desired activities of community members.
A self completion questionnaire was completed by 120 participants within five different brand categories (books, TV shows, video games, anime and music). 60 respondents were members of online fan communities, and 60 were not. An independent T-Test showed that online fan community members had higher scores than non members for all four dimensions of CBBE (brand loyalty, brand associations, brand awareness and perceived quality). It was found that websites are the preferred platform for most online fan communities within the five different brand categories surveyed. The most popular discovery method is through searching the P a g e | 2
web. The main motivation for joining is to get the latest news, and the activity which members would most like to see more of is competing for giveaways.
2. Research Objectives, Research Questions and Hypotheses .pg 9 2.1 Research Objectives....pg 9 2.2 Research Questions ..pg 10 2.3 Hypotheses..pg 11
3. Literature Review ..pg 13 3.1 Defining Online Fan Communities...pg 13 3.2 Motivations For Joining Online Fan Communities.pg 16 3.3 Why Should Higher CBBE Scores Convince Brand Managers To Facilitate Online Fan Communities?.................................................................pg 19 3.4 Main Conclusions And Findings From Literature..pg 23
4. Methodology..pg 25 4.1 Survey Design..pg 25 P a g e | 4
7. Appendices....pg 62 Appendix 1: Book Questionnairepg 62 Appendix 2: TV Shows Questionnaire...pg 68 Appendix 3: Games Questionnaire.pg 74 Appendix 4: Anime Questionnaire...pg 80 Appendix 5: Music Questionnairepg 86 P a g e | 5
Appendix 6: Ethics Form...pg 92
8. References..pg 93
9. Bibliography .....pg 101
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1. Introduction
1.1 Background The nineties were known as the decade of the fan wars (Entertainment Weekly, 1997). This was a time when fan communities were emerging on the internet, and gaining mass popularity amongst followers of shows like The X Files and Star Trek. This is supported by Peterson (1999) who stated that community based websites were amongst the fastest growing on the internet. Activities in such communities ranged from posting episode synopses online, to creating fan made story arcs involving main characters (known as fan fiction), to discussing which actor was the favourite amongst community members and why. However, instead of embracing this huge, cult like following, the studios that created the shows demanded that all activity on online communities based around their shows be stopped immediately. Entertainment Weekly (2007) notes that the amount of attention the brands received from fans was devotion the corporations normally welcome. This led to an outcry amongst fans, who felt slighted by the creators of the very shows that they so admired. Nowadays, with the popularity of social media, brand managers are increasingly creating their own brand communities as places where admirers of their brands can meet and chat. Ridings and Gefen (2004) support this, stating that online communities have the potential to increase revenues hugely. However, is there benefit to collaborating with, and even facilitating the actions of fan created communities online? Such communities have been studied by Kozinets (1997, 2001), in terms of consumption behaviour. However, researchers have not studied the value of collaborating with such communities, or indeed, how the facilitation of fan community activities would be best executed. Therefore, this P a g e | 7
research aims to fill two gaps in the literature; firstly it aims to determine if there is value in facilitating online fan community activities, and secondly, it aims to discover which marketing communication activities would be best suited for such facilitation.
1.2 Scope One way to measure the value of online fan community facilitation is to see if members have higher consumer based brand equity (CBBE) scores than non members. This is defined as the differential effect of brand knowledge on consumer response to the marketing of the brand (Keller, 1993 pg. 2). If online fan community members have higher CBBE scores than non members, they are arguably a worthwhile sector of ready and willing consumers, who wish to support and promote the brand.This is supported by Mohammed et al (2004), who states that online communities can create several cost and revenue benefits for brands. Thus, it may be very beneficial for the brand to embrace and facilitate community activities, rather than trying to control and restrict them, as was previously done in the nineties.
Following this, if facilitation is found to be worthwhile, brand managers will need to know which activities in particular to focus on to maximise the benefit. Moreover, it would be beneficial to analyse the different platforms and activities of modern online fan communities, as previous research has focused on old platforms, such as static message boards (Ridings and Gefen, 2004), which no longer reflect the social media platforms being used today, such as Facebook. It would also be beneficial to analyse what motivated people to join such communities, and what activities they would like to see more of, so that brand managers can focus more on certain community activities, rather than others. Moreover, by analysing the primary method by which P a g e | 8
such communities are first discovered by admirers of the brand, brand managers can target certain methods which result in many members joining communities, or harness as yet untapped methods for future use. Finally, it would also be beneficial to investigate if the category that a brand is in affects any of the above analyses, so that brand managers can be given category specific recommendations.
Based on these justifications, the research objectives, research questions and hypotheses have been formulated in the following section.
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2. Research Objectives, Research Questions and Hypotheses
2.1 Research Objectives There are three main objectives for this research.
RO1)To discover if members of online fan communities have higher CBBE scores as compared to non members.
RO2) To determine which marketing communication tactics would help to facilitate online fan communities.
RO3) To determine if the category that a brand is in affects the choice of marketing communication tactics for facilitating online fan communities.
2.2 Research Questions
To answer research objective one, the four aspects of CBBE (brand loyalty, brand associations, brand awareness and perceived quality) have been formulated into the following research questions;
RQ1) Are brand loyalty scores higher for members of online fan communities, as compared to non members? RQ2) Are brand association scores higher for members of online fan communities, as compared to non members? P a g e | 10
RQ3) Are brand awareness scores higher for members of online fan communities, as compared to non members? RQ4) Are perceived quality scores higher for members of online fan communities, as compared to non members?
Answering research objective two will require a detailed analysis of the platforms, discovery methods, motivations for joining and favoured activities of online fan communities. Thus, the following research questions have been formed;
RQ5) What is the most popular platform to host an online fan community on? RQ6) What is the most popular way of first discovering an online fan community? RQ7) What is the most popular activity that provides motivation for joining an online fan community? RQ8) Which activity do members most want to see more of while on an online fan community?
Since research objective three affects several research questions, the following question has been formed;
RQ9) Does the category of a brand affect the results of research questions five to eight?
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2.3 Hypotheses
Research questions one to four will require specific hypotheses to be formulated, as they compare one population sample to another (online fan community members and non members). The following hypotheses have thus been formed;
H1) Online fan community members will have higher brand loyalty scores than non members. H2) Online fan community members will have higher brand association scores than non members. H3) Online fan community members will have higher brand awareness scores than non members. H4) Online fan community members will have higher perceived quality scores than non members.
The objectives, research questions and hypotheses have been summarised in diagram one on the next page. P a g e | 12
Diagram 1: A Flow Chart Mapping The Progression Of Each Objective, Research Question And Hypothesis.
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3. Literature Review
3.1 Defining Online Fan Communities
Marketing literature does not contain a precise definition of what an online fan community is. However, definitions for communities, online communities and brand communities have been studied, and thus can be used to define online fan communities for the purpose of this research.
Mohammed et al (2004) describe a community as a set of interwoven relationships, built upon shared interests, that satisfies individual needs that would otherwise be unattainable (pg 392). This idea of shared interests being central in the formation of communities is supported by Hagel and Armstrong (1997) who studied communities that form online. They state that Virtual communities are groups of people who share common interests and needs who come together online (pg. 57). This is echoed by Dennis, Pootheri, & Natarajan (1998) who state that virtual communities consist of people who share interests and who interact primarily through electronic communication. For online fan communities, the primary interest would be the brand that the community is devoted to. A brand in this sense can be a person such as Madonna, an organisation such as The Body Shop, a product such as Goodfellows Pizza, or a symbol such as Nike (Aaker, 1996).
However, online communities also exist for shared interests which are not based around a brand. For example, communities exist online to help recovering alcoholics, P a g e | 14
or families who have suffered bereavement. Yet there is no precise definition in marketing literature to describe an online community created by fans of a particular brand. Muniz and OGuinn (2001) have studied communities based around the shared interest of a brand. They define a brand community as a specialised, non geographically bound community, based on a structured set of social relationships among admirers of a brand (pg. 1). However, their research was not specific to brand communities which form online. Neither did their research address whether brand scan benefit from online brand communities, or how best to facilitate such communities.
The subjects of interest for this research are the online communities created by fans of different brands. A fan can be defined as an enthusiastic devotee, follower, or admirer (dictionary.ref erence.com). Kozinets has studied consumer subcultures around popular TV shows such as the X Files (1997) and Star Trek (2001). However, this research was not related to CBBE, marketing communications activities, or even studying the online fan communities themselves. Rather his research was focused mainly on understanding why consumers are so devoted to those two TV shows in particular. Therefore, although Kozinets has sampled fan community members as part of his research, this particular research is focused more on understanding the different platforms, motivations and marketing communication implications related to online fan communities, and whether or not it is worthwhile for brand managers to facilitate them.
Additionally, not all online interactive locations can be considered communities (Fernback, 1999). As Rheingold (1993) states, online communities are social P a g e | 15
aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace (pg. 5). This suggests that the members of online fan communities must feel a connection between each other, as well as the brand that the community is based on. This is supported by Ridings and Gefen (2004). Additionally, Mohammed et als (2004) previously mentioned definition of a community necessitates interwoven relationships, which imply a higher degree of trust and commitment (pg.392).
Furthermore, Smith (1999) states that an online community is formed when members continually interact with each other. This supported by Hiltz (1984) who goes a step further and claims they can even become obsessed with their community, as mentioned by Ridings and Gefen (2004 )in their study of motivations for joining online communities. They further state that not all online platforms can be considered communities, particularly using the example of online chat rooms, where relationships do not necessarily form. Therefore, it can be concluded, that for a platform host an online community, it must be able to host continuous, interwoven relationships in a non geographically bound area. Additionally, as fans are not paid by brand managers to promoting or discussing the brand, such communities are non commercial. Mohammed et al (2004) elaborate on this, stating that non commercial communities are created from the ground up by a group of individuals who share a particular interest and create a place where their relationships could be developed and interwoven (pg. 404).
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Thus, by drawing from the literature, an online fan community can be defined as a non geographically bound community, created by admirers of a brand, for non commercial purposes.
3.2 Motivations For Joining Online Communities
Ridings and Gefen (2004) report four main motivations for joining online communities; information access, social support, friendship seeking and recreation.
Information access is considered to be the primary motivation for joining communities in virtual community research. This is supported by Furlong (1989). However, Filipczak (1998) states that the content in virtual communities may be weak, as it is mostly generated by members or users, thereby compromising the success of the community. This suggests that it may be beneficial for online fan communities to collaborate with the actual brands in order to ensure accuracy and quality of information. However, collaborating does not mean the brand would control content, as this is difficult in social media, and may give the impression of a corporate or brand created website.
Regarding social support, this can be defined as the aid, emotional concern or appraisal that flows between people (House, 1981). Online communities in particular are used to find such support and aid (Wellman et al 1996), perhaps due to the interwoven relationships that are formed in them, as mentioned by Mohammed et al (2004). Additionally, as online communities are based on shared interests, it may be P a g e | 17
easier to find people in similar situations, experiencing the same issues. This idea is supported by Herring (1996) who found that social support is one of the main reasons that people join online communities. However, not all online communities are based around the shared interest of a brand, as noted by Kim (2000). As mentioned, a community for bereavement is not the same as a fan community, as the latters primary interest is the brand itself. Therefore, it is unlikely that social support would be a primary motivation for followers of online fan communities; rather, they may be more interested in exchange of information, and discussing the latest updates about the brand.
Regarding friendship seeking, Ridings and Gefen (2004) state that it is different from social support in that one may seek advice for a personal problem such as drug addiction, without the desire to form friendships online. Similarly, seeking information does not necessitate the desire to form friendships. Therefore, they have classified friendship seeking as a separate motivation for joining online communities. This reflects Mohammed et als (2004) definition of a community involving interwoven relationship, ie: they should be more than mere interactions, such as seeking advice or asking for information about a product/service. It is therefore possible that some members may join online fan communities to cultivate friendships, but this may not necessarily be the primary or the only motivation. Nonetheless, this idea is supported by Parks & Floyd (1995) who state that people interact online simply to make friends and hang out. This is further supported by Oldenberg (1989) who discusses the need for three essential places in ones life; the home, the office and the third place where we hang out. Additionally, Putnam (2000) notes that people have become less and less inclined to socialise over the past three decades. This may explain the P a g e | 18
rise in online communities, as they fulfil the need for a virtual third place, as it is becoming increasingly hard to find in real life. Furthermore, Ridings and Gefen (2004) state that the internet facilitates finding and connecting with people who share similar interests in real life. This is supported by Igbaria (1999) and may explain why some fan communities organise fan conventions so the community members can meet in real life and hang out.
Regarding recreation, Wasko and Faraj (2000) found that members of online communities find their time spent online to be both enjoyable and fun. Furthermore, Jackson (1999) claims it can be likened to popular forms of entertainment such as watching TV. However, it must be noted that all four motivations mentioned by Ridings and Gefen (2004) - namely information access, social support, friendship and recreation were based on a study of bulletin boards. Since this is a fairly old and static platform to host a virtual community on, their findings may not accurately represent the motivations of todays individuals for joining online communities. With the recent rise in social media, people today may expect a more dynamic, interactive experience when they join an online community. This may in turn affect their motivations for joining, and as such, needs to be further analysed. Moreover, Ridings and Gefen (2004) did not study fan communities, ie: they did not study non commercial communities based on the common interest of a particular brand. This may also affect motivations for joining, as well as what platforms are used as hosts, what activities are popular, and how such communities are discovered. Therefore, further research needs to be conducted in order to advise brand managers on what marketing communication activities to use when facilitating such communities.
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3.3 Why Should Higher CBBE Scores Convince Brand Managers To Facilitate Online Fan Communities?
Keller (1996) states that CBBE comprises of four key dimensions; brand loyalty, brand associations, brand awareness and perceived quality.
Regarding brand loyalty, Perrier (1997) argues that this is the true value of a brand. Satisfied and committed customers actively promote the brand to others at no cost to the company itself. This creates a competitive advantage, as less marketing spend is needed to attract new customers. This is supported by Dekimpe, Steenkamp, Mellens, and Vanden Abeele (1997) who state that retaining customers is up to six times more cost effective than attracting new customers. This is also supported by Reicheld and Schefter (2000) who state that increasing customer retention rates by 5% can increase profits by 25% to 95%. Additionally, Payne (1994) suggests that customers can eventually become advocates and partners who promote the brand simply because they like it. This is shown in the diagram two on the next page.
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Diagram 2: The Customer Loyalty Ladder
Furthermore, Pelsmacker, Geuens and Van den Bergh (2007) suggest that one way of retaining customers is to offer them an experience (pg 57), namely in the form of a brand community. Arguably, if an online fan community already exists, it can be used to benefit the brand, without needing to spend finances on maintaining it, as the fans do this themselves. However, to ensure the quality of information on such communities (Filipcaz, 1998), it may be beneficial to communicate with the fan communities, and facilitate certain activities rather than others.
Regarding brand associations, De Pelsmacker, Geuens and Van den Bergh (2007) state that they can refer to both tangible aspects such as speed, and intangible aspects such as friendliness (pg. 55). The intangible associations also comprise the brand personality. This is supported by Aaker (1997) who suggests that the five man personality traits within personality psychology (rugedness, competence, P a g e | 21
sophistication, sincerity and excitement) can be equated to brands. However, her research was found to be too focused on the West and thus may be considered weak. Nevertheless, in support of the idea of brands having personalities, Sirgy (1982, 1985) found that consumers are more likely to purchase brands which they feel are congruent with their sense of self, ie: if the characteristics of the brand match the characteristics of the consumer, the likelihood of purchase is higher. It is therefore important to carefully target a brand to the right type of consumer, and online fan community members are a ready base of consumers who enjoy the product. Sirgys self congruence theory may also explain why consumers join brand communities the brands characteristics may match their own. It is therefore important to keep these brand associations in mind as any new associations may pose a risk to the self congruence felt by fans. However, to test whether they would actually be more likely to purchase the product than non fans, it is important to conduct primary research, as there is a gap in this area within marketing literature.
Furthermore, Bronciarczyk and Alba (1994) state that brand personality consists of associations which differentiate the product/service from competitors. It is thus important to investigate whether members of online fan communities have associations about the brand which differentiate it, as compared to people who are not members of such communities. One way in which this can be achieved is to test how unique the brand is considered to be amongst members and non members of online fan communities. Keller (2003) supports this, stating that brand associations should be unique, strong and desirable in order to lend a competitive edge.
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Regarding brand awareness, this is considered important in creating equity because consumers have more faith in a well known brand (De Pelsmacker, Geuens and Van den Bergh, 2007). This suggests that brand awareness increases the likelihood of purchase. Thus, brand awareness is important in increasing sales and thereby profit. This is supported by Keller, (1993) who states that the likelihood of brand purchase increases with a brand being in the consideration set of consumers. He further states that this increases the likelihood of brand loyalty, thereby increasing the likelihood of long term brand survival. Hence, brand awareness is needed so that the brand can benefit from long term loyalty as well as short term sales profits.
Furthermore, De Pelsmacker and Geuens, (1999) state that brand awareness increases the likelihood of effective brand communication, as it increases the level of processing. This suggests that brand managers would need to spend less on advertising to maintain the brand position, thereby saving on marketing costs.
In terms of perceived quality, Aaker (1996) states that this is comprised of the judgements that consumers make about a given products/services superiority, as compared to alternative brands. Perceived quality is therefore a key factor in gaining competitive advantage. De Pelsmacker, Geuens and Van den Bergh (2007) state that the perceived quality is dependent upon both intrinsic and extrinsic cues. The former refer to concrete or physical characteristics such as taste (pg. 54), whereas the latter refer to characteristics not directly related to the product/service, such as price (pg. 55). Reynolds and Olson (2001) support this, claiming that brand name is an important extrinsic cue. De Chernatony and McDonald (1992) support this claim; they found that 51% of consumers preferred Pepsi to Coke Light in a blind taste test, P a g e | 23
whereas this figure decreased to 23% when the brand names were apparent. This proves that the perception of quality rather than the quality itself is key in determining a brands equity, and is therefore a valuable asset.
Regarding past research on CBBE, various scales have been devised to measure each of the four dimensions. Yoo and Donthu (2001) devised a scale which measured different product categories (athletic shoes, televisions and camera films) in the USA and Korea. Although this study was not related to online communities, their scale can be adapted and applied to different brand categories within the realm of online fan communities.
3.4 Main Conclusions And Findings From Literature
The literature suggests that online fan communities can be based on any brand, as long as it is a person, organisation, symbol or product (Aaker, 1996). Additionally, the platforms analysed should be capable of encouraging the development of continued, interwoven relationships which are not geographically bound. Furthermore, the motivations for joining online fan communities may be similar to the findings of Ridings and Gefen (2004) which categorise motivations for joining online communities into one of four areas: information exchange, social support, friendship seeking and recreation.
Moreover, CBBE is a valuable way of predicting the long term survival and short term revenue generated from a brand. Therefore, if online fan community members have higher CBBE scores than non members, they represent a valuable customer P a g e | 24
base that brand managers should actively target. Furthermore, online fan community activities should be facilitated so that members can act as advocates and do the marketing for the brand, as suggested by Payne (1994). Rather than alienating community members, as was done in the nineties, brand managers should embrace the fact that fan created, non commercial communities exist, and that members are a valuable, revenue generating market segment. Therefore, their activities should be encouraged rather than hindered.
To discover if online fan community members do in fact have higher CBBE scores than non members, and to provide category specific advice for brand managers, primary research was conducted in the methodology section.
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4. Methodolgy
The philosophical standpoint of this research is positivist and the research approach is quantitative. This is because the research objectives require quantitative analysis particularly research objective one, which involves the analysis of hypotheses.
The chosen method was a survey; specifically a self completion questionnaire. This was chosen because it can be quickly distributed to a large number of people, as is preferable for quantitative data. Additionally, Dillman (2007) states that self completion questionnaires are less prone to result in data which is affected by the social desirability bias. Moreover, the data can be analysed and compared easily as the responses are standardised. This is supported by Saunders, Lewis and Thornhill (2009) who further state that questionnaires allow a wider sample to be reached - ideal for quantitative analysis. In order to create the questionnaire, a website (SurveyGizmo) was used, as is recommended by Saunders, Lewis and Thornhill (2009). This is because pre existing templates on such websites prevent the survey from appearing too cramped, which can otherwise result in fewer responses (Dillman, 2007).
4.1 Survey Design
Regarding brand categories, the following five categories were chosen; books, TV shows, video games, anime and music. This adheres to Aakers (1996) definition of a brand as a person, product, symbol or organisation, as all can fall into the classification of products. This is consistent with Yoo and Donthus (2001) study of P a g e | 26
CBBE which analysed three product categories (cameras, TV sets and shoes). Furthermore, the music and TV show category may overlap into the brand as a person classification, which further analyses CBBE within Aakers (1996) different brand classifications.
Four brands were chosen within each of the five categories. A full list of brands used in this research is provided in table one on the following page. They were chosen because each brand falls into a different genre within the brand category. This was done so as to realistically represent the diversity within each brand category, and improve the consistency of results. Furthermore, the brands chosen had to be current, so as to be relevant to the respondents, and accurately reflect the views of modern consumers.
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Table 1: The Chosen Brands Within Each Category
Due to the different brand categories, five different surveys were created. Following advice from de Vaus (2002), they were kept within four to eight pages in length. Dillman (2007) also states that the first page should consist of an introduction regarding the purpose and contents of the questionnaire. Accordingly, this was done for all five surveys, and can be found in appendices one to five. Additionally, it was found by Thompson and Surface (2007) that respondents to online surveys may
Brand Category Name Genre Books
Matched Dystopian Trapped Action/Drama Divergent Suspense The Forest of Hands and Teeth Horror
TV Shows Supernatural Horror Americas Next Top Model Reality Miami Five-0 Action Gossip Girl Drama
Games Blaz Blue Dystopian Team Fortress Strategy Call of Duty War Portal Time Travel Anime Fruits Basket Romance Naruto Action Bleach Horror Ouran High School Host Club Comedy Music Lifehouse Rock Eminem Rap Katy Perry Pop Taylor Swift Country P a g e | 28
have a fear that their responses can be traced back to them. To alleviate this worry, it was clearly stated that no information would be traced back to respondents they would remain completely anonymous at all times and could opt out of the survey if they wished to do so. They were asked to tick boxes confirming they were over 18 years of age and that they consented to completing the survey.
Section one of each survey was designed to address research objective one regarding CBBE, and thus consisted of items measuring the four dimensions of brand loyalty, brand associations, brand awareness and perceived quality. The items were adapted by Yoo and Donthus (2001) study of CBBE within different brand categories and were rated on a five point scale, ranging from strongly agree to strongly disagree.
Within the category of books, the items measuring brand loyalty were as follows: I will most likely read the next book in the series and I would not recommend this book to my friends. The latter item was reverse coded, and was included as an alternate form question, as recommended by Mitchell (1996), in order to improve the reliability of results.
Regarding the items for measuring brand awareness, these were I can easily recall the characters and places in the book and It is difficult to imagine the front cover of the book. The latter was reverse coded and was an alternate form question as well.
Regarding the items for measuring associations, these focused on uniqueness of associations, as recommended by Keller (2003) and were I consider this book to be P a g e | 29
special and This book does not have a unique story. The latter was reverse coded and was included as an alternate form question.
Regarding the items for measuring perceived quality, these were The written quality of the book is high and The book is not better than others in the market. The latter was an alternate form question, which was reverse coded.
For the remaining brand categories, the items were slightly altered to fit the nature of the brands, but most of the words were kept the same. A full account can be found in table two on the next page. The symbol (R) denotes items which were reverse coded and included as alternate form questions to improve the reliability of results.
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Table 2: An Account Of The Items Used For Measuring The Dimensions Of Brand Equity Within The Categories Of TV Shows, Games, Anime And Music.
Brand Category Item Dimension Measured
TV Shows I will most likely see the next episode in the series Loyalty I would not recommend this show to my friends. (R) Loyalty I can easily recall the characters and places in the show Awareness It is difficult to imagine the opening theme of the show. (R) Awareness I consider this show to be special Associations This show does not have a unique story. (R) Associations The overall quality of the show is high Quality The show is not better than others on TV. (R) Quality
Games I will most likely play the next instalment in the series Loyalty I would not recommend this game to my friends. (R) Loyalty I can easily recall the characters and places in the game Awareness It is difficult to imagine the opening theme of the game. (R) Awareness I consider this game to be special Associations This game does not have a unique story. (R) Associations The overall quality of the game is high Quality The game is not better than others in the market. (R) Quality
Anime I will most likely see the next episode in this anime Loyalty I would not recommend anime to my friends. (R) Loyalty I can easily recall the characters and places in this anime Awareness It is difficult to imagine the opening theme of this anime. (R) Awareness I consider this anime to be special Associations This anime is not unique. (R) Associations The overall quality of this anime is high Quality The anime is not better than others in the market. (R) Quality
Music I will most likely buy the next single from this artist/band Loyalty I would not recommend artist/band to my friends. (R) Loyalty I can easily recall the artist bands latest video Awareness It is difficult to imagine the opening chords of their latest song. (R) Awareness I consider this artist/band to be special Associations This artist/band is not unique. (R) Associations The overall quality of their songs is high Quality The artist/band is not better than others in the market. (R) Quality
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Part two of the survey was designed to address research objective two, and thus included questions about the platforms, discovery methods, motivations and activities of online fan community members. Following advice from Saunders, Lewis and Thornhill (2009), an explanation was given for this section, explaining what an online fan community is, and a filter question was included, so that people who had not joined an online fan community would be taken straight to section three of the survey, containing demographic questions.
In order to address research question five regarding preference for online platform, a five point scale was used. Based on the literature review, the following platforms were chosen for primary research; Facebook, Twitter, Livejournal, GoogleGroups, websites, and forums. These platforms were chosen because they all allow continuous interwoven relationships to develop between members, as highlighted by the literature review. Relationships are interwoven in these platforms because members can post profile information and link to other members with similar interests, as well as see who is a mutual friend. This is supported by Mohammed et al (2004) who state that members interacting individually with each other do not constitute a web of interwoven relationships; rather they must form overlapping links with each other, as is possible in such platforms. Additionally, relationships are continuous because statuses and moods can be constantly updated, and members can keep in touch with each other from computers or mobile phones twenty four hours a day, from anywhere in the world. Furthermore, previous research by Ridings and Gefen (2004) focused on the old platform of message boards, which does not accurately portray the platform choices of modern community members who use social media and dynamic, interactive platforms, such as the ones chosen for this P a g e | 32
research. Participants were asked to choose how often they use each online fan community platform for their chosen brand. The choices were Less than monthly, Monthly, A few times a month, Weekly and A few times a week. By analysing the mean scores of each platform, suggestions can be made to brand managers as to which communities to target .
To address research question six regarding discovery methods of online fan communities, respondents were asked to select one statement from a choice of five, regarding how they first found out about online fan communities for their chosen brand. For the category of books, the options were Searched the web, Saw links on the author/publisher website, Met people involved in them at a convention, A friend told me and Were mentioned in the newsletters by the author/publisher. For the category of TV shows, the options were identical, except the words author/publisher were changed to network. For the games category, the words were changed to developer. For the music and anime categories, the words were changed to band/artist and animation studio respectively.
To address research question seven regarding motivations for joining online fan communities, a five point scale was used. Respondents were given a choice of seven activities, which they had to rate from strongly agree to strongly disagree. The options were based on previous research by Ridings and Gefen (2004), who reported friendship seeking, social support, information exchange and recreation as the main motivations for joining online communities. The seven options were Wanted to chat to other fans, Wanted to read the latest news, Wanted to be involved in conventions, Wanted to be part of fan projects, Wanted to browse the P a g e | 33
pictures and videos, Wanted to share artwork and stories and Wanted to compete for giveaways. The seven options were classified into Ridings and Gefens (2004) four categories of motivation as follows; Wanted to read the latest news was classified as information exchange, due to its affiliation with new product releases and brand updates. Wanted to chat to other fans was classified as seeking social support due to the interaction it necessitates. Both Wanted to be involved in conventions and Wanted to be involved in fan projects were classified as friendship seeking. This was due to the higher level of face to face interaction involved in such activities, which involve more than simply chatting they involve organising, meeting in real life and staying in touch in more ways than online. The last three motivations of Wanted to browse pictures and videos, Wanted to share stories and artwork and Wanted to compete for giveaways were all classified as recreation, due to the fun and entertaining nature of the activities. They do not necessitate any desire for information, social support or friendship rather, they can be seen as enjoyable ways to pass the time. By analysing the most popular motivation for joining online fan communities, brand managers can be advised as to what activities to focus on when facilitating such communities.
To address research question eight regarding activities which online fan community members would like to see more of, a five point scale was used. Ranging from A lot less to A lot more, respondents were asked to select activities which they would like to see more or less of while on an online fan community. The options were More chatting facilities, More breaking news articles, More opportunities to get involved in conventions, More opportunities to get involved in fan projects, More pictures and videos, More stories and artwork, and More opportunities to compete in P a g e | 34
giveaways. By comparing the means of each option, brand manages can be advised as to which areas need more attention when facilitating online fan communities.
Section three of the survey consisted of demographic data, including gender, nationality and age group. The choice of nationality was provided by a drop down menu in Survey Gizmo, and the age categories were as follows; 18 to 23, 24 to 29, 30 to 35, 36 to 41, 42 to 47, 48 to 53, 54 to 59, 60 plus. Finally, in accordance with Saunders, Lewis and Thorndike (2009), a brief explanation of the survey, thanking the respondents was provided, along with contact details should they have any queries (pg. 391).
4.2 Pilot
According to Fink (2003), the minimum number of people necessary for a pilot test is ten. Following this, the survey was tested on ten people; as they reported no problems, the survey was carried out as outlined above.
4.3 Sample
Two main groups of people were sampled for this research; those who had joined online fan communities for the stated brands, and those who had not. In order to reach members of the online fan communities, a link to the survey was posted on each online platform for each brand within each category, requesting members to complete the survey. In order to reach people who had not joined any communities, P a g e | 35
an email was sent to friends and colleagues, asking them to fill in the survey, and to forward it to their own contacts. In both cases, convenience sampling was used.
Where possible, the number of respondents within each category was kept equal, in order to represent all categories equally. Sixty respondents were analysed for both online and offline samples of people, with twelve respondents within each of the five brand categories.
P a g e | 36
5. Findings
Data was collected from nineteen different countries. This is consistent with expectations, as online fan communities have members from across the globe, who share a common interest. This is supported by Muniz and OGuinn (2001) who state that communities based around a particular brand need not be geographically bound. However, the majority of respondents were UK nationals, as shown in graph one below. This may be due to contacting friends and acquaintances in the UK for the sample of non community members.
Graph 1: A Pie Chart Showing The Nationalities Surveyed
Canada 6% China 8% Taiwan 8% USA 12% UK 25% Italy 2% Germany 3% Spain 5% France 3% India 5% Malaysia 6% Singapore 3% Japan 5% Pakistan 2% Turkey 3% Nigeria 1% South Africa 2% Iran 2% Bangladesh 1% P a g e | 37
In terms of age group, it was found that most fan community members (for all categories) were aged between eighteen and twenty three, as shown in graph two below. For non community members, most respondents were aged between twenty four and twenty nine, with some respondents even falling into the thirty to thirty five category, as shown in graph three on the next page. This suggests a general trend that people who join fan communities, regardless of brand category, tend to be younger than their non member counterparts.
Graph 2: A Bar Chart Showing The Age Groups Of Online Fan Community Within Each Category
0 2 4 6 8 10 12 Books TV shows Games Anime Music 24-29 18-23 P a g e | 38
Graph 3: A Bar Chart Showing The Age Groups Of Non Members Within Each Category
Regarding gender, the majority of online fan community members were found to be female, as is shown in graph four. However, within the anime and games category, male members were found to be in the majority. This was consistent for non members as well, as shown in graph five.
0 2 4 6 8 Books TV shows Games Anime Music 30-35 24-29 18-23 P a g e | 39
Graph 4: A Bar Chart Showing The Gender Of Online Fan Community Members Within Each Category
Graph 5: A Bar Chart Showing The Gender Of Non Members Within Each Category
0 2 4 6 8 10 12 Books TV shows Games Anime Music Female Male 0 2 4 6 8 10 12 Books TV shows Games Anime Music Female Male P a g e | 40
Regarding research question one, it was found that online fan community members do have higher brand loyalty scores than non members. The results are displayed in table three below.
Table 3: The Brand Loyalty Scores Of Online Fan Community Members And Non Members
The average brand loyalty score for online fan community members was 1.02 points higher than non members. To test whether the difference between the two samples is significant, an independent T-test was used. The results are shown in table four below.
Table 4: The Results Of An Independent T-Test For Brand Loyalty Scores.
The Levenes test for equality of variances produces a value of 0.284. This is bigger than 0.05, and so is insufficient to reject the null hypothesis that there is no difference between the variances. Therefore, since the variances are the same, the P value for equal variances assumed will be considered. This is shown to be 0.000. Group Statistics
on_offline N Mean Std. Deviation Std. Error Mean loyalty dimensi on1 online 120 4.12 .747 .068 offline 120 3.10 .703 .064
P a g e | 41
However, since the table only shows the P value for a two tailed test, it is necessary to consider the P value for a one tailed test (this is because hypothesis one states that online fan community members will have higher brand loyalty scores than non members). As SPSS only displays two tailed tests, Microsoft Excel has been used. The P value for a one tailed test was shown to be 0.000. As this is smaller than 0.05, there is significant evidence to reject the null hypothesis that there is no difference between the two samples. Thus, hypothesis one was accepted, in that online fan community members had significantly higher scores for brand loyalty than non members.
Regarding research question two, it was found that members of online fan communities had higher brand association scores than non members. The results are shown in table five below.
Table 5: The Brand Association Scores Of Online Fan Community Members And Non Members.
The mean score for online fan community members was 0.86 points higher than non members. To see if the two samples were significantly different, an independent sample T-test was conducted. The results are shown in the table six.
Group Statistics
on_offline N Mean Std. Deviation Std. Error Mean associations dimensi on1 online 120 4.08 .780 .071 offline 120 3.22 .597 .054
P a g e | 42
Table 6: The Results Of An Independent T-Test For Brand Association Scores
The Levenes test shows a figure of 0.003. As this is more than 0.05, the null hypothesis is rejected, and the variances of both populations are considered unequal. Excel shows that the P value for a one tailed test with unequal variances is 0.000. As this is below 0.05, the null hypothesis is rejected. Therefore, hypothesis two was accepted; online fan community members have higher brand association scores than non members.
Regarding research question three, it was found that online fan community members have higher brand awareness scores than non members. The results are shown in table seven below.
Table 7: Brand Awareness Scores For Online Fan Community Member And Non Members
Group Statistics
on_offline N Mean Std. Deviation Std. Error Mean awareness dimensi on1 online 120 4.03 .761 .069 offline 120 3.33 .676 .062
P a g e | 43
The mean online fan community scores were 0.3 points higher than non members scores. To test if this is statistically significant, an independent T-test was carried out. The results are shown in table eight below.
Table 8: The Results Of An Independent T-Test For Brand Awareness Scores
The Levenes test shows a figure of 0.875. As this is above 0.05, the variances are assumed to be equal, as the null hypothesis is rejected. Excel shows the P value of a one tailed test to be 0.000. As this is below 0.05, the null hypothesis is reject and the difference between the two samples is considered significant. Therefore hypothesis three was accepted; online fan community members have higher brand awareness scores than non members.
Regarding research question four, it was found that online fan community members had higher perceived quality scores than non members. The results are shown in table nine.
P a g e | 44
Table 9: The Perceived Quality Scores For Online Fan Community Members And Non Members
The mean perceived quality score for online fan community members was 0.81 points higher than non members. To see if the two samples are significantly different, an independent T-test was conducted. The results are shown in table ten below.
Table 10: The Results Of An Independent T-Test For Perceived Quality Scores
The Levenes test shows a figure of 0.279. As this is above 0.05, the null hypothesis is rejected and the sample variances are considered to be equal. Excel shows that the P value for a one tailed test is 0.000. As this is below 0.05, the samples are considered significantly different and the null hypothesis is rejected. Therefore hypothesis four is accepted; online fan community members have higher perceived quality scores than non members.
Regarding research question five, it was found that websites were the most popular platform to host an online fan community on, as they had the highest mean score. The scale was measured from five being the highest and one being the lowest. Websites were the most popular platform for all categories apart from games and Group Statistics
on_offline N Mean Std. Deviation Std. Error Mean qualilty dimensi on1 online 120 4.08 .784 .072 offline 120 3.27 .645 .059
P a g e | 45
anime. The former resulted in forums being the most popular platform, and the latter resulted in websites and forums being jointly most popular. The results are shown in table eleven on the next page.
P a g e | 46
Table 11: The Most Popular Platform For Online Fan Communities (Overall And Within Each Category)
Category Platform N Minimum Maximum Mean Std. Deviation
Regarding research question six, the most popular method of discovering an online fan community was found to be searching the web. Additionally, newsletters were not selected for any brand category as a method of discovery for online fan communities. The results for author/publisher website network website, anime studio website, band/artist website and developer website were collated into the term official website for analysis purposes. Similarly, the results for the different kinds of newsletters were collated into one term referred to as newsletter. The term heard about it from a friend was referred to as word of mouth. The results are shown in graph six below.
Graph 6: The Frequencies Of Overall Online Fan Community Discovery Methods
Regarding the most popular discovery method for each brand category, searching the web was found to be the most popular method for all five categories, as shown in graph seven.
0 5 10 15 20 25 30 35 40 Searched the web Official website link Convention Word of mouth Newsletter P a g e | 48
Graph 7: The Frequency Of Online Fan Community Discovery methods Within Each Category
Regarding research question seven, it was found that the most popular motivation for joining an online fan community was getting the latest news. This was classified as information exchange in the methodology section, and is consistent with the finding of Ridings and Gefen (2004). It was also found to be true for all brand categories except games, where the most popular motivation for joining was found to be chatting to other members. This was classified as social support in the methodology section. The results are shown in table twelve.
0 2 4 6 8 10 Books TV shows Games Anime Music Word of mouth Convention Official website link Searched the web P a g e | 49
Table 12: The Primary Activity That Acted As Motivation For Joining Online Fan Communities (Overall And Within Each Category)
Category Activity N Minimum Maximum Mean Std. Deviation
Regarding research question eight, it was found that the most popular activity that fans want to see more of in an online fan community is giveaways. This was classified as recreation in the methodology, and was found to be consistent for every category except TV shows, where the most popular activity was found to be browsing the pictures and videos. Additionally, the category of books had a tie for the most desired activity, between giveaways and fan stories/fan art. The implications of these findings are found in the discussion section. The results are shown in table thirteen.
P a g e | 51
Table 13: The Most Popular Activities That Fans Want To See More Of While On An Online Fan Community (Overall And Within Each Category)
Category Desired Activity N Minimum Maximum Mean Std. Deviation
Regarding the four dimensions of CBBE, each dimension was scored higher on average by members of online fan communities, as compared to non members. Furthermore, these differences were found to be statistically significant for each dimension. Therefore, hypotheses one to four were accepted, and members of online fan communities scored higher than non members for brand loyalty, brand awareness, brand associations and perceived quality. Therefore, it can be concluded that online fan community members have higher CBBE than non members. This implies that it is highly worthwhile for brand managers to facilitate online fan communities, as they provide a ready base of brand followers and even advocates, who promote the brand through word of mouth (Payne, 1994).
This is supported by Mohammed et al (2004) who state that online communities can reduce the cost of acquiring new customers, and that this significantly reduces marketing costs. Furthermore, they state that online communities can build goodwill and improve the relationship that the community members have with the brand, through the mutual building of trust and commitment . This is supported by Morgan and Hunt (1994), who state that both trust and commitment are key factors in maintaining a successful, ongoing relationship. Like Moorman, Zaltman and Deshpande (1992), they define commitment as an enduring desire to maintain a valued relationship (pg. 316). Similarly, trust is defined as a willingness to rely on an exchange partner in whom one has confidence (Moorman, Deshpande and P a g e | 53
Zaltman, 1993, pg. 82). Furthermore, they state that online communities can lower customer service costs for information on brand specifics, such as price and quality. This is also supported by Hagel and Armstrong (1977) who state that what starts off being a group drawn together by common interests, ends up being a group with a critical mass of purchasing power-based in part on the fact that in communities, members can exchange information with each other on such things as a products price and quality.
Thus it is worthwhile for brand mangers to encourage online fan communities, as they provide several cost and revenue benefits. However, it should be noted that facilitation does not equal control over the information available on online fan communities. Therefore, a recommendation to brand managers is to interact with members on such communities, so as to ensure the quality and accuracy of the information available, as mentioned by Filipczak (1998). This is not to suggest that the fan community become owned or controlled by the brand; rather that brand managers collaborate with community creators and members improve the experience for everyone involved. Furthermore, as the community would not be owned by the brand, this saves on considerable costs required to maintain and host the community online. By simply facilitating existing communities online, brand managers can reallocate finances to other parts of the branding process, such as research and development.
Moreover, members of online fan communities can even form focus groups for testing new brand ideas, as mentioned by Mohammed et al (2004). This would reinforce the trust and commitment within the relationship, as well as providing P a g e | 54
another cost benefit to brand managers. Such facilitation would fall into the PR realm of marketing communications, as it involves maintaining the brands reputation amongst fans, as well as collaborating to gain mutual goodwill. Therefore, PR can be considered as a key marketing communications focus when facilitating online fan communities.
6.2 Platforms
Regarding online platforms, it can be concluded that websites are the most popular platform overall to host an online fan community on. This may be due to the ability of a website to host pictures, videos, discussion boards, announcements and more, whereas GoogleGroups (which was the least popular platform overall) is comparatively limited, in that it mostly consists of discussions and announcements. In support of this idea, the second most popular platform overall was Facebook, which is similar to a website in its capacity to host multiple pictures, videos, discussions, etc. Therefore, brand managers are recommended to focus primarily on websites and Facebook pages when choosing online fan communities to collaborate with.
However, for the category of games, forums were the most popular platform. This suggests that people who join online fan communities for brands within this category are primarily interested in discussion with other members. Indeed, the most popular motivation for joining gaming communities was found to be chatting to other members, which was categorised as social support in the methodology section. Ridings and Gefen (2004) support this, stating that social support is primarily about P a g e | 55
solving problems and asking others for advice - particularly, as online communities are not geographically bound, it may be easier to find others in similar situations to ask advice from. This is consistent with the findings of this research, as gaming forums often revolve around discussion of getting past difficult levels of the game, or asking other gamers for strategy advice. A recommendation for brand managers is to focus on forums when facilitating gaming fan communities, as this is the preferred platform for that brand category. Similarly, for the anime category, websites and forums were found to be jointly popular. Thus brand managers can focus both and websites and forums for anime fan communities.
6.3 Discovery Methods
It can be concluded that the most popular overall way of discovering online fan communities was searching the web, followed by word of mouth. This was found to be true for all categories, except anime and books, which showed conventions and official websites respectively as the second most popular discovery method. This suggests that publishers and authors are already facilitating online fan communities, by promoting them on their official websites. It can also be concluded that newsletters were not the primary discovery method for any of the five brand categories. This reveals a major gap in the promotion of online fan communities, and thus brand managers are recommended to use official newsletters and mailing lists to promote trusted and reliable online fan communities. This would provide the cost and revenue benefits mentioned by Mohammed et al (2004) and would improve the relationship between the brand and the community, thereby increasing loyalty. This P a g e | 56
would fall into the PR realm of marketing communications, as it involves endorsing the fan communities.
6.4 Motivations
Regarding motivations for joining online fan communities, it can be concluded that getting the latest news had the highest mean score overall, and was thus the most popular motivation for joining. This was classified as information exchange in the methodology section, and is consistent with the findings of Wellman et al (1996) which state that information exchange, is the main motivation for joining online communities. However, the games category revealed chatting to other members as the primary motivation, and may be linked to the most popular type of platform used by gaming communities (as mentioned above). These findings are consistent with that of Ridings and Gefen (2004), who found that information exchange was the most popular motivation for joining online fan communities they also suggest that the secondary motivation for joining may vary between the type of online community. This is also mirrored in this research, as each brand category surveyed had a different secondary motivation for joining. Where the book category favoured competing for giveaways (classified as recreation), the TV show category favoured chatting to other members (social support). The games category favoured getting the latest news (information exchange), and both the anime and music categories favoured browsing the pictures and videos (recreation). Therefore, it can be concluded that recreation is the second most popular motivation overall for joining online fan communities, as three of the five categories rated it thus.
P a g e | 57
Hence, it is recommended for brand managers to focus on this area when facilitating online fan communities. Particularly for books, it can be recommended to offer advanced reader copies (ARCs) as giveaways to community members who successfully compete in quizzes about the book in question. Quizzes can be focused on key events and characters in the book, so as to increase brand awareness and increase the likelihood of readers buying further books within the same series. This is supported by Keller (1993) who states that likelihood of purchase increases with increased brand awareness, and thus is likely to increase brand loyalty as well. This lends the brand a competitive edge, as supported by de Chernatony and McDonald (1992) who found that the perception of quality rises when a brand is known and liked by consumers. This falls into the promotions area of marketing communications.
In order to facilitate anime and music fan communities, brand managers can collaborate with community creators, to provide behind the scenes pictures and videos, eg: of concert preparation footage, or the animation and voice over process. For game communities however, it may be more worthwhile to engage in more straightforward breaking news updates, as they favour getting the latest news. The latter would fall strictly into the PR realm of marketing communications, as it would involve providing the latest news about the game to loyal fans, as a method of maintaining strong relationships through trust and commitment (Morgan and Hunt, 1994). In order to facilitate chatting for TV show fan communities, brand managers can arrange for the actors, directors or producers of the show to hold special chat sessions with community members. This would fall primarily into the PR category, and would be useful in building goodwill amongst community members, and P a g e | 58
improving brand associations, by helping the brand to be considered unique and desirable (Keller, 2003).
Thus, the main recommendations for addressing the motivations of online fan community members is to focus on PR and promotional tactics, based on the findings of research question seven.
6.5 Activities
Regarding the activities that online fan community members most want to see more of, this was found to be competing for giveaways. This may be due to the majority of online fan community members falling into the eighteen to twenty three year old category, which is supported by Putnam (2000) who found that younger generations are less inclined to engage in real life community activities, and may thus be more likely to engage in online community activities. This implies that in order to successfully collaborate with online fan communities, brand managers should engage in activities which target the age group of eighteen to twenty three year olds, which typically comprise the university years of most people. Since students often do not have a high disposable income, they may be particularly interested in any giveaways related to their favoured brands.
However, the TV show category showed the most desired activity as being browsing pictures and videos, followed by giveaways, and the books category showed a tie between giveaways and browsing fan stories/fan art. This implies that a simple giveaway may not be enough for some brand categories, and may require a P a g e | 59
tie-in with the other activities. Thus, it is recommended that for the books category, brand managers should link their giveaway prize to a competition requiring community members to submit fan art/fan stories. Similarly, for the TV show category, brand managers can make their giveaway prize a signed photograph or video message from the stars of the show. In this way, both primary and secondary desired activities can be addressed at once. Furthermore, although the games category followed the trend of most desired activity being giveaways, the second most desired activity was shown to be more opportunities to get involved in conventions. In order to address this, brand managers can make the giveaway prize a ticket to a popular gaming convention such as the well known Electronic Entertainment Expo (E3), where popular games and new releases are made available for testing and browsing. The anime and music categories followed the overall trend of having giveaways and pictures/videos as the primary and secondary most desired activities. Therefore, brand managers are recommended to follow the advice given to the TV show category, and make their giveaway prize an autographed picture or video message to the winner of a competition. Such tactics would fall primarily into the promotions realm of marketing communications, as merchandise and prizes are being given to community members, in order to improve relationships and increase loyalty.
Overall, it can be concluded that PR and promotions are the two key areas of marketing communications that brand managers should focus on when facilitating online fan communities.
P a g e | 60
6.6 Further Research
To extend this research, a wider sample can be surveyed, comprising of more respondents within each category, and also more countries. In this way, brand managers can see if certain community activities are more preferred in one country than another. They can also see if certain countries prefer particular brands for online fan communities. This can help mangers to target such communities for future facilitation.
Furthermore, the research can be extended to include more brand categories, such as clothing lines. Moreover, the brands analysed in this study all fell into Aakers (1996) classification of brand as a product. To extend this research, other classifications such as organisations and symbols can be analysed, particularly environmentally friendly organisations such as Ben and Jerrys and Innocent Smoothies. The motivation behind joining such communities may be linked to personal values and beliefs (as suggested by Sirgys self congruence theory) as well as the existing motivations, such as recreation and information exchange.
Additionally, the age group of people surveyed in this research began at age eighteen. It may be worthwhile surveying younger age groups, particularly the teenage and lucrative tween market. This is defined as people up to the age of fourteen (Research and Markets, 2009), who collectively comprise a spending power of over two billion in the Unites States alone. This age group may prefer certain brands and certain activities over others; consequently, further research will be needed to adequately target them in online fan communities. P a g e | 61
Finally, to further support the facilitation of online fan communities, it can be worthwhile to compare the change in revenue of a brand, brought about by facilitated versus non facilitated communities.
P a g e | 62
7. Appendices
Appendix 1: The Questionnaire Regarding Books
Book Questionnaire
Thank you for taking the time to fill in this questionnaire.
Each questionnaire is completely anonymous and will not be used to identify you in any way.
If at any time you feel uncomfortable, or wish to discontinue, feel free to do so. Your data will not be used if you wish to leave your questionnaire incomplete.
Section A of the questionnaire contains general questions regarding books.
Section B of the questionnaire contains questions regarding online fan communities related to books.
Section C of the questionnaire contains general demographic questions which cannot be used to identify you in any way.
This questionnaire should not take more than five to ten minutes to complete.
Please tick the box if you give your consent to proceed with the questionnaire
Please tick the box to confirm that you are over 18 years of age
P a g e | 63
Section A this section contains general questions about books.
1) Please select a book from the list below that you have recently read and enjoyed. (Please tick one box only )
Divergent Matched Trapped The Forest of Hands and Teeth
2) Regarding the book you have selected above, please answer the following questions
Strongly Agree Agree Neutral Disagree Strongly Disagree I would not recommend the book to my friends
I will most likely read the next book in the series
The written quality of the book is high
The book is not better than other books in the market
I can easily recall the characters and places in the book
It is difficult to imagine the front cover of the book
The book does not have a unique story
I consider the book to be special
P a g e | 64
Section B this section contains questions about online fan communities. (Please note: an online fan community refers to any community created by fans on the internet. It does not refer to official websites or blogs)
1) Please select how often you use the following fan communities for your chosen book. If you have not joined any, please tick the Not applicable box.
Less than monthly Monthly A few times a month Weekly A few times a week Facebook Twitter LiveJournal Online Forum Fan Website GoogleGroup
Not applicable
2) How did you first find out about online fan communities for the book? (Please tick one option only)
Searched the web Saw links on the author/publisher website
Met people involved in them at a convention
A friend told me Were mentioned in newsletters by the author/publisher
P a g e | 65
3) What motivated you to join an online fan community for the book?
Strongly Agree Agree Neutral Disagree Strongly Disagree Wanted to chat to other fans Wanted to read the latest news
Wanted to be involved in conventions
Wanted to be a part of fan projects
Wanted to browse the pictures
Wanted to share artwork and stories
Wanted to compete for giveaways
4) What would you like to see more or less of when on an online fan community for the book?
A lot less A bit less No change A bit more A lot more Chatting options News articles Convention information and opportunities
Fan projects Pictures Artwork and stories Giveaways
P a g e | 66
Section C - this section contains general demographic questions (Note: all information is for data analysis purposes, and cannot be traced back to you)
1) Please state your age group
18-23 24-29 30-35 36-41 42-47 48-53 54-59 60+
2) Please select your gender
Male Female
3) Please state your nationality (drop down menu in SurveyGizmo)
P a g e | 67
Thank you for completing this questionnaire.
The purpose of it was to determine which marketing communication activities can be used by brands to facilitate online fan communities. It is part of a Masters dissertation for the University of Birmingham in the UK.
If you would like any more information, or need to ask any questions, please email sxd792@bham.ac.uk
Sincerely,
S. Dawood.
P a g e | 68
Appendix 2: The Questionnaire Regarding TV Shows
TV Shows Questionnaire
Thank you for taking the time to fill in this questionnaire.
Each questionnaire is completely anonymous and will not be used to identify you in any way.
If at any time you feel uncomfortable, or wish to discontinue, feel free to do so.
Your data will not be used if you wish to leave your questionnaire incomplete.
Section A of the questionnaire contains general questions regarding TV shows.
Section B of the questionnaire contains questions regarding online fan communities related to TV shows.
Section C of the questionnaire contains general demographic questions which cannot be used to identify you in any way.
This questionnaire should not take more than five to ten minutes to complete.
Please tick the box if you give your consent to proceed with the questionnaire
Please tick the box to confirm that you are over 18 years of age
P a g e | 69
Section A this section contains general questions about TV shows.
1) Please select a show from the list below that you have recently seen and enjoyed. (Please tick one box only )
Supernatural Americas Next Top Model Miami Five-0 Gossip Girl
2) Regarding the TV shows you have selected above, please answer the following questions
Strongly Agree Agree Neutral Disagree Strongly Disagree I would not recommend the show to my friends
I will most likely see the next episode in the series
The overall quality of the show is high
The show is not better than other on TV
I can easily recall the characters and places in the show
It is difficult to imagine the opening theme of the show
The show does not have a unique story
I consider the show to be special
P a g e | 70
Section B this section contains questions about online fan communities. (Please note: an online fan community refers to any community created by fans on the internet. It does not refer to official websites or blogs)
1) Please select how often you use the following fan communities for your chosen show. If you have not joined any, please tick the Not applicable box.
Less than monthly Monthly A few times a month Weekly A few times a week Facebook Twitter LiveJournal Online Forum Fan Website GoogleGroup
Not applicable
2) How did you first find out about online fan communities for the show? (Please tick one option only)
Searched the web Saw links on the network website Met people involved in them at a convention
A friend told me Were mentioned in newsletters by the network
P a g e | 71
3) What motivated you to join an online fan community for the show?
Strongly Agree Agree Neutral Disagree Strongly Disagree Wanted to chat to other fans Wanted to read the latest news
Wanted to be involved in conventions
Wanted to be involved in fan projects
Wanted to browse pictures and videos
Wanted to share artwork and stories
Wanted to compete for giveaways
4) What would you like to see more or less of when on an online fan community for the show?
A lot less A bit less No change A bit more A lot more Chatting options News articles Convention information and opportunities
Fan projects Pictures Artwork and stories Giveaways
P a g e | 72
Section C - this section contains general demographic questions (Note: all information is for data analysis purposes, and cannot be traced back to you)
1) Please state your age group
18-23 24-29 30-35 36-41 42-47 48-53 54-59 60+
2) Please select your gender
Male Female
3) Please state your nationality (drop down menu in SurveyGizmo)
P a g e | 73
Thank you for completing this questionnaire.
The purpose of it was to determine which marketing communication activities can be used by brands to facilitate online fan communities.
It is part of a Masters dissertation for the University of Birmingham in the UK.
If you would like any more information, or need to ask any questions, please email sxd792@bham.ac.uk
Sincerely,
S. Dawood.
P a g e | 74
Appendix 3: The Questionnaire Regarding Games
Video Games Questionnaire
Thank you for taking the time to fill in this questionnaire.
Each questionnaire is completely anonymous and will not be used to identify you in any way.
If at any time you feel uncomfortable, or wish to discontinue, feel free to do so.
Your data will not be used if you wish to leave your questionnaire incomplete.
Section A of the questionnaire contains general questions regarding games.
Section B of the questionnaire contains questions regarding online fan communities related to games.
Part C of the questionnaire contains general demographic questions which cannot be used to identify you in any way.
This questionnaire should not take more than five to ten minutes to complete.
Please tick the box if you give your consent to proceed with the questionnaire
Please tick the box to confirm that you are over 18 years of age
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Section A this section contains general questions about games.
1) Please select a game from the list below that you have recently played and enjoyed. (Please tick one box only )
Blaz Blue Team Fortress Call of Duty Portal
2) Regarding the game you have selected above, please answer the following questions
Strongly Agree Agree Neutral Disagree Strongly Disagree I would not recommend the game to my friends
I will most likely play the next instalment in the series
The overall quality of the game is high
The game is not better than other in the market
I can easily recall the characters and places in the game
It is difficult to imagine the opening theme of the game
The game does not have a unique story
I consider the game to be special
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Section B this section contains questions about online fan communities. (Please note: an online fan community refers to any community created by fans on the internet. It does not refer to official websites or blogs)
1) Please select how often you use the following fan communities for your chosen game. If you have not joined any, please tick the Not applicable box.
Less than monthly Monthly A few times a month Weekly A few times a week Facebook Twitter LiveJournal Online Forum Fan Website GoogleGroup
Not applicable
2) How did you first find out about online fan communities for the game? (Please tick one option only)
Searched the web Saw links on the developer website Met people involved in them at a convention
A friend told me Were mentioned in newsletters by the developer
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3) What motivated you to join an online fan community for the game?
Strongly Agree Agree Neutral Disagree Strongly Disagree Wanted to chat to other fans Wanted to read the latest news
Wanted to be involved in conventions
Wanted to be involved in fan projects
Wanted to browse pictures and videos
Wanted to share artwork and stories
Wanted to compete for giveaways
4) What would you like to see more or less of when on an online fan community for the game?
A lot less A bit less No change A bit more A lot more Chatting options News articles Convention information and opportunities
Fan projects Pictures Artwork and stories Giveaways
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Section C - this section contains general demographic questions (Note: all information is for data analysis purposes, and cannot be traced back to you)
1) Please state your age group
18-23 24-29 30-35 36-41 42-47 48-53 54-59 60+
2) Please select your gender
Male Female
3) Please state your nationality (drop down menu in SurveyGizmo)
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Thank you for completing this questionnaire.
The purpose of it was to determine which marketing communication activities can be used by brands to facilitate online fan communities.
It is part of a Masters dissertation for the University of Birmingham in the UK.
If you would like any more information, or need to ask any questions, please email sxd792@bham.ac.uk
Sincerely,
S. Dawood.
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Appendix 4: The Questionnaire Regarding Anime
Anime Questionnaire
Thank you for taking the time to fill in this questionnaire.
Each questionnaire is completely anonymous and will not be used to identify you in any way.
If at any time you feel uncomfortable, or wish to discontinue, feel free to do so.
Your data will not be used if you wish to leave your questionnaire incomplete.
Section A of the questionnaire contains general questions regarding anime.
Section B of the questionnaire contains questions regarding online fan communities related to anime.
Section C of the questionnaire contains general demographic questions which cannot be used to identify you in any way.
This questionnaire should not take more than five to ten minutes to complete.
Please tick the box if you give your consent to proceed with the questionnaire
Please tick the box to confirm that you are over 18 years of age
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Section A this section contains general questions about anime.
1) Please select an anime from the list below that you have recently seen and enjoyed. (Please tick one box only )
Naruto Fruits Basket Bleach Ouran High School Host Club
2) Regarding the anime you have selected above, please answer the following questions
Strongly Agree Agree Neutral Disagree Strongly Disagree I would not recommend the anime to my friends
I will most likely see the next episode in t is anime
The overall quality of the anime is high
The anime is not better than other in the market
I can easily recall the characters and places in the game
It is difficult to imagine the opening theme of the anime
The anime is not unique I consider the anime to be special
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Section B this section contains questions about online fan communities. (Please note: an online fan community refers to any community created by fans on the internet. It does not refer to official websites or blogs)
1) Please select how often you use the following fan communities for your chosen anime. If you have not joined any, please tick the Not applicable box.
Less than monthly Monthly A few times a month Weekly A few times a week Facebook Twitter LiveJournal Online Forum Fan Website GoogleGroup
Not applicable
2) How did you first find out about online fan communities for the anime? (Please tick one option only)
Searched the web Saw links on the production studio website
Met people involved in them at a convention
A friend told me Were mentioned in newsletters by the production studio
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3) What motivated you to join an online fan community for the anime?
Strongly Agree Agree Neutral Disagree Strongly Disagree Wanted to chat to other fans Wanted to read the latest news
Wanted to be involved in conventions
Wanted to be involved in fan projects
Wanted to browse pictures and videos
Wanted to share artwork and stories
Wanted to compete for giveaways
4) What would you like to see more or less of when on an online fan community for the anime?
A lot less A bit less No change A bit more A lot more Chatting options News articles Convention information and opportunities
Fan projects Pictures Artwork and stories Giveaways
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Section C - this section contains general demographic questions (Note: all information is for data analysis purposes, and cannot be traced back to you)
1) Please state your age group
18-23 24-29 30-35 36-41 42-47 48-53 54-59 60+
2) Please select your gender
Male Female
3) Please state your nationality (drop down menu in SurveyGizmo)
P a g e | 85
Thank you for completing this questionnaire.
The purpose of it was to determine which marketing communication activities can be used by brands to facilitate online fan communities.
It is part of a Masters dissertation for the University of Birmingham in the UK.
If you would like any more information, or need to ask any questions, please email sxd792@bham.ac.uk
Sincerely,
S. Dawood.
P a g e | 86
Appendix 5: The Questionnaire Regarding Music
Music Questionnaire
Thank you for taking the time to fill in this questionnaire.
Each questionnaire is completely anonymous and will not be used to identify you in any way.
If at any time you feel uncomfortable, or wish to discontinue, feel free to do so.
Your data will not be used if you wish to leave your questionnaire incomplete.
Section A of the questionnaire contains general questions regarding music.
Section B of the questionnaire contains questions regarding online fan communities related to music.
Section C of the questionnaire contains general demographic questions which cannot be used to identify you in any way.
This questionnaire should not take more than five to ten minutes to complete.
Please tick the box if you give your consent to proceed with the questionnaire
Please tick the box to confirm that you are over 18 years of age
P a g e | 87
Section A this section contains general questions about music.
1) Please select a band/artist from the list below that you have recently heard and enjoyed. (Please tick one box only )
Lifehouse Eminem Katy Perry Taylor Swift
2) Regarding the artist/band you have selected above, please answer the following questions
Strongly Agree Agree Neutral Disagree Strongly Disagree I would not recommend the band/artist to my friends
I will most likely buy the next single from this band/artist
The overall quality of their songs is high
The band/artist is not better than others in the market
I can easily recall the artist/bands latest video
It is difficult to imagine the opening chords of their latest songs
The artist/band is not unique
I consider the artist/band to be special
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Section B this section contains questions about online fan communities. (Please note: an online fan community refers to any community created by fans on the internet. It does not refer to official websites or blogs)
1) Please select how often you use the following fan communities for your chosen artist/band. If you have not joined any, please tick the Not applicable box.
Less than monthly Monthly A few times a month Weekly A few times a week Facebook Twitter LiveJournal Online Forum Fan Website GoogleGroup
Not applicable
2) How did you first find out about online fan communities for the artist/band? (Please tick one option only)
Searched the web Saw links on the band/artist website Met people involved in them at a convention
A friend told me Were mentioned in newsletters by the band/artist
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3) What motivated you to join an online fan community for the band/artist?
Strongly Agree Agree Neutral Disagree Strongly Disagree Wanted to chat to other fans Wanted to read the latest news
Wanted to be involved in conventions
Wanted to be involved in fan projects
Wanted to browse pictures and videos
Wanted to share artwork and stories
Wanted to compete for giveaways
4) What would you like to see more or less of when on an online fan community for the band/artist?
A lot less A bit less No change A bit more A lot more Chatting options News articles Convention information and opportunities
Fan projects Pictures Artwork and stories Giveaways
P a g e | 90
Section C - this section contains general demographic questions (Note: all information is for data analysis purposes, and cannot be traced back to you)
1) Please state your age group
18-23 24-29 30-35 36-41 42-47 48-53 54-59 60+
2) Please select your gender
Male Female
3) Please state your nationality (drop down menu in SurveyGizmo)
P a g e | 91
Thank you for completing this questionnaire.
The purpose of it was to determine which marketing communication activities can be used by brands to facilitate online fan communities.
It is part of a Masters dissertation for the University of Birmingham in the UK.
If you would like any more information, or need to ask any questions, please email sxd792@bham.ac.uk
Sincerely,
S. Dawood.
P a g e | 92
Appendix 6: The Ethics Form P a g e | 93
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