IN ONLINE FAN COMMUNITIES Sania Dawood INTRODUCTION SETTING THE SCENE Fans/ admirers of brands are a devoted consumer base
Form online communities with no personal revenue generated
Spend hours online discussing and sharing info regarding the brand
In the past, brand managers tried to restrict the flow of info
Fans reacted badly
Alternative approach is to embrace fan created online communities even collaborate with them
Can the brand benefit from this?
Main areas of research:
Is it worth facilitating online fan communities?
What would be the best way to do so?
LITERATURE REVIEW WHAT IS A BRAND? Aaker (1996) A brand can be seen as a product, organisation, symbol or person
American Marketing Association A brand is a name, term, design, symbol, or any other feature that identifies one seller's good or service as distinct from those of other sellers
Main point: a successful brand needs to be unique to differentiate it from the products and/or services of competing brands.
It needs to have value that cannot be provided by anyone else so that consumers will give preference to it in their buying behaviour
WHAT IS BRAND EQUITY? Aaker (1991) a set of assets and liabilities linked to a brand, its name and symbol, that adds to or subtracts from the value provided by its product or service to a firm and/or to that firms customers
Successful brands have higher equity than less successful ones because they provide value that cannot be attained elsewhere.
ASSETS Good reputation eg: German cars (Audi, BMW)
LIABILITIES Bad press coverage eg: salmonella in food products
Decreases trustworthiness and perceived quality of brand. Detracts from overall equity.
VALUE Combination of all assets (good points) and liabilities (bad points) which create the overall worth of a brand.
Eg: Cadburys salmonella case
Assets: High quality reputation built over 100 years Responsible company (Cadbury village)
Liability: One bad batch of chocolate
Overall Equity: Still high WHAT IS CONSUMER BASED BRAND EQUITY? Keller (1993) : CBBE is the differential effect of brand knowledge on consumer response to the marketing of the brand
Consumers with high CBBE for a product/service will be more likely to buy it and recommend it.
This affects: Immediate profit Long term sustainability WOM (online and offline= highly effective and FREE advertising. Can reinvest in R+D, etc.)
4 PARTS OF CBBE Brand awareness (That looks/ sounds familiar)
Brand associations (The colour/smell/taste is good/bad)
Perceived quality (This is a high/low quality product/service)
Loyalty (I will/ will not buy this againI will/will not recommend this product/service)
BRAND AWARENESS Percy and Elliott (2009) Recall v recognition: Feel a need and recall which brand can satisfy the need v. see the brand and feel a need to buy it.
De Pelsmacker, Geuens and Van den Bergh, 2007: consumers have more faith in a well known brand This increases the likelihood of purchase = profit.
Keller, (1993) the likelihood of brand purchase increases with a brand being in the consideration set of consumers. This increases the likelihood of brand loyalty = higher likelihood of long term brand survival.
De Pelsmacker and Geuens, (1999): Brand awareness increases the likelihood of effective brand communication. Less advertising may be needed to maintain the brand position = less marketing costs. BRAND ASSOCIATIONS Keller (2003) : Brand associations should be unique, strong and desirable.
De Pelsmacker, Geuens and Van den Bergh (2007): brand associations can be tangible (speed, taste) or intangible (friendliness, personality)
Aaker (1997): The five man personality traits within personality psychology (rugedness, competence, sophistication, sincerity and excitement) can be equated to brands
Bronciarczyk and Alba (1994) : Brand personality consists of associations which differentiate the product/service from competitors.
Remember: successful brands give you something other brands cannot.
Criticism: too focused on the West PERCEIVED QUALITY Aaker (1996) Judgements that consumers make about a given products/services superiority, as compared to alternative brands. = Key factor in gaining competitive advantage.
De Pelsmacker, Geuens and Van den Bergh (2007): dependent upon both intrinsic and extrinsic cues. (Taste v. price)
Reynolds and Olson (2001) Brand name is an important extrinsic cue.
De Chernatony and McDonald (1992) : 51% of consumers preferred Pepsi to Coke Light in a blind taste test. This decreased to 23% when the brand names were apparent. Note: luxury itemswater diamond paradoxaspirational brands Perception of quality rather than the quality itself is key in determining a brands equity. LOYALTY Perrier (1997): True value of a brand.
Satisfied and committed customers promote the brand = no cost to the company itself.
Creates a competitive advantage (less marketing spend is needed to attract new customers and retain existing ones).
Dekimpe, Steenkamp, Mellens, and Vanden Abeele (1997); Retaining customers is up to six times more cost effective than attracting new customers.
Why: less market research to target segment less advertising spend to attract segment WOM from satisfied customers.
LOYALTY CONTINUED
Payne (1994): Ladder of Customer Loyalty
Pelsmacker, Geuens and Van den Bergh (2007) suggest that one way of retaining customers is to offer them an experience
Eg: Brand Communities
WHAT IS A COMMUNITY? Oldenberg (1989): We need three essential places in our life; the home where we live with our loved ones, the office where we spend the majority of our waking hours, and the third place where we hang out.
Putnam (2000): We have become less inclined to socialise over the past three decades.
This may explain the rise in online communities they fulfil the need for a virtual third place, as it is becoming increasingly hard to find in real life.
We increasingly use Facebook, Myspace and Twitter to interact online, but is using social media the same as being part of an online community?
WHAT IS AN ONLINE COMMUNITY? Mohammed et al (2004): A set of interwoven relationships, built upon shared interests, that satisfy individuals needs that would otherwise be unattainable
Shared interests:
Hagel and Armstrong (1997: Virtual communities are groups of people who share common interests and needs who come together online
Dennis, Pootheri, & Natarajan (1998): Virtual communities consist of people who share interests and who interact primarily through electronic communication.
The shared interest can be a brand, eg: a person (Madonna), an organisation (The Body Shop), a product (Goodfellows Pizza) or a symbol (Nike) Maslowe: need to belong (applied online) COMMERCIAL V. NON COMMERCIAL ONLINE COMMUNITIES Mohammed et al (2004): 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
Commercial: Non Commercial: Starts from: Top down Ground up Created by: Brand/parent firm Individuals Based on: Brand/business activity Any shared interest (including brands) Purpose: Generate revenue/supplement brand activity Form relationships around shared interest Formation stages: Community created, then people join People feel a need, so create a community
WHAT IS A BRAND COMMUNITY? Muniz and OGuinn (2001): A specialised, non geographically bound community, based on a structured set of social relationships among admirers of a brand
Brand communities may be: online or offline commercial or non commercial created by the brand/parent company or created by fans/admirers Eg: X-philes and Trekkies (Kozinets, 1997, 2001)
Gap: Studied consumer behaviour, not CBBE room for expansion Fan reaction to the series has become as much a part of The X-Files story as the show itself, from the conventions that have sprung up around the country to the hours of chat about the series whipping around each week on the Internet" (Lowry 1995: 239). Gap: observing such behaviour does not investigate how to use these communities to benefit the brand MOTIVATIONS FOR JOINING ONLINE COMMUNITIES Ridings and Gefen (2004): studied message boards
Information access primary motivation, but info may be weak if generated purely by users
Social support Aid, emotional concern or appraisal (House, 1981). Unlikely in brand communities, more likely in community for disfigurement, bereavement, etc.
Friendship seeking need for a third place (Oldenberg, 1989), internet facilitates meeting others with shared interest
Recreation entertainment, like TV, fun
Gap: static, outdated, not representative of dynamic platforms used today. WHY SHOULD WE CARE ABOUT CBBE IN ONLINE COMMUNITIES? Loyalty:
Reicheld and Schefter (2000): Increasing customer retention rates by 5% can increase profits by 25% to 95%.
Customer ladder = WOM (less marketing spend = more profit)
Also, less marketing spend = more resources to invest in R+D, brand extension, etc.
Brand extension new products are created under the same brand name
Eg: Jennifer Lopez makes movies, music and perfume
Note: it is important to have the right fit between the brand and new product
Eg: Bic pens are cheap and disposable
Their extension into perfume was not a success!
We want perfume to be of a good quality, not cheap and low quality!
Jennifer Lopez is a star, so her perfume fits well with her brand
It has aspirational value
Brand associations:
Aaker (1997): Brand personality measures how rugged, competent, sophisticated, sincere and exciting a brand is
Sirgy (1982, 1985): Consumers are more likely to purchase brands which they feel are congruent with their sense of self.
Characteristics of the brand match the characteristics of the consumer = higher likelihood of purchase
Its important to carefully target a brand to the right type of consumer - online community members are a ready base of consumers who enjoy the product.
Gap: would members be more likely to purchase the brands products or services than non members? Brand associations continued:
Bronciarczyk and Alba (1994): Brand personality consists of associations which differentiate the product/service from competitors.
Gap: Do members of online communities have associations about the brand which differentiate it, as compared to non members?
If so, they should be targeted more closely as they can be more profitable.
How to target: test how unique the brand is considered to be amongst members and non members of online communities.
Keller (2003) supports this: Brand associations should be unique, strong and desirable in order to lend a competitive edge.
Something no other brand can offer Brand awareness:
Consumers with high awareness of a brand are more likely to purchase it than those with low awareness.
Thus, brand awareness is important in increasing sales and thereby profit.
Keller (1993) supports this: The likelihood of brand purchase increases with a brand being in the consideration set of consumers.
This increases the likelihood of brand loyalty, thereby increasing the likelihood of long term brand survival.
Hence, brand awareness is needed for long term loyalty as well as short term sales profits.
De Pelsmacker and Geuens, (1999): Brand awareness increases the likelihood of effective brand communication, as it increases the level of processing.
Less advertising needed to maintain the brand position, thereby saving on marketing costs.
Gap: are online community members more aware of a brand, or do they just join the community and forget about it?
By targeting consumers with higher awareness, brands are more likely to reach a group that is more willing to buy the brand.
De Pelsmacker, Geuens and Van den Bergh (2007) support this: Consumers have more faith in a well known brand
How to measure: compare brand awareness of members and non members of online communities
Perceived quality:
De Chernatony and McDonalds (1992) findings (remember the blind taste test) show that the perception of quality rather than the quality itself is key in determining a brands equity = valuable asset.
Gap: do online community members have higher perceived quality of brands than non members?
If so, they would be a valuable group to target as they may be more likely to buy a high quality brand (in their opinion) = profit
They may also recommend it to others = less marketing spend
How to measure: compare members of online community members to non members for different brands
HOW CAN WE MEASURE CBBE IN ONLINE COMMUNITIES? Look at previous research regarding CBBE - various scales have been devised to measure each of the four dimensions.
Yoo and Donthu (2001): used a 5 point scale to measure CBBE in 3 brand categories (athletic shoes, televisions and camera films) in the USA and Korea.
Not related to online communities - can be adapted and applied to different brand categories within the realm of online communities.
IF ONLINE COMMUNITIES ARE WORTH FACILITATING, HOW SHOULD WE DO SO? Assuming higher CBBE scores:
Marketing communications
ELEMENTS OF THE MARCOMMS MIX Advertising: paid, may not be suitable for non commercial online communities, eg: made by fans/admirers of a brand
Public relations: engaging the public, building goodwill
Personal selling: usually face to face or over phone, eg: telemarketing, door to door sales may not be suitable for online, non commercial communities
Sales promotion: giveaways, contests, builds awareness and buzz
Interest around the brand (online and offline) AIMS, OBJECTIVES, RESEARCH QUESTIONS AND HYPOTHESES O1: Determine whether online fan community members have higher CBBE scores for selected brands as compared to non members RQ1: Are loyalty scores higher for members of online fan communities as compared to non members loyalty scores for the same brands? RQ2: Are brand association scores higher for members of online fan communities as compared to non members loyalty scores for the same brands? RQ4: Are perceived quality scores higher for members of online fan communities as compared to non members loyalty scores for the same brands? RQ3: Are brand awareness scores higher for members of online fan communities as compared to non members loyalty scores for the same brands? H1: Online fan community members will have higher 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 A1: Discover if it is worthwhile to facilitate online fan communities O2: Determine which marketing communication activities would be best suited to facilitate online fan communities for selected brands RQ5: What is the most popular platform to host an online fan community on? RQ6: What is the most popular method of discovering an online fan community? RQ8: What activity do members of online fan communities most want to see an increase in? RQ7: What is the most popular motivation for joining an online fan community? A2: Discover the best ways to facilitate online fan communities METHODOLOGY SURVEYS Hypotheses testing requires quantitative analysis
Surveys are one way of doing this
Easy to distribute and analyse
Responses are standardised, so are easy to compare
Allow a wide sample of people to be reached necessary as research needs to be representative of a chosen population (Saunders, Lewis and Thornhill, 2009)
Can be delivered in person, online over the phone, etc. SELF COMPLETION QUESTIONNAIRE Type of survey that respondents complete themselves
Dillman (2007): Self completion questionnaires are less prone to result in data which is affected by the social desirability bias.
Participants respond in a way that they believe will make them look good affects the validity and reliability of results How accurately does the data represent reality? Are there many errors in data collection? If the investigation is repeated, how similar will the results be to the original results? BRAND CATEGORIES Brands that result in online communities being created for them:
Books
TV shows
Music
Anime
Video games Heavily influence consumer culture:
Relevant to todays population
BRANDS WITHIN EACH CATEGORY How chosen:
Different genres represent the diversity within each brand category
Current = relevant to the respondents
Reflect the views of modern consumers. SURVEY DESIGN Created and distributed online
Can use SurveyGizmo, SurveyMonkey, or other online programmes
Existing templates prevent cramping and low response rate (Dillman, 2007)
Can export results to data analysis programmes like SPSS
Statistical analysis and graphical output
5 surveys 1 for each category
Four to eight pages in length (de Vaus 2002).
First page = introduction - purpose and contents of the questionnaire (Dillman, 2007).
Online respondents = fear of information being traced (Thompson and Surface, 2007). Clearly state anonymity and option to discontinue survey at any time.
Ethics: over 18 and consent given to participate.
Additional ethics form in appendices MEASURING CBBE IN DIFFERENT BRAND CATEGORIES Adapted from Yoo and Donthu (2001): five point scale used, ranging from strongly agree to strongly disagree.
Eg: book category
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
Loyalty Perceived quality Brand awareness Brand associations (uniqueness) WHAT ARE THE RED DOTS? Measure the same thing, but are alternate form questions (Mitchell, 1996).
Asking the same question in a different way = improved reliability
If a respondents results are not consistent = ignore that questionnaire
Reverse coded, ie: when analysing data, strongly agree gets a score of 1 instead of 5
Questionnaires for other brand categories: words slightly altered, eg: book character becomes video game character MEASURING ONLINE PLATFORM POPULARITY 6 platforms rated on a 5 point scale
How often do you use the following fan communities for the book?
If none selected, move onto demographic info Section B this section contains questions about online fan communities. (Please note: an online fan community refers to any community created by fans which is for other fans to engage with online. It does not refer to official websites or author blogs).
1) Please select how often you use the online fan communities for your chosen book.
Less than monthly Monthly A few times a month Weekly A few times a week Facebook Twitter LiveJournal Online Forum Fan Website GoogleGroup No, I have not joined any
MEASURING DISCOVERY METHOD POPULARITY How did you first find out about online fan communities for the book?
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
MEASURING MOTIVATIONS FOR JOINING THE COMMUNITIES What motivated you to join an online fan community for the book?
7 options 5 point scale (based on Ridings and Gefen, 2004)
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 (eg: release party/ letter to author, etc.)
Wanted to browse the pictures
Wanted to share artwork and stories
Wanted to compete for giveaways
Information exchange Friendship seeking Recreation Social support MEASURING THE POPULARITY OF COMMUNITY ACTIVITIES What would you like to see more or less of when on an online fan community for the book?
7 activities 5 point scale
5) 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 (eg: release party/ letter to author, etc.)
Pictures Artwork and stories Giveaways
DEMOGRAPHIC QUESTIONS Age Gender Nationality
Used to spot trends and make specific recommendations
Explanation of study and email address provided for any queries (Saunders, Lewis and Thorndike, 2009)
DEBRIEFING AND CONTACT DETAILS SAMPLE Convenience sampling used
To target community members post on the communities themselves
To target non members ask friends/family
120 responses used after analysing data
Minimum 10 people no problems reported
PILOT FINDINGS DEMOGRAPHIC DATA 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% Nationality
19 different nationalities
(Muniz and OGuinn non geographically bound)
Biggest group is UK may render results more representative of West
Age
0 2 4 6 8 10 12 Books TV shows Games Anime Music 24-29 18-23 0 2 4 6 8 Books TV shows Games Anime Music 30-35 24-29 18-23 Online community members Non members Most community members aged between 18-23
Non members mostly aged 24-29
Younger people are online more = better to target this age group if CBBE scores found to be higher
Gender
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 Online community members Non members Most community members are female
In categories of anime and video games, males responded more
May mean that more males joined these communities overall
Reflected in non community members = shows a gender preference in both brand categories 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
CBBE SCORES OF COMMUNITY MEMBERS V. NON MEMBERS Loyalty
On average, community members had higher loyalty scores than non members
Is this difference significant?
1) Look at Levenes test for equality of variance
2) Conduct a one tailed, independent sample t-test
3) Look at the P value
TESTING THE SIGNIFICANCE OF RESULTS
1) Levenes test for equality of variance
Greater than 0.05 = significant evidence to accept null hypothesis that there is no difference between samples
Look at the Equal Variances Assumed row
This is a two tailed test we must conduct a one tailed test
2) One tailed, independent t-test
One tailed = hypothesis stated that community members will have higher scores than non members.
Had we said community members will have a different score = two tailed (ie: assumes that score can be higher or lower)
T-test = compares two means
Independent t-test = both groups (members and non members) are not related to each other, ie: they do not affect each other
3) Look at the P value
Not shown in SPSS, but can use Excel (0.000)
Less than 0.05 = significant evidence to reject null hypothesis
Online community members have significantly higher loyalty scores than non members
All four dimensions of CBBE showed significantly higher scores for community members as compared to non community members
Hypotheses one to five are accepted
WHAT WAS THE MOST POPULAR ONLINE FAN COMMUNITY DISCOVERY METHOD? Searching the web = most popular method overall
Newsletters = not chosen in any category
Highlights a possibility for future facilitation efforts 0 2 4 6 8 10 Books TV shows Games Anime Music Word of mouth Convention Official website link Searched the web WHICH WAS THE MOST POPULAR PLATFORM?
Websites = most popular platform overall
Video game category preferred forums
Consistent with idea of gamers wanting to chat more / discuss gaming tactics
Category Platform N Minimum Maximum Mean Std. Deviation
DISCUSSION HIGHER CBBE SCORES Results were statistically significant = worthwhile to facilitate such communities
Respondents: Claimed to recommend brand to friends (WOM) = less advertising costs + more opportunity to invest in other business areas (eg; R+D, brand extension, etc)
Mohammed et al (2004): Online communities can reduce the cost of acquiring new customers and significantly reduce marketing costs
Bought/ watched/ played product = immediate profit
Interested in future activities of brand (next episode/ CD/ game) = sustainability
IS IT WORTHWHILE TO FACILITATE SUCH COMMUNITIES? Yes! Provide a ready base of consumers who are ready and willing to support brand
Not currently targeted opportunity to engage valuable segment
Mohammed et al (2004): 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
Supported by Morgan and Hunt (1994), who state that both trust and commitment are key factors in maintaining a successful, ongoing relationship = susainability
Relationship marketing Communities can lower customer service costs for information on brand specifics, such as price and quality.
Supported by Hagel and Armstrong (1977): 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.
Facilitating existing communities online = saves considerable costs required to maintain and host the community online.
Mohammed et al (2004): Can form focus groups for testing new brand ideas = another cost benefit
HOW SHOULD BRANDS HELP COMMUNITIES GET DISCOVERED? Most popular overall = searching the web, followed by word of mouth.
Least popular = newsletters
Reveals a major gap in the promotion of online fan communities
Recommendation: use official newsletters and mailing lists to promote trusted and reliable online fan communities
Provides cost and revenue benefits, eg: product and price info, focus groups (Mohammed et al, 2004)
Improves relationship between brand and community = more loyalty profit + sustainability
Marcomm area: PR as it involves endorsing the fan communities.
HOW CAN BRANDS MOTIVATE CONSUMERS TO JOIN COMMUNITIES? Most popular = getting the latest news (classified as information exchange)
Video games = chatting to other members (classified as social support)
Gaming advice and strategy discussion = needs less dynamism
Recommendation: focus on releasing timely information to fan communities build a strong relationship to create loyalty, trust and commitment
Marcomm area: PR as it engages the fans with the brand
Secondary motivation for joining varies between the type of online community (supported (Ridings and Gefen, 2004)
Books = competing for giveaways (recreation)
TV show = chatting to other members (social support)
Video games = getting the latest news (information exchange
Anime and music = browsing the pictures and videos (recreation)
Recreation = second most popular motivation overall for joining online fan communities, as three of the five categories rated it thus.
Book recommendation: 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 = increase brand awareness and increase the likelihood of readers buying further books within the same series.
Keller (1993) supports: Likelihood of purchase increases with increased brand awareness = likely to increase brand loyalty as well.
de Chernatony and McDonald (1992): Perception of quality rises when a brand is known and liked by consumers = competitive edge
Marcomms area: promotions Anime/ music recommendation: collaborate with community creators, to provide behind the scenes pictures and videos, eg: of concert preparation footage, or the animation and voice over process
Marcomm area: PR as it engages fans and builds goodwill WOM, loyalty, positive associations = profit, sustainability, cost and revenue benefits
Video game recommendation: offer breaking news updates, as they favour getting the latest news.
Marcomm area: PR as it would involve providing the latest news about the game to loyal fans
TV show recommendation: arrange for the actors, directors or producers of the shows to hold special chat sessions with community members.
Marcomms area: PR as it builds goodwill.
May also improve brand associations, by helping the brand to be considered unique and desirable (Keller, 2003).
WHICH PLATFORMS SHOULD BRANDS FACILITATE? Most popular = websites, followed by Facebook
May be due to ability to host pictures, videos, discussion boards, announcements etc.
GoogleGroups (least popular overall) = limited, mostly discussions and announcements (less dynamic)
Recommendation: focus primarily on websites and Facebook pages when choosing online fan communities to collaborate with.
Video games = forums were most popular
Mostly discussion based
Reflects motivation for joining gaming communities (chatting to other members)
Categorised as social support - primarily about solving problems and asking others for advice (Ridings and Gefen, 2004)
Discussions regarding strategy advice for difficult levels
Recommendation: focus on forums in gaming fan communities
WHICH ACTIVITIES SHOULD BRANDS FACILITATE? Most popular = competing for giveaways.
Most members = 18 23
Supported by Putnam (2000): Younger generations are less inclined to engage in real life community activities, and may thus be more likely to engage in online community activities
Students = low disposable income, thus particularly interested in giveaways related to their favoured brand
Recommendation: facilitate communities by providing merchandise/ freebies as giveaways to fans
Marcomm area: promotion and PR as its free for the consumer and builds goodwill, positive associations loyalty + profit + sustainability + WOM (less costs, more revenue)
TV shows = browsing pictures and videos followed by giveaways
Books = tie between giveaways and browsing fan stories/fan art.
Thus simple giveaway may not be enough for some brand categories = requires tie-in with the other activities
Book Recommendation: link giveaway prize to competitions requiring community members to submit fan art/fan stories.
TV shows recommendation: make the giveaway prize a signed photograph or video message from the stars of the show.
Both primary and secondary desired activities can be addressed at once.
Marcomm area: promotions and PR
Games = giveaways followed by more opportunities to get involved in conventions (friendship seeking)
Recommendation: make the giveaway prize a ticket to a popular gaming convention, eg: Electronic Entertainment Expo (E3)
Meet people, test new games, browse new consoles
Marcomm area: promotions and PR
FURTHER RESEARCH Wider sample
More respondents within each category = more representative of community member preferences
More countries = see if certain countries have different preferences (currently focused on West)
Helps brand mangers to target such communities for future facilitation.
More brand categories
Eg: clothing/ food
More classifications
Study brands as organisations/ symbols
Eg: environmentally friendly organisations (Ben and Jerrys/ Innocent Smoothies)
Motivation for joining such communities may be linked to personal values and beliefs
Supported by Sirgys self congruence theory
Age group Survey younger age groups
Eg: teenage and lucrative tween market.
People up to the age of fourteen, who collectively comprise a spending power of over two billion in the Unites States alone (Research and Markets, 2009).
May prefer certain brands and certain activities over others
Change in revenue
Compare before and after facilitating communities
Compare facilitated v. non facilitated communities for same brand or in same category