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HENLEY MANAGEMENT COLLEGE




      THE EMERGENCE OF M-COMMERCE:

EXPLORING THE BUSINESS POTENTIAL OF VIRTUAL

  COMMUNITIES FOR THE WIRELESS INTERNET




                       By



                - Thierry Busset -




                      2002
Abstract


The idea for this research originated from a variety of sources. An important influence

has been the author’s growing interest in marketing and mobile commerce. Considering

the extent to which mobile telecommunication and the Internet have independently

revolutionised modern methods of communication and trade, their combined effect in

the wireless Internet constitutes the next wave of change and is expected to have an

even greater impact on social interaction and commerce.



On-line virtual communities, which gather around Internet forums and chat rooms, have

attracted considerable interest from marketers in recent years. Wireless virtual

communities are now appearing on the current wireless networks, but have received

little attention within the academic literature to date. Consequently, this project sets out

to explore the potential for virtual communities to generate revenue and growth when

used as the basis for business on the forthcoming mobile Internet. This is achieved by

means of in-depth qualitative interviews with managers from five on-line and five

wireless virtual communities. Findings pertaining to the areas of community

development, marketing intelligence, segmentation and revenue generation are

presented.



The findings strongly support the business case for wireless virtual communities, due to

their ability to shorten the developmental cycle and enhance the portfolio of revenue

streams. However, the technical limitations of current wireless networks are identified

as the key barrier to the development of exclusively wireless communities at present.

Consequently, a mixed model is put forward, in which the meeting ground of the

community remains on-line, but the interaction takes place primarily via wireless
telecommunication. In addition, the integration of wireless communication within on-

line communities is strongly advocated due to the high demand for mobile

communication and its potential to increase traffic and revenue. The relevance of the

research for virtual community managers and ‘m-marketers’ is highlighted and possible

implications for future practice discussed.
Table of Contents


1. INTRODUCTION..............................................................................................1
    1.1 The Origins of the Study                                                                                                                          1

    1.2 The Aim of the Study                                                                                                                              2


2. LITERATURE REVIEW....................................................................................4
    2.1 Virtual Communities                                                                                                                                4
   2.1.1 A Definition......................................................................................................................................4
   2.1.2 The Business Case for Virtual Communities...................................................................................6
   2.1.3 Segmentation in Virtual Communities...........................................................................................15
   2.1.4 Building and Managing a Community...........................................................................................23
   2.1.5 Drawing Revenue from the Community........................................................................................30

    2.2 Virtual Communities on the Wireless Web                                                                                                         33


3. FIELD WORK ................................................................................................38
    3.1 Research Design                                                                                                                                 38

    3.2 Data Collection: The Choice of In-depth Interviewing                                                                                            39

    3.3 Reliability and Validity                                                                                                                        40

    3.4 Data Analysis                                                                                                                                   41


4. FINDINGS.......................................................................................................43
    4.1 Comparison between the Management of On-Line Virtual Communities and Wireless
    Virtual Communities                                                                                                                                 43

    4.2 Marketing Intelligence Within Virtual Communities                                                                                               62

    4.3 Segmentation and Targeting                                                                                                                      69

    4.4 Revenue Generation                                                                                                                              74


5. DISCUSSION, CONCLUSIONS AND RECOMMENDATIONS.....................84
    5.1 Comparison between the Management of On-Line Virtual Communities and Wireless
    Virtual Communities                                                                                                                                 84

    5.2 Marketing Intelligence Within Virtual Communities                                                                                               89

    5.3 Segmentation and Targeting                                                                                                                      92

    5.4 Revenue Generation                                                                                                                              94


REFERENCES..................................................................................................99
1.Introduction


1.1The Origins of the Study

The idea for this research project has come from two different sources. Firstly, the

majority of the author’s professional background has been in the mobile

telecommunication industry. In particular, he has been involved in the development of

new technology to enable wireless data transfer and connection with the Internet via

wireless telephones. Such technology enables people to access the Internet via their

mobile telephone free of any time or geographical constraints, thereby giving birth to

the wireless Internet. The ubiquity offered by this mobile connection to the web will

revolutionise methods of communication and trade in the next decade. People will have

more flexible access to information and be able to select products and services as well

as carry out commercial transactions without any geographical or time limitations.



Secondly, over the past decade, developments on-line have led to the birth of e-

commerce and to the creation of new applications for social and commercial interaction.

Amongst these, virtual communities have become familiar features of the Internet

landscape. People with common interest are gathering around meeting grounds in

cyberspace in order to fulfil their need for social interaction. As these shared interests

relate directly to consumption activities, on-line virtual communities have attracted

considerable interest in recent years. Their ability to engender strong relationships based

on trust between members has led to the prediction that virtual communities could

become powerful intermediaries creating reverse markets. Gathered around corporate

web sites, they could also be a powerful tool to build or re-inforce a brand by creating

virtual ‘product fan clubs’. Consequently, on-line forums and chat rooms, which foster




                                            1
these communities, are increasingly being used as the basis of new business models for

e-commerce.



Over the past three years, virtual communities have emerged on wireless networks

following the development of technology, such as the Short-Text Messages Service

(SMS) or the Wireless Application Protocol (WAP). Contrary to their on-line

counterparts, very little has been written about these wireless forms of virtual

community as they are still in their infancy.




1.2The Aim of the Study

This project aims to explore the potential for virtual communities to generate revenue

and growth when used as the basis for business on the forthcoming wireless Internet. In

order to achieve this objective, it focuses specifically on the areas of community

development, marketing research, segmentation and revenue generation. It investigates

how virtual communities function on the Internet as compared to those emerging on

wireless networks by means of in-depth qualitative interviews with managers from five

on-line and five wireless virtual communities.




This paper begins with a review of the academic literature that has been published over

the last decade on the subject of virtual communities in marketing for e-commerce. It

defines virtual communities prior to describing their potential use as a new

intermediary, a brand management tool and a marketing intelligence system. This is

followed by a review of the alternative perspectives on how to build and manage

communities, to profile their members and finally draw revenue from them. It also




                                           2
includes a review of articles exploring the potential impact of future wireless

technology on virtual communities.



The literature review is followed by a description of the qualitative research methods

chosen for data collection and data analysis. The rationale for using personal in-depth

interviewing as the means of data collection is outlined prior to describing the

‘Framework’ method to qualitative data analysis. The findings are then presented and

discussed for both on-line and wireless communities in relation to community

development, marketing research, segmentation and revenue generation.




                                         3
2.Literature Review


2.1Virtual Communities


2.1.1A Definition

Whilst the term community is well-used, it is evident that people attach a range of

different meanings to the concept. Hamman (2001) offers the following sociological

definition:



      “A community should be understood as meaning (1) a group of people (2)

      who share social interaction (3) and some common ties between themselves

      and the other members of the group (4) and who share an area for at least

      some of the time” (Hamman, 2001).



This definition serves to demonstrate that a community is more than just a group of

people. The sharing of social interaction, common interests and a place, be it physical or

virtual as in the cyberspace, is integral to a community. Rheingold (1993), who was the

first to coin the term ‘virtual communities’, hence defines them as:



      “Social 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” (Rheingold, 1993).



Sociological research has highlighted the loss of sense of community that modernisation

has brought about (Hamman, 2001) and identified the loss of the ‘third place’ as the

main reason for this. The ‘third place’ is the place outside of home and work that is


                                          4
important to us in our everyday life. Third places, like the pub and the church for

example, are the arenas where people can interact with other members of the

community and come to know the ties they have in common. Third places are,

therefore, essential to the establishment of a community (Hamman, 2001). TV, longer

working hours and commuting times are now eating into the time people previously

allocated to social interaction in their local pub, corner shop or church etc. As a direct

result of the disappearance of these traditional third places, people have been attracted

to virtual third places to fulfil their need for social interaction and acceptance.



Virtual communities offer a unique form of social interaction in that it is free from the

constraints that exist in a physical encounter. For example, you can remain anonymous,

there are no geographical or time limitations, you are free to engage or end the

conversation at any moment, body language is no longer important and cannot betray

shyness and there are no race or religious prejudices at first sight. Consequently, virtual

communities have steadily grown over the past 10 years in conjunction with the growth

of computer networks and the Internet. However, virtual communities have gone

beyond being purely a means to satisfy the need for social interaction and have become

the primary feature of new business models for e-commerce:



      “Internet and networked computers have empowered people to disregard the

      limitations of geography and time and find one another and gather in groups

      based on a wide range of cultural and social affiliations. Because many of

      these affiliations are based upon consumption activities, virtual communities

      are of substantial importance to marketing and business strategists”

      (Kozinets, 1999).




                                            5
2.1.2The Business Case for Virtual Communities

Barnatt (1998) has identified a clear rationale regarding the benefits for organisations to

develop on-line virtual communities. In his view, communities can be used as:



   1. An intermediary, which would replace the middleman, saving cost and time and

       expanding the range of products and services, but still maintaining a human

       element.

   2. A tool to enhance a company’s market position. Virtual communities may serve

       to establish an organisation as a brand leader on-line. Innovative companies

       might be able to use virtual communities to build customer loyalty by allowing

       people to cultivate on-line human relationships with peer opinion leaders,

       industry experts and early adopters.

   3. An ideal environment for cultivating customer relationships.

   4. A vehicle for on-line customer service providing constantly updated policy

       documentation, advice and information.

   5. A market research instrument providing a means of collecting rich customer data

       in a cost-effective manner to a level that no other tool can match.



Essentially, two distinct strategic uses of virtual communities emerge from this list. On

the one hand, virtual communities have the potential to become intermediaries

sufficiently powerful to lead to the creation of reverse markets by aggregating the

purchasing power of all its members and, therefore, shifting the bargaining power

towards the customer (Hagel and Armstrong, 1997). On the other hand, virtual

communities gathered around corporate web sites could also be a powerful tool to build

up brands in addition to creating and nurturing customer relationships and loyalty by

creating virtual ‘product fan clubs’. Underlying these two strategic uses of virtual

                                           6
communities is their ability to provide rapid access to extremely rich information about

community members. Knowledge of customer’s needs and tastes can be increased

through precise member profiling, allowing marketers to define their future products

and services better, as well as their customers’ segmentation and targeting.



Virtual Communities as a New Intermediary

According to Hagel and Armstrong (1997), virtual communities draw together people

who have the same distinctive focus, which means that they are likely to have the same

consumption needs and interest in relation to that focus. They argue that members are

initially attracted to a community by their passion and interest. After having established

relationships with the other members, they can access unmatched levels of information

and also benefit from other members’ experience and feedback. Interesting content

attracts new community members and an adequate means of communication allows

them to exchange ideas with one another, bond and develop strong relationships via

frequent social interaction. Information is, therefore, provided by trusted friends, via

two-way conversations with no limit in time. This information is consequently much

richer than the ‘published’ material that can be found in corporate catalogues, web sites

or is provided by a company’s sales force. This is illustrated by Barnatt (1998), who

highlights that:



      “In some industries, other customers are already critical in determining

      competitive advantage and it is on the recognition of that fact that business

      value creation within virtual communities will depend: go into your high

      street bank and every other customer in front of you in the queue is a

      nuisance, go into your financial on-line bank and the fellow members that




                                          7
you trust all become a real, valued and trusted independent financial

     advisor” (Barnatt, 1998).



As access to information is a key determinant of the bargaining power in any

commercial transaction, Hagel and Armstrong (1997) argue that virtual communities

have the power to greatly alter the relationship between companies and their customers

as they use networks, like the Internet, to enable customers to take control of their own

purchasing power. Virtual communities, therefore, have the potential to become a new

form of intermediary, enabling the creation of ‘reverse markets’, where the power

belongs to the customer and where consumers seek out vendors and deal with them on a

more level playing field in terms of information access (Hagel and Armstrong, 1997).

This view is shared by Kozinets (1999), who hypothesises that the existence of united

groups of on-line consumers will shift the power away from marketers towards

consumers. This power shift would also have the effect of reducing the vendor profit

surplus similar to that of the auction model (Hagel and Armstrong, 1997).



By definition, virtual communities are groups of people who share common interests,

norms of behaviours and modes of social interaction. These groups are themselves

composed of a multitude of smaller gatherings:



     “Although organised at one level of interest, community members endlessly

     re-organise themselves into increasingly identity-specific ‘factions’”

     (Kozinets, 1999).



From the vendor’s perspective, a community, therefore, acts as a segmentation tool

and provides marketers with a pool of customers that are easier to target, in addition to


                                          8
enabling them to tailor and add value to the existing products and services. As

community members represent customers with similar needs, they form a pool of buyers

for whom demand is easier to forecast and where economies of scales can be achieved

(Schubert & Ginsburg, 2000).



Hagel and Armstrong (1997) believe that demand is also boosted by customers’

propensity to buy as they have a high level of trust within the community and hence a

lower perceived risk of purchase. In addition, they argue that once the community has

reached a critical mass of members, the ‘reverse market’ effect is re-inforced by the

aggregation of purchasing power of all members and by giving their members access to

competing publishers and vendors. Hagel and Armstrong (1997), therefore, conclude

that:



        “Virtual communities will become cyber shopping malls and end up

        attracting people more by the aggregation of power than the access to

        common interest” (Hagel and Armstrong, 1997).



It is worthy of note that the common focus and need for social interaction that Hagel

and Armstrong (1997) claim are central to community existence paradoxically

disappear in their vision of future virtual communities, where attraction is no longer

generated by content and relationships, but by deals and savings. Cyberspace

communities, whose members only join for the deals, would cease to be a community

due to their limited desire for social interaction. Their long-term sustainability would,

therefore, be questionable. As Barnatt (1998) concludes:



        “The most important aspect of on-line virtual communities is arguably their


                                           9
ability to integrate information, trading and social interaction. They can

      humanise the on-line high streets” (Barnatt, 1998).



Consequently, if the focus is exclusively placed on trading to the detriment of social

interaction, the community will cease to exist.



Virtual Communities as a Brand- and Loyalty-Building Marketing Tool

McWilliam (2000) offers a different perspective on virtual communities and explores

the opportunities they represent for consumer-goods’ companies to build their brands

and strengthen their relationships with customers. McWilliam (2000) argues that

organisations can build upon existing brand relationships established with their loyal

customers to create ‘brand communities’ (i.e. brand-based on-line communities). Brand

communities give customers a unique opportunity to position themselves as partners in

the organisation loyalty ladder, leading to the creation of ‘virtual product fan clubs’.

Hoey (1999) shares this view and suggests that virtual communities are best used purely

as a new interface with existing loyal customers.



In traditional brand relationships communication flows between the vendor and the

consumer. In brand communities, however, the dialogue occurring between consumers

enables members to form genuine relationships with like-minded people. Both the

content and the possibility of forming relationships with other buyers and with the

brand’s managers then act as a magnet, drawing consumers back to the site on a

frequent and regular basis (McWilliam, 2000). Hagel and Armstrong (1997) agree with

this view that the ability to form relationships creates loyalty to the community. They

argue that this is driven by a self-reinforcing cycle: ‘the loyalty’ loop, which contributes

directly to revenue growth (See fig. 1).


                                           10
Members in                              Contributions to
       community                                  member-
                                              generated content


                                                                      Member
              Hours of
                                                                    relationships
               usage
                                         Member
                                         Loyalty


     Member churn                                             Customised
        rate                                                  interaction




      Fig. 1 - The Member Loyalty Dynamic Loop (Hagel & Armstrong, 1997)




As described in figure 1, the self re-inforcing dynamics of this loop mean that the more

the members participate in discussion forums, the more they create personal

relationships with other participants. Members then become increasingly loyal to the

community as the strength of these relationships grows through more participation in

public discussions in either forums or chat rooms. However, as Hagel and Armstrong

(1997) typically focus on commercial returns, they prefer defining loyalty in terms of

repeat purchasing and, therefore, believe that the creation of loyalty within communities

will be based on product performance and not the brand. They merely regard brand and

established customer relationships as useful resources. This is likely to stem from their

strong belief in the reverse market effect within virtual communities, which annihilates

the power of the brand and is, therefore, not compatible with the concept of a brand-

based community. It is, however, worthy of note that Hagel and Armstrong (1997) use

many examples of unique vendor’s corporate web sites, such as AOL, Disney, Heineken

or Bosch, to describe successful virtual communities. One could argue that these

companies’ web sites fit McWilliam’s definition of brand communities better than they

                                         11
fit Hagel and Armstrong’s view of the virtual community as an intermediary.

McWilliam (2000), acknowledges the existence of the reverse market effect in virtual

communities and considers that it represents an important difference between brand

building in the real and the virtual world:



      “The power is in the members, and when managing communities, marketers

      require a truly bottom-up view of brand building, whereby the customers

      build the content, and are in a sense responsible for it. This contrasts

      markedly with the top-down view of business where products and services

      are created by organisations and sold to customers” (McWilliam, 2000).



Kozinets (1999) agrees that the reverse effect is a feature of communities of

consumption, but suggests that it could also have a negative impact on brand

communities:



      “The power is not just shifting in terms of bargaining power, but also in

      terms of influence on the products they have adopted. As virtual

      communities of consumption build ties between devoted, loyal consumers

      of products, scrutiny of and wariness towards the marketers of those

      products heightens” (Kozinets, 1999).



It is, however, difficult to imagine that wary customers would sustain their membership

to a brand community they no longer trusted.



The concept of brand communities in cyberspace mirrors meeting places that already

exist in the real world, such as traditional business-to-business user groups, conferences


                                              12
and exhibitions between vendors and consumers, where people meet and exchange

ideas, comments and gossip (McWilliam, 2000). These events tend to be occasional,

whereas the brand community seeks to establish a quasi-permanent dialogue with its

customers/partners. As Rheingold’s (1993) definition of virtual communities describes

the need for “enough people to carry on public discussions long enough” in order to

create a community, not all brands will be able to gather enough enthusiasts for a

sufficient amount of time to support a brand community.



Hagel and Armstrong (1997) measure the community’s success according to its direct

financial returns and only believe in a community as an intermediary. Used as a brand

building/re-inforcing tool, as suggested by McWilliam (2000), the success of the

community cannot be easily measured in terms of direct financial returns. The case for

brand communities is, therefore, more difficult to justify. Evans et al. (2001), however,

conclude from their research that:



     “There appears to be commercial benefits for organisations providing virtual

     communities on their web sites. Many of the respondents taking part in the

     research fieldwork claim to have a more positive opinion about the owner of

     the sites that they use and with many also wanting to use virtual

     communities to communicate with the company itself” (Evans et al., 2001).



Virtual Communities as a Marketing Research Tool

Whether one considers virtual communities as powerful independent intermediaries or

as effective means of building brands, they are unanimously recognised as an extremely

efficient marketing intelligence system. Communities create an environment where

members feel safe to exchange information about their needs, tastes and behaviours


                                         13
with other members that they have come to trust. In this environment “opportunities

abound, not only to broadcast one’s own private information, but also to partake

publicly in the private information of others” (Kozinets, 1999). This makes virtual

communities a ‘public-private hybrid’ (Kozinets, 1999), allowing marketers unique

public access to private and, therefore, richer information about consumers for the first

time. This interactive media enables marketers to sense market forces with

unprecedented accuracy and efficiency, overcoming the limitations of today’s one-way

research methods by providing a faster and more naturalistic research process

(McWilliam, 2000). By allowing and promoting member-to-member communication in

chat rooms or bulletin boards, where consumers can interact freely with each other,

marketers can follows consumers’ perceptions of and feelings about the brand in real

time (McWilliam, 2000).



However, as for any research in the cyberspace, maintaining the highest standards of

ethics must be of prime concern to community managers, not only for legal reasons, but

also to protect and strengthen the relationship with their members. Members exchange

information with each other in an environment that they have come to trust and despite

the fact that this environment can be defined as ‘public’, members potentially release

information about themselves that they wish to stay private. It is extremely difficult to

establish guidelines for ethical research on-line as there is a seemingly unavoidable

confusion over ‘public’ versus ‘private’ spaces on the Internet (Jones, 1994). However,

respect for the individual must prevail and always needs to be considered before using

information collected within the community.




                                         14
2.1.3Segmentation in Virtual Communities

As seen in the previous section, virtual communities gather together people with similar

interests, needs and behaviours. It is, therefore, important for marketers wanting to

extract value from these on-line gatherings to understand how they are organised. This

section reviews different attempts to classify virtual communities and within them, sub-

groups of members with homogeneous profiles.



Community Profiling

According to Hagel and Armstrong (1997), there are four different types of virtual

communities and each of them fulfil one basic need of their users:


  TYPES OF COMMUNITY                              COMMON FOCUS
                                 The common focus in these communities is the

                                 sharing of a personal interest. This is where people
    Communities of Interest
                                 with the same passion, hobbies, professional interests

                                 etc. come to meet together.
                                 The common focus is the sharing of personal life

                                 experiences. Senior citizens, people with cancer or
 Communities of Relationships
                                 aids, new parents etc. are good examples of these

                                 communities.
                                 The common focus shared in these communities is

                                 entertainment and fantasy. Multi-User Dungeons are
   Communities of Fantasy
                                 virtual playgrounds for people engaging in role-play

                                 and are a popular form of communities of fantasy.
                                 Information about products and services as well as

 Communities of Transaction      the purchase and sale of products constitute the

                          common focus of these communities.
Hagel and Armstrong’s communities of transaction bear some similarity with

McWilliam’s brand communities, although they only envisage the building of


                                         15
relationships between members and exclude the building of relationships between

members and vendors.



This classification system correlates with a study carried out by Evans et al. (2001)

which showed that individuals using virtual communities primarily communicate with

friends and work colleagues, in addition to people who share the same interests. The

former demonstrates a need for relationships, whilst the latter illustrates a need for

interest and transaction. Whereas Hagel and Armstrong (1997) argue that all

communities have the capacity to address all of these needs and that all communities

which succeed in doing so will generate revenue, Barnatt (1998) highlights that it is

unlikely that all companies will be able to build up their own community and satisfy all

four of these needs. For example, in the financial services sector, it seems unlikely that

many people would want to regularly visit a financial service virtual community as its

capacity to meet the need for relationships, interest and fantasy will prove somewhat

limited. Attempting to classify virtual communities is the first step towards

understanding their internal dynamics in order to design marketing strategies

appropriate for each of them. This is, however, extremely difficult. For example,

Kozinets (1999) focuses on what he calls ‘communities of consumption’, which he

defines as:



      “A specific subgroup of virtual communities that explicitly centre upon

      consumption-related interests. They can be defined as affiliative groups

      whose on-line interactions are based upon shared enthusiasm for, and

      knowledge of, a specific consumption activity or related group of activities”

      (Kozinets, 1999).




                                         16
This definition shows a close correlation between Kozinets’ communities of

consumption and Hagel and Armstrong’s communities of transaction. Kozinets (1999),

however, subsequently divides his communities of consumption into four distinct types,

‘bulletin boards’, ‘chat rooms’, ‘lists’ and finally ‘dungeons’ as described in figure 2

below. The latter are clearly what Hagel and Armstrong (1997) refer to as communities

of fantasy. Bulletin boards and chat rooms are the most popular meeting places for on-

line communities. One could view them as structural elements featuring in all types of

communities rather than types of communities per se. Kozinets (1999) puts forward an

interesting point, however, when he argues that boards, rooms, dungeons and lists each

define a type of community because they are the home of a predominant mode of

interaction (i.e. recreational, relational, informational or transformational). One can note

the correlation between Kozinets’ modes of interaction and Hagel and Armstrong’s

classification of communities (i.e. recreational mode for communities of fantasy;

informational mode for communities of interest; relational mode for communities of

relationships) which further highlights the importance of interest, relationships and

fantasy in the making of communities.



                                                Social Structure

                                        Loose                   Tight
                  Information
                   Exchange              Boards           Rings and Lists
     Group
     Focus
                    Social               Rooms               Dungeons
                  Interaction


        Fig. 2 - Types of Virtual Communities of Consumption (Kozinets, 1999)


Member Profiling

According to Kozinets (1999), boards, rooms, dungeons and lists host four different

types of members depending on the intensity of their interest in the consumption

                                          17
activity and the intensity of their ties with the community; the tourists, the minglers, the

devotees and the insiders (See figure 3).



•   Tourists maintain only passing interest in the community and its consumption

    activity.

•   Minglers maintain strong social ties, but are only marginally interested in the

    consumption activities.

•   Devotees maintain strong interest and enthusiasm for the consumption

    activity, but low social ties to the community.

•   Insiders maintain strong social ties to the community and interest in the

    consumption activity.




                      High Self-Centrality of Consumption Activity




                              Devotee                  Insider

    Weak Social                                                         Strong Social
    Ties to                                                             Ties to
    Community                                                           Community

                              Tourist                  Mingler




                      Low Self-Centrality of Consumption Activity


          Fig. 3 - Types of Member in Virtual Communities of Consumption
                                        (Kozinets, 1999)

Unlike Kozinets (1999), McWilliam (2000) does not consider tourists to be community

members as they do not contribute to the life of the community. Their passive behaviour

does not indeed contribute to the social interaction that generates a sense of community.

                                             18
Evans et al. (2001), however, argue that the role played by lurkers should not be

disregarded. They consider lurking to be a major activity within communities, to

facilitate ‘word of mouth’ and thus the impact of the message generated by the

participants, especially by community influencers. Besides, all influencers are likely to

have been tourists themselves at the beginning of their involvement in the community.

Indeed, Kozinets (1999) suggests that tourists attracted by salient content relating to

their particular interest become insiders and minglers when they develop their

knowledge in parallel with their social relations. According to Kozinets (1999), studies

show that virtual community members follow a similar pattern of behaviour. They start

by merely browsing for information to learn more about a particular consumption

interest; a car, for example, that they are thinking of buying. Consumers eventually find

sites with content and feedback from other consumers sharing the same consumption

interest. Finally, they make contact, exchange questions and ideas about the products,

bond and involve themselves in the community.



This view of the members’ stages of development is shared by Hagel and Armstrong

(1997), although they typically apply a more commercial perspective to it and classify

the member stages as follows:

     •   Browsers surf, come in and check out the community.

     •   Users or Lurkers, like Kozinets’ tourists, visit the community

         occasionally, benefit from it, but do not contribute to the member-

         generated content and do not purchase products.

     •   Builders are more passionate about the community and spend a lot of

         time in it, actively contributing to the member-generated content. They

         bind the community together.

     •   Buyers actively purchase products and services from the community.


                                         19
Hagel and Armstrong (1997).



From a marketing perspective, it is the insiders (or builders) and the devotees (or

buyers) who tend to represent the most important targets for marketing:



      “In virtual communities, insiders and devotees are the opinion leaders, they

      set the standards and constantly assess and critic the corporations whose

      products are important to them. Identify the insiders and devotees and target

      them, share important information with them. Concentrate your efforts on

      these people as you cannot reach everybody in the whole of the community”

      (Kozinets, 1999).



This relates directly to the pareto rule that 80% of profits are made by 20% of customers

(Kozinets, 1999). It is, consequently, extremely important to study patterns of behaviour

in the community in order to identify the insiders and devotees. Kenny and Marshall

(2000) believe that for a destination or corporate web-site to make economic sense, it

must attract repeat visits from customers, with each visit adding ever-greater increments

of information to a customer profile. As described in figure 4, this is precisely what the

self re-inforcing dynamics of the ‘member profile’ loop provide (Hagel and Armstrong,

1997).




                                         20
Data-                           Targeted
                    gathering                        transaction
                   capabilities                       offerings




     Advertising                      Member                            Transaction
      revenue                         Profiles                            volume



                    Advertising                            Targeted
                   click through                          advertising




      Fig. 4 - The Member Profile Dynamic Loop (Hagel & Armstrong, 1997)




The better the members are studied, profiled and understood, the more successful the

segmentation and commercial targeting can be, thereby attracting more vendors and

advertisers resulting in greater member transaction. The customer database becomes

richer, thereby enabling members to be studied in more depth, profiled and better

understood:



     “If communities are successful – as a measure of numbers of participants,

     amount of time spent in the community and transaction activity – the

     profiles they create on individual customers will yield rich data sets about

     both individuals and customer segments. These data sets will create detailed

     transaction histories, at the level of the individual customer, that can be used

     to predict future opportunities to transact with a given customer” (Hagel and

     Armstrong, 1997).




                                         21
Hagel and Armstrong (1997), therefore, describe on-line communities as a mechanism

that will enable individually tailored marketing and lead to ‘the segment of one’. Whilst

agreeing that virtual communities provide a wealth of valuable information about their

members, Kozinets (1999) believes that, as a group of consumers, virtual communities

are less accessible to one-on-one processes. He, therefore, disagrees with Hagel and

Armstrong’s view that this information could be used for one-to-one marketing (Hagel

and Armstrong, 1997):



     “Marketing must move beyond the individualistic to more cultural and collective

     types of understandings” (Kozinets, 1999).



Kozinets (1999) emphasises that virtual communities, however united they appear, in

fact comprise a multitude of niches and micro-segments. He, therefore, advocates

fragmentation-based segmentation as the means to understanding the bases of customer

loyalty within communities. Fragmentation-based segmentation involves analysing a

community’s different ‘tasteworlds’ in order to identify the different ‘factions of

members’ that operate within it. According to Kozinets (1999) fragmentation-based

segmentation not only leads to the creation of new customer segments, but leads

marketers to new product enhancements and ideas.



The same argument is put forward by Hagel and Armstrong (1997), but this time as a

means to control the growth of the community. The notion of growing to a critical mass

before introducing commercial activities means that, operationally, community

managers run the risk of aggregating too many members. One member can only

communicate with a limited number of other members if meaningful relationships are to

emerge from this social interaction. With too many other members to share time with,


                                         22
relationships become weak and the sense of community is lost. The organisers must,

therefore, allow membership to grow without losing the community spirit (Hagel and

Armstrong, 1997).



According to Hagel and Armstrong (1997), communities must have fractal depth, which

they describe as the degree to which a community can be segmented. In the same way

special interest groups are sub-entities of user groups in the real world, a community

should be segmented into smaller sub-communities centred on specific topics of interest

(McWilliam, 2000). Community managers can then maintain the focus and strong

member ties whilst allowing the community to grow. The risk attached to creating sub-

groups within a community is that the sense of belonging to a sub-faction leads to a

sense of clique. Insiders can, therefore, prevent newcomers from joining in and thus halt

the growth of the community. Hagel and Armstrong (1997) consequently introduce the

notion of fractal breadth, as opposed to depth, as a means of growth management and

an indicator of long-term expansion. They define fractal breadth as the ability to

expand beyond the community’s original focus by incorporating new sub-communities

with distinct but related topics in order to expand the reach of the community.




2.1.4Building and Managing a Community

Communities need to reach a critical mass of members before any commercial activities

can take place with success (Hagel and Armstrong, 1997). Indeed, Evans et al.’s (2001)

research shows that many members do not like participating in communities that are

perceived as overly-commercial. It is, therefore, important to focus on establishing

effective social interaction prior to introducing commercial activities. The volume of

communication and interaction generated between consumers is indeed where the value

of the community lies. The more communication and interaction, the stronger the

                                         23
community (McWilliam, 2000). As the value of a community resides in the

relationships and ties between members more than in the members themselves, a

fundamental feature of virtual communities is that their value increases exponentially

even as they grow incrementally (Plant & Willcocks, 1999). In order to establish a

critical mass of members, marketers need to consider ‘community before commerce’

(Hagel and Armstrong, 1997) and meet the three challenges represented in figure 5:

The defining features of each of the above developmental stages, as described by Hagel

and Armstrong (1997), are outlined below. Additional contributions by other authors in

the literature are also included:




                                                        Lock in Traffic
                                                   (i.e make it difficult for
                                                   members to want to
                                                   leave once they have
                                                   joined)

                                        Concentrate Traffic
                                       (i.e. make members
                                       stay longer on the site)

                        Generate Traffic
                      (i.e. get people to
                      pass through their
                      site)




                     Successful entry
                     (i.e. path to build a
                     critical mass of
                     members)


             Fig. 5 - The Three Stages of Entry (Hagel & Armstrong, 1997)




                                              24
1. To generate traffic by:

   •   Using member-generated content to attract new members. Hagel and Armstrong

       (1997) argue that the greater the member-generated content, the bigger the

       attraction. This results in a greater number of members and, thus, more member-

       generated content etc. (See figure 6). The self re-inforcing dynamics created by

       member-generated content rely on the assumptions that content attractiveness is

       the key source of member attraction and that the key source of content

       attractiveness is member-generated content.



   •   Keeping the registration process simple in order to enable members to join in

       more easily.



   •   Generating awareness by identifying real-world opinion and community leaders

       who have a connection with the central focus of a specific virtual community

       (i.e. magazine, head of association etc.). Awareness could also be generated in

       the virtual world by having a presence on web sites that potential members are

       likely to visit on a regular basis.



   •   Establishing partnerships with vendors with strong brands, existing customer

       relationships and strong distribution capability.




                                             25
Hours on-line                        Member-to-
                                                            member
                                                           interaction




          Content                                             Member-
       Attractiveness                                         generated
                                                               content



                            Marketing
                           effectiveness                         Members




                            Member churn



    Fig. 6 - The Content Attractiveness Dynamic Loop (Hagel & Armstrong, 1997)

2. To concentrate the traffic by:

   •   Injecting an element of fantasy and relationships (i.e. the two needs which

       generate the most traffic) by creating on-line games and competitions, bulletin

       boards and chat rooms.



   •   Increasing the incentive for people to return by:

         -   Understanding members’ interests and needs through the tracking of usage

             patterns. Watching clusters of conversations on bulletin boards and chat

             rooms and creating sub-communities around more focused interests in

             order to enhance members’ focus and deepen their interest.



         -   Making it easy for vendors to join the community. Members can then

             access a broad range of competing and complementary vendors and can


                                           26
quickly compare products and services. Members consequently realise the

             benefits and savings that they can obtain from the aggregation of their

             individual purchasing power.



         -   Establishing a calendar of special events to encourage repeat visits at

             regular intervals. McWilliam (2000) also advocates using well-known

             guests to take part in chat rooms and answer questions.



         -   Encouraging participation and making sure people are not ignored

             (McWilliam, 2000). McWilliam (2000) emphasises the importance of

             codes of behaviour. She suggests supervising volunteer managers, who

             remove empty chat rooms, delete obscene content and repetitive questions

             as well as answer, motivate and reward members. She views the ability to

             do this successfully as one of the key skills required for community

             managers. The challenge here is very similar to any organiser of events,

             charity events, discussion groups and leaders of communities, such as

             religious groups (McWilliam, 2000).



3. To lock the traffic in by:

   •   Fostering personal relationships between members via bulletin boards and chat

       rooms. These personal relationships constitute strong barriers of exit, which

       increase in strength with time. For a member to switch from his home

       community to a new one, the other members he trusts and has bonded with in his

       home community would need to switch too.




                                        27
•   Accumulating and organising member-generated content. This gives members a

       sense of ownership and belonging which lay the foundation for loyalty.



   •   McWilliam (2000) also suggests devising a means of communication that

       rewards individual members for their continued support and interest and also

       recognises the passage of time and the strengthening of relationships.



Managing a community is a subtle balancing act. The organiser requires the ability to

allow the community to grow organically without being ‘overplanned’ or

‘overmanaged’ (Hagel and Armstrong, 1997). Ownership has to be given to the

members for the community to exist, therefore policing becomes a delicate matter as

much of the power is given to the members to police the community themselves. This

can, consequently lead to abuse. The Internet, as a medium, has revolutionised

communication because it has offered total freedom of speech and anonymity. These

two characteristics affect community management greatly (McWilliam, 2000). The

level of control that needs to be exercised is often difficult to gauge for community

owners.



Barnatt (1998) suggests that in some industries, building up a community from scratch

is not necessarily the most appropriate way in for marketers who want to reap the

benefits of hosting virtual communities. He believes that the number of regular visitors

in financial service virtual communities, for example, is unlikely to be sufficient to

justify the investment in establishing and managing a virtual community from scratch.

Instead, Barnatt (1999) proposes two alternative options. The first, ‘virtual community

almagation’, is for organisations with limited hope of gaining a critical mass of regular

members. An intermediary is created where various providers of related services can


                                         28
gather in a community which then becomes a ‘shared industry interface’. Virtual

community almagation is similar to Hagel and Armstrong’s (1997) notion of fractal

breadth. They do not, however, consider this as a valid starting point, but rather as the

indication of the community’s potential for growth beyond its original critical mass of

members.



The second option put forward by Barnatt (1999) is ‘virtual community inhabitation’.

This involves offering your product or services to an existing community which has

achieved long-term members’ affiliation.



     “Consider J&J’s campaign for Clean and Clear, a skin care product line for

     teenage girls. Resisting the temptation to create yet another ill-fated destination

     web site, J&J establishes a presence within pre-existing on-line teen communities.

     The company gives teenage girls, many of whom spend their free time chatting

     on-line, the chance to send one another talking electronic postcards that offer free

     skin analysis and a sample of Clean and Clear” (Kenny & Marshall, 2000).



Barratt (1999), hence, argues that not all companies need to establish and manage their

community from scratch, but suggests that all companies should have a presence in

communities.




                                           29
2.1.5Drawing Revenue from the Community

The main revenue streams available to community hosts are as follows:

 SOURCE OF         TYPE OF
                                                    DESCRIPTION
  REVENUE        REVENUE
                 Subscription     A fixed monthly-charge for participation in the
                      fees        community.
                                  A charge based on the number of usage hours, the
                  Usage fees      number of pages accessed or a combination of the
     Users                        two.
                    Content       A charge for downloading specific information, such
                 delivery fees    as a magazine article.
                                  A charge for specialised services, such as a
                  Service fees
                                  notification service.
                  Advertising     Banners, e-mail, icon-type advertisements.
                  Transaction     Charge to the vendor on each transaction.
 Vendors and      commission
                 Sale or rental   Sale or rental of lists of members’ profiles to
  Advertisers
                  of member       vendors.
                    profile


                                                          (Hagel and Armstrong, 1997)



As on-line consumers are likely to develop long-lasting relationships with the

community organisers if they are treated as special members with special prestige and

benefits, Kozinets (1999) regards the membership or subscription model as the most

pertinent for virtual communities. The subscription model, however, makes it more

difficult for members to join and can, therefore, impede membership growth. Hagel and

Armstrong (1997), consequently, recommend that community organisers focus

exclusively on revenue generated from advertising and transactions in order to avoid the

undesirable dampening effect on member acquisition created by subscription or usage

fees. This is supported by research from Evans et al. (2001), which suggests that many

users would not be willing to pay a subscription to become a member of a virtual


                                         30
community. Furthermore, the same research indicates that on-line advertising can be

distracting and have little effect on people (Evans et al., 2001). These conclusions,

however, were based on advertising on common web-sites as opposed to virtual

community sites. Analysing the impact of carefully targeted advertising with a high

degree of relevance to the community focus could lead to a different conclusion.

Besides, when consumers are allowed to purchase a product by pressing on an icon in

the advertisement itself, the distinction between advertising and selling becomes blurred

from the customer’s point of view (Barnatt, 1998) and the impact of advertising alone

becomes difficult to measure.



Revenue from advertising is also difficult to generate before a critical mass of

community members is reached, which creates a near-term economic challenge for

community hosts (Hagel and Armstrong, 1997). In the early stages of community

development, subscription and usage fees are the sources of revenue immediately

available to the community organiser, but are also likely to slow down the growth

process:



     “One revenue source immediately available to the community organiser is

     member fees (especially subscription or usage fees), which can be charged

     from the first day. However, charging member fees is likely to slow growth

     of membership substantially. That is turn could delay readiness to tap into

     other attractive revenue streams: advertising and transaction commissions”

     (Hagel and Armstrong, 1997).



On the other hand, attractive revenues upon which long term profits can be built come

from advertising and transaction commissions. These sources of revenue are,


                                         31
nonetheless, out of reach until the number of members is high enough to attract

advertisers or to generate a sufficient number of transactions. Revenue generation by

virtual communities in the near term is, therefore, likely to be quite limited (Hagel and

Armstrong, 1997).



When a sufficient number of members is reached, revenue from advertising and

transactions can, however, grow extremely fast due to the re-inforcing effects of two

cycles. The first is the ‘member profile’ loop (Hagel and Armstrong, 1997). As

previously discussed, this loop has the power to yield a better understanding of

members’ needs and behaviours; the better the members are profiled, the more

successful segmentation and commercial targeting can be (See figure 4). Importantly,

this loop also results in an increase in the revenue generated through commission and

advertisements because efficient segmentation and commercial targeting will attract

more vendors and advertisers. Revenue from commission on transaction can be further

enhanced by the second of these cycles, the ‘transaction offering’ loop (Hagel and

Armstrong, 1997), which advocates the widening of the commercial offering within the

community (See figure 7). As the portfolio of products and services available to

members gets broader, more members are attracted and more transactions are carried

out. More vendors are then themselves attracted by the increasing pool of consumers in

the community and, therefore, the more varied the portfolio becomes (Hagel and

Armstrong, 1997).




                                         32
Vendor-
                                                    Vendors in
           marketing
                                                    community
           spending


              Vendor-
             marketing                                            Transaction
            effectiveness                                          Offerings

                                 Members in
                                 community

       Attractiveness                                      Member
        to vendors                                       willingness to
                                                             spend



    Fig. 7 - The Transaction Offering Dynamic Loop (Hagel & Armstrong, 1997)




2.2Virtual Communities on the Wireless Web

Networked computers have significantly reduced the limitations of geography and time

that people face when trying to communicate with one another. Wireless networks

remove any remaining limitations in that they offer a means of communication that is

truly ‘anywhere, anytime’. The imminent introduction of new technology, such as

GPRS or 3G, should give birth to what Kenny & Marshall (2000) term the ‘ubiquitous’

Internet, i.e. an Internet accessible from anywhere at anytime via wireless telephones,

palmtop or laptop PCs with wireless connections. Virtual communities have already

been built on such wireless networks, using SMS or WAP technologies or simply voice:



     “Mobile users typically join a community via an interactive voice responder

     (IVR) server, answering a few profile questions to determine preference. A

     registration message and micro-tutorial is then sent back. The user responds

                                        33
with anonymous nicknames and can begin to use the service. In SMS-based

      forums, users have simple commands which allow them to search and

      navigate using keywords, themes, nicknames, geographical areas or search

      words to find discussions on shared interests. Users can browse the text

      messages available and post their own, replying on a many or one-to-one

      basis. In the case of a voice-based forum, the messages are voicemails left

      under the user’s nickname, to which users listen and respond again, to the

      individual or the community at large. These features support the

      development of relationships and transactions, allowing users to progress

      from an interest in, say music, to buying or swapping discs, and from

      finding out about events in their city to meeting up”

                                                                      (Traisnel, 2001).

An ethnographic study recently carried out throughout Europe, the USA, Asia and

Australia to analyse the relationship between people and their mobile phones revealed

that, throughout the globe, people want devices that make them feel wanted, needed and

socially accepted (The Context-Based Research Group, 2000). People, therefore, want a

mobile phone to fulfil their need for social identity and social interaction. As

highlighted in the first part of this literature review, the need for social interaction is

also central to virtual communities. There is, therefore, a strong similarity between the

need for mobile telecommunication and the attraction of virtual communities. The

wireless Internet is, hence, likely to be extremely fertile ground for the growth of virtual

communities:



      “Building communities and strengthening the experience of doing things

      together will be an increasingly strong driver for applications of the mobile

      Internet“ (Andersson, 2000).


                                          34
Kenny and Marshall (2000) argue that successful marketing on the wireless Internet will

not aim to bring the customer to the site, but alternatively take the message directly to

the customer at the point of need:



      “The companies that can anticipate and meet the real needs of their

      customers based on where they are located, what they do, and which

      communities of interest they belong to, will be valued partners. The

      companies that cannot will be dismissed as pesky nuisances” (Kenny and

      Marshall, 2000).



Kenny and Marshall (2000) further suggest that the emergence of the ubiquitous

Internet will see the birth of a new kind of intermediary; the mobilemediary:



      “The mobilemediary will be able to break into the value chain at any point,

      bringing information and transaction capabilities to customers whenever and

      wherever they are ready to buy a product or a service” (Kenny and

      Marshall, 2000).



Giving customers what they want when they are likely to want it will, however, be a

difficult balancing act to achieve. Drawing the line between spamming (i.e. the mass

mailing of unwelcomed messages) and delivering tailored messages and information to

customers at the point of need presents a challenge. Marketers will need to avoid the

perception of harassment, which comes with unsolicited, albeit timely, offerings from

unknown and, therefore, untrusted sources:




                                         35
“Good information is bundled information chosen and determined by the

      user. ‘The spam should be kept in the can’” (The Context-Based Research

      Group, 2000).



Instead, the Context-Based Research Group (2000) suggests that applications or

services that connect people with common interests through shared enthusiasm are

desired because they give people the ability to interact opportunistically. Wireless

connections will give customers the opportunity to contact trusted virtual friends to

obtain advice whenever and wherever needed. Virtual communities indeed have the

potential to be strong mobilemediaries because any solicitation coming from within the

community will be treated with a much higher level of tolerance from the members.

Hagel and Armstrong (1997) point out that the churn rate in wired communities is high:

people come and go and surfing rules. Cellphone users are more impatient than Internet

users and do not benefit from the user-friendliness of the PC’s big screen and keypad:

the paradigm here, therefore, is not surfing (Rao, 2000). The community will add value

to their members by being a one-stop shop offering fast and reliable access to rich and

trusted information without having to surf for it.



The author anticipates that the ubiquity offered by mobile telecommunication will

impact directly on the dynamics of virtual communities. Social interaction will not just

take place when all members are sitting at their PC; it will be continuous and triggered,

as well as fuelled, by the ever-changing physical environment in which each member is

located. The opportunity for people to participate in an on-line community will radically

increase as they will always be ‘on’ and will not need to own a PC to join in. Their

wireless device will be their unique gateway to the community (Cothrel, 2000). The link

between real-life situations and virtual social interaction will increase the number of


                                          36
opportunities to interact and the variety of topics of conversation. In the train when

commuting, in a coffee shop while waiting for someone, any idle moment in the day

becomes an opportunity to interact with members of the community; an everyday event

or a decision can become a reason to do so. Hours on-line will also increase

significantly:



      “The basic mobile phone provides an interesting medium for realising

      communities. Its combination of voice, data communication and compact

      size make it an intimate companion, which can be called on readily when

      there is free time or a desire to communicate” (Traisnel, 2001).



Similarly, the author anticipates that the speed with which relationships will be

established and the depth of these relationships are likely to increase as members will

have more things to talk about and will talk about them more frequently. Furthermore,

interaction will no longer be restricted to text; voice will also be a means of exchanging

messages. This will enrich the communication as intonations, hesitations and laughter

will be heard. This might, however, engender some problems as it will reduce

anonymity; accents, for example, could lead to prejudices. Finally, the propagation of

‘word of mouth’, as well as the update of information, will be faster, giving customers

greater knowledge and, therefore, power.




                                           37
3.Field Work


3.1Research Design

This project aims to explore the potential of virtual communities to be the basis for a

profitable business model for the mobile Internet. For this purpose, the study focuses on

the following three questions:



•   How do virtual communities function on the wireless Internet as compared to those

    on the wired Internet?

•   What are the practical issues involved in analysing behaviours, needs and tastes in

    order to segment and target community members?

•   What are the practical issues related to generating revenue?



This project is, hence, concerned with collecting ideas, stories and insights by tapping

into the experience of people who manage mobile and on-line virtual communities. This

research can, therefore, clearly be categorised as ‘exploratory’, according to the

following definition:



      “The major emphasis in exploratory research is on the discovery of ideas

      and insights” (Churchill, 1999).



Marshall & Rossman (1995) in Remenyi et al. (1998) argue descriptive or exploratory

research is best carried out using qualitative research methods. It is evident from the

literature that definitions of qualitative research emphasise its superiority in dealing

with data that is not easily quantifiable:



                                             38
“By the term qualitative research we mean any kind of research that

      produces findings not arrived at by means of statistical procedures or other

      means of quantification. It can refer to research about persons’ lives, stories,

      behaviours, but also about organisational functioning, social movements or

      interactional relationships” (Strauss & Corbin, 1990).



      “Qualitative research is research based on evidence that is not easily

      reduced to numbers” (Remenyi et al., 1998).



Considering the nature of this research and its objectives, it is unlikely that the evidence

collected will be easily quantifiable. Qualitative methodologies have, consequently,

been applied to both data collection and analysis.



Finally, qualitative research methods are also useful when subject matter is not well

understood (Remenyi et al., 1998). This is of particular relevance to wireless virtual

communities as they are a social, interactive and complex field of study, which is at an

embryonic stage of evolution and, hence, constitutes uncharted territory. Furthermore,

the early stage of development of these types of mobile virtual communities also

implies that the sample of wireless community hosts will not be large. Carrying out

statistical research would, therefore, not necessarily yield representative results.




3.2Data Collection: The Choice of In-depth Interviewing

Several data collection techniques are associated with qualitative research. From these

methods, ‘in-depth interviewing’ or more specifically ‘semi-structured, undisguised

interviewing’ was chosen for this project as it is the method best suited to exploratory

research (Churchill, 1999; Remenyi et al., 1998). Community hosts manage their

                                           39
communities in different ways, therefore, flexibility was required in the gathering of

data. In-depth interviewing offers tremendous scope and flexibility in that it allows the

respondent to raise topics and issues of particular importance to them, in addition to

those covered by the researcher.




3.3Reliability and Validity

A number of measures have been taken throughout this project to safeguard the

reliability as recommended by Remenyi et al. (1998). The research design, data

collection and interpretation have been systematic and all attempts have been made to

ensure the transparency of this. Retest reliability has also been allowed for by providing

a clear account of the method used and the data collected. This should enable the data to

stand independently, so that another researcher could analyse it and reach the same

conclusions.



Similarly, all attempts have been made to protect validity. The limitations and

boundaries of the study and the location of the sample are clearly indicated (Mason,

1996). In order to demonstrate the validity of the method used to generate data, the

researcher has emphasised the match between the research method and the research

objectives, attempted to relate the data to the current literature and presented the

selection criteria used to ensure the relevance of the research sample (Mason, 1996).

Finally, to demonstrate the validity of the interpretation of the data, the researcher has

made all efforts to clearly explain how that interpretation was reached (Mason, 1996).




                                         40
3.4Data Analysis

The primary data collected during the interviews was analysed using the ‘Framework’

method, which has been developed by the Social and Community Planning Research

Organisation (Ritchie & Spencer, 1994). The ‘Framework’ method involves a number

of distinct, although highly inter-connected stages (Ritchie & Spencer, 1994). Whilst

these stages will be listed in a particular order below for ease of presentation, they are

not to be viewed as denoting a purely mechanical process as they allow for flexibility

and the re-working of ideas. The technique relies on the analyst’s ability to elicit

meaning and identify connections, suggesting an element of subjectivity in the

conclusions drawn, which naturally impacts upon the reliability of the approach.

However, as stated above, all attempts to allow for retest reliability have been made.



The approach involves a systematic process of sifting, charting and organising the data

according to key issues and themes. The five inter-connected stages to the ‘Framework’

analysis are as follows:



•   Familiarisation - whereby the researcher gains a sense of the material as a whole

    and becomes familiar with its range and diversity. In this study, familiarisation was

    born out of the transcription of the recorded tapes and extensive reading of each

    transcription

•   The identification of a thematic framework - whereby the data is examined and

    referenced using the recurrent themes that emerge from it

•   Indexing - whereby a classification system or index is systematically applied to the

    data in its contextual form




                                          41
•   Charting - during which sections of the data are lifted from their original context

    and re-arranged according to a thematic reference, thereby allowing a picture to be

    built up of the data as a whole

•   Mapping and interpretation - which describes the process by which the range and

    pattern of views in the data are assimilated and interpreted as a whole



The findings and associated recommendations resulting from the mapping and

interpretation stage are reviewed in the next section.




                                          42
4.Findings

The aims of this research project were fourfold: to explore how virtual communities

function on wireless networks as compared to on-line, to investigate the practical issues

involved in analysing members’ behaviours and needs, to evaluate segmentation and

targeting within virtual communities, and, finally, to analyse how revenue can be

generated from wireless communities.



This section presents a review of the common findings from the on-line and wireless

communities studied for each of these objectives in turn. A table detailing quotations in

support of the researcher’s interpretation of the data is provided for each finding. For

confidentiality the names of the interviewees and their communities have been replaced

with R1 to R12. Other company and product names have also been abbreviated to their

first initial.




4.1Comparison between the Management of On-Line Virtual Communities and

Wireless Virtual Communities

All the managers interviewed displayed a similar level of experience with the virtual

community model (i.e. approximately 1.5 years). In order to assess their knowledge of

the concept and the relevance of their feedback, they were asked to give their own

definition of a virtual community. The definitions given demonstrated a sound and

consistent understanding across the sample of interviewees and made reference to the

defining features detailed in the literature: a) a place to meet for b) a group of people

with c) a common interest and d) where people are given the means to communicate

with one another:




                                         43
COMMUNITY MANAGEMENT
  Relevance
                                   QUOTATIONS TO SUPPORT
 of Feedback
                 “It means a meeting place, an area for people to come together,
                 people with a common interest or people who would like to
                 develop a common interest and to come together and to be able to
                 bond in a comfortable environment” (R.5 (on-line)).

  Managers’
                 “A community is a group of people who have a shared interest, it
 Definitions     could be a hobby, it could be anything but, and I think that is the

 of a Virtual    most important, they are given the opportunity to get in touch with
                 each other” (R.7 (wireless)).
 Community

                 “For me, the community consists of two things. One, it’s a hard
                 core group of users […] and then the second factor is that you give
                 them the opportunity to talk to you and to each other” (R.4 (on-
                 line)).


When analysing the data relating to the creation of the communities under study in this

research, a model of community development common to both on-line and wireless

communities emerges from the samples collected. This model consists of the following

four key stages in the management of the community members:



       1. Attracting Users

       2. Engaging Lurkers

       3. Safeguarding Conviviality

       4. Rewarding Heavy Users



Elaboration of each of these developmental stages is presented below:



1. Attracting Users

                                         44
In order to make themselves known to their target group, the communities studied have

either associated themselves with a pole of attraction for the target group or used an

initial advertising campaign:

                           COMMUNITY MANAGEMENT
  Attracting
                                    QUOTATIONS TO SUPPORT
   Traffic
                 “We have a unique relationship with U., they are in a way our
                 sister company and the students are sent through them to us” (R.5
                 (on-line)).


                 “We are a joint venture between ‘R.4’ and T.. So, T. has a
                 somewhat similar demographic, female audience and obviously
                 we leverage our position in terms of that relationship to get
 Partnership
                 ourselves into their consciousness as much as possible” (R.4 (on-
 with a Pole     line)).

      of
                 “People come to ‘R.3’ in many different ways. ‘R.3’ is a
  Attraction
                 recognised brand name” (R.3 (on-line)).


                 “We pushed ‘R.9 ’ very hard to ‘C.’ users saying, “Hey, if you
                 like doing this [C.], you’re gonna love this [R.9 ]!” So we pulled
                 them across to there” (R.9 (wireless)).




                 “At the start, we did an initial 2 weeks of advertising by fly-post
                 around London. London only. We had a small radio broadcast on

    Initial      Kiss FM for two weeks and that was it. That got some people to
                 the site” (R.2 (on-line)).
  Marketing

  Campaign       “I think, originally, a lot of people are drawn to the site for things
                 that we have sent out, like competitions, like viral marketing
                 things” (R.5 (on-line)).
                           COMMUNITY MANAGEMENT



                                            45
Attracting
                                     QUOTATIONS TO SUPPORT
    Traffic
    Initial       “They’d spent a lot of money on quite a flashy marketing
                  campaign” (R.1 (on-line)).
  Marketing

  Campaign

 (continued)


However, beyond the initial marketing efforts to generate traffic, most of the on-line

community managers emphasised their reliance on ‘word of mouth’ to attract people to

their site as opposed to sustained advertising:

                              COMMUNITY MANAGEMENT
 Attracting
                                    QUOTATIONS TO SUPPORT
   Traffic
                “A great deal of the attraction is triggered by word of mouth” (R.3
                (on-line)).


                “I think that a lot of it is about word-of-mouth. Our marketing, at
                the moment, has not been very good up until this point” (R.5 (on-
                line)).


  Word Of       “Word of mouth and the odd search engine, but mainly word of

   Mouth        mouth” (R.2 (on-line)).


                “We are not advertising. Word-of-mouth is very important” (R.11
                (wireless)).


                “It has marketed itself, e-mail, word-of–mouth […] The mobile
                channel has not had any marketing budget for the past 9 months, but
                also we do not need it” (R.8 (wireless)).


2. Engaging Lurkers

Once people have been attracted to visit the community web site, the next challenge is

to encourage them to take part and make their first contact:
                                          46
COMMUNITY MANAGEMENT
 Engaging
                                   QUOTATIONS TO SUPPORT
   People
                “That is a challenge, getting people to communicate and take some
    The
                ownership […] If you are lurking, you’re just looking, there is
 Challenge
                nothing we can do” (R.2 (on-line)).


In order to succeed at this stage, careful consideration must be given to the user’s first

impression when entering the site. Consequently, it is extremely important to present

attractive and relevant content, as well as to show that the site is a popular meeting

place. People are attracted to communities by their desire to find a space where they can

meet and interact with other like-minded people or people sharing similar interests.

They will, therefore, leave straight away if they enter an empty space:

                           COMMUNITY MANAGEMENT
  Engaging
                                    QUOTATIONS TO SUPPORT
    People
                  “To give people a feel that this was a place where they could come
                  to pick up information before they found it elsewhere or different
 Appropriate
                  information than they would get elsewhere” (R.1 (on-line)).
     and

  Attractive      “To actually drive membership, which is a slightly different
                  question to traffic, the challenge there is to get things up on the
   Content
                  site that people want to become a member for” (R.4 (on-line)).




                           COMMUNITY MANAGEMENT
  Engaging
                                    QUOTATIONS TO SUPPORT
   People
 Impression       “If you go into a chat room and there is nobody there, it is pretty
                  bad” (R.2 (on-line)).
      of

  Popularity

                                          47
“You might set up a subject on a notice board, but you have to be
                  quite ruthless with checking whether it’s caught on. If it’s not, pull
                  it out” (R.1 (on-line)).


                  “That’s a worry for us if people find themselves in a situation
                  where they think they’re the only person there, then they’ll leave”
                  (R.9 (wireless)).


The editorial team evidently plays a key role in triggering participation and calls upon

tools, such as provoking questions, topical subjects, polls and competitions, to

encourage visitors to make the initial contact:

                            COMMUNITY MANAGEMENT
   Engaging
                                      QUOTATIONS TO SUPPORT
    People
                   “You need someone in there kind of agitating, throwing things
                   about” (R.4 (on-line)).


    Promote        “So you would write pieces, get people to respond to it, do
                   competitions, do as many traditional tools of the trade as it were
 Participation
                   to kick things off” (R.1 (on-line)).
 and Stimulate

  Interactivity    “What we have got to try and get you to do is to click and chat or
                   somewhere in the text, put a text that says, “What do you think?
                   E-mail us”. At some point you have got to convince the users to
                   take action, to do something. That’s the key” (R.2 (on-line)).



                            COMMUNITY MANAGEMENT
   Engaging
                                      QUOTATIONS TO SUPPORT
     People
    Promote        “Polls are excellent for just keeping people engaged; member of
                   the day, gaming fan of the day, quote of the day or best comment
 Participation
                   of the day from a discussion board.” (R.10 (wireless)).
 and Stimulate

  Interactivity    “I tried to kick start the community more by putting in some

                                             48
(continued)     messages. It does work” (R.8 (wireless)).


The communities under study have also used member-generated content to complement

the content published by the editorial team in order to stimulate interactivity between

members. Content received from individual members, for example, is broadcasted back

to the rest of the community and member-generated content is transferred between the

different sub-communities that occupy the community site:

                          COMMUNITY MANAGEMENT
   Engaging
                                    QUOTATIONS TO SUPPORT
    People
                  “We try to convert the e-mails because they are just one-to-one,
   Member-
                  “Let see what everybody else thinks, can you post your
  Generated       comments on the discussion boards?” to try and get something
                  with interactivity” (R.2 (on-line)).
    Content

    Cross-        “Sometimes, we have conversations going on and then we’ll take
                  that topic and put it on the message board for the rest of the
  Pollination
                  community to answer and to discuss and that will again prompt
   Between
                  more conversations about it within the chat” (R.5 (on-line)).
     Sub-

 Communities



                          COMMUNITY MANAGEMENT
   Engaging
                                    QUOTATIONS TO SUPPORT
    People
    Cross-        “You might set up a subject on a notice board […] See what else
                  is going on in other areas of the web site that you might be able
  Pollination
                  to feed into or pull across” (R.1 (on-line)).
   Between

     Sub-

 Communities

  (continued)


                                         49
Once a user attempts to join in, the data emphasises the importance of ensuring that they

are never ignored:

                           COMMUNITY MANAGEMENT
 Engaging
                                   QUOTATIONS TO SUPPORT
   People
                “If you go into a chat room and there are forty people there and you
                say, “Hi, everybody” and they all ignore you, then you have an
                issue” (R.2 (on-line)).


                “Everybody is very open and very chatty and tries to include the
                others”( R.5 (on-line)).


  Sense of      “When someone joins the community or the forums, first of all they

  Inclusion     get a welcoming message saying, “Welcome to the forum, this is
                the way you have to do it”. You are not left on your own” (R.11
                (wireless)).


                “We’ve now implemented what we call a ‘hostbot’, which is an
                automated robot, which wanders around the community, looking for
                people who are trying to chat with somebody, but have not got a
              response” (R.9 (wireless)).
At this stage of community development, the findings indicate that the visual

stimulation created by the richness of the content plays an important role in enticing

lurkers to engage with other community members:

                           COMMUNITY MANAGEMENT
 Engaging
                                   QUOTATIONS TO SUPPORT
   People
   Visual       “I was really impressed with AOL, it spoke to you, it had wonderful
                sounds and colourful screens. I showed my mum AOL, she liked
  Stimulus
                that. She could see it, she could visualise it in her mind easily,
                whereas I was young enough, I think, to map this Internet to myself
                and my mum was not able to, “Look, this is a community. This is a
                discussion forum” and my mum said, “Yes, but it is just text”. But
                I could view the community through the text and she could not
                                           50
because it was just text. But with AOL, they actually put nice
                folders, lots of chat icons and forum icons” (R.2 (on-line)).


The community managers highlight, however, that rich and attractive content cannot be

downloaded or displayed on mobile phones due to the limitations of current wireless

technology and the user interface of cellular handsets. SMS technology is limited to 160

characters of text. The speed of data download with WAP technology is extremely slow

and the graphics that can be displayed on the screen of current mobile phones are small,

black and white and of poor resolution. The current wireless technology cannot,

consequently, generate strong visual stimuli. Furthermore, text restriction makes it

difficult to demonstrate popularity:




                           COMMUNITY MANAGEMENT
  Engaging
                                       QUOTATIONS TO SUPPORT
   People
 Inadequacy       “I guess the two things are the lack of visual stimuli on a wireless
                  device, particularly as we live in a visual world. It is quite
  of Current
                  important when we talk about communities. So that’s one issue
   Wireless
                  that we had to think about and the second one, which is a much
 Technology       more practical one, is that a wireless device, it’s a lonely pursuit,
                  it’s just you and your mobile phone. How do I know there’s
                  anybody out there in that world? Because there is no way of
                  seeing, there is no way of knowing. When I’m on the web, I can
                  tend to see activity, but if I’m on my phone, I don’t see activity.
                  These two things are quite important for us to convey to people.
                  One, because visual stimuli helps us set the environment the
                  community is operating in. Two, people only want to join
                                          51
something when there are lots of other people on board, so we
                 have to make them believe and understand that there’s a lot of
                 people out there. That can be quite hard to do on a mobile phone
                 with text messaging” (R.9 (wireless)).


                 “In terms of the volume that you can send over SMS, the
                 information has to be concise and to the point and relevant, which
                 is a challenge for a content-rich site as we are. Not a lot of our
                 content per se is suitable for SMS” (R.4 (on-line)).


Virtual communities are born out of groups of people using ‘many-to-many’ interaction

in a public space, where they can choose who to meet, develop relationships and bond

with one another. It is, therefore, vital to enable members to locate each other by

creating a comfortable environment in which they can interact. Although the data shows

that it is technically feasible for innovative and resourceful community hosts to enable

members to find one another in today’s wireless space (i.e. without having to visit an

on-line web site), wireless technology and devices do not currently allow community

managers to make this space user-friendly and easily accessible:

                           COMMUNITY MANAGEMENT
  Community
                                    QUOTATIONS TO SUPPORT
 Development
  Inadequacy       “When we set up the mobile chat service, we really wanted to be
  of Current       absolutely only mobile-based, with no web site. We recognised
   Wireless        that this was just going to be impractical and we would be doing
  Technology       ourselves a disservice. So, we have created a web site, which, I
                   think is a more important point than we originally thought it
  (continued)      would be” (R.9 (wireless)).


                   “For finding other members the on-line side of things is
                   essential. There is no way from your phone to actually find other
                   members […] The main problem is that you can’t really browse
                   a profile information about a user from a handset and if I want to


                                         52
look through one hundred users to find someone else who likes
              monkeys, for instance, I’ve got to look through all these pages
              and find someone that sounds about my age, that is also into
              monkeys and, maybe, likes music I do […] Once I’ve got my
              group of friends, I can continue to have conversations with them
              wireless, I don’t need to use the web again. But to select the
              people you’re going to talk to, the on-line side of things is
              essential at the moment” (R.6 (wireless)).


              “In order to establish a community, you need four or five key
              things. You need someone to be able to define their identity that
              can then be shouted at to others. To define your identity on-line
              by filling in a few forms about yourself, saying a few things is
              fine. You can define one’s identity in an SMS, but it’s hard. […]
              You then, within a community, have to enable people to find one
              another. And what are the tools that enable that? So, I described
              ‘Honey finder’ which is equivalent to the web matching-up
              system, but you can have less criteria on WAP because it takes
                      COMMUNITY MANAGEMENT
Community
                                QUOTATIONS TO SUPPORT
Development
 Inadequacy   too long to click etc.. ‘Friend finder’ the same, I want people into
 of Current   clubbing who like garage music. So, you can on ‘R.10’ on-line
 Wireless     define these things. You can on ‘R.10’ , on WAP, you can do
Technology    some of it, SMS, how much can you do? ‘Find me a friend’
              that’s about all you can do and maybe a couple of criteria. So,
(continued)   you    need    ‘identity   matching’     and    then    you    need
              ‘communication’ once you’ve been matched: ‘One-on-one’,
              ‘one-on-many’, ‘many-on-many’. SMS is great for ‘one-on-one’,
              ‘many-on-many’ is a nightmare. If you’ve been in SMS chat
              rooms where you get blitzed, it’s a nightmare” (R.10 (wireless)).


              “I get lots of very, very strange text messages and some of them
              are an equivalent of the one step beyond lurking. They’re the
              kind of, “Hi, I’m new to ‘R.6’. Who are you? Does this work?”


                                    53
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet
The Commercial Potential of Virtual Communities in the Wireless Internet

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The Commercial Potential of Virtual Communities in the Wireless Internet

  • 1. HENLEY MANAGEMENT COLLEGE THE EMERGENCE OF M-COMMERCE: EXPLORING THE BUSINESS POTENTIAL OF VIRTUAL COMMUNITIES FOR THE WIRELESS INTERNET By - Thierry Busset - 2002
  • 2. Abstract The idea for this research originated from a variety of sources. An important influence has been the author’s growing interest in marketing and mobile commerce. Considering the extent to which mobile telecommunication and the Internet have independently revolutionised modern methods of communication and trade, their combined effect in the wireless Internet constitutes the next wave of change and is expected to have an even greater impact on social interaction and commerce. On-line virtual communities, which gather around Internet forums and chat rooms, have attracted considerable interest from marketers in recent years. Wireless virtual communities are now appearing on the current wireless networks, but have received little attention within the academic literature to date. Consequently, this project sets out to explore the potential for virtual communities to generate revenue and growth when used as the basis for business on the forthcoming mobile Internet. This is achieved by means of in-depth qualitative interviews with managers from five on-line and five wireless virtual communities. Findings pertaining to the areas of community development, marketing intelligence, segmentation and revenue generation are presented. The findings strongly support the business case for wireless virtual communities, due to their ability to shorten the developmental cycle and enhance the portfolio of revenue streams. However, the technical limitations of current wireless networks are identified as the key barrier to the development of exclusively wireless communities at present. Consequently, a mixed model is put forward, in which the meeting ground of the community remains on-line, but the interaction takes place primarily via wireless
  • 3. telecommunication. In addition, the integration of wireless communication within on- line communities is strongly advocated due to the high demand for mobile communication and its potential to increase traffic and revenue. The relevance of the research for virtual community managers and ‘m-marketers’ is highlighted and possible implications for future practice discussed.
  • 4. Table of Contents 1. INTRODUCTION..............................................................................................1 1.1 The Origins of the Study 1 1.2 The Aim of the Study 2 2. LITERATURE REVIEW....................................................................................4 2.1 Virtual Communities 4 2.1.1 A Definition......................................................................................................................................4 2.1.2 The Business Case for Virtual Communities...................................................................................6 2.1.3 Segmentation in Virtual Communities...........................................................................................15 2.1.4 Building and Managing a Community...........................................................................................23 2.1.5 Drawing Revenue from the Community........................................................................................30 2.2 Virtual Communities on the Wireless Web 33 3. FIELD WORK ................................................................................................38 3.1 Research Design 38 3.2 Data Collection: The Choice of In-depth Interviewing 39 3.3 Reliability and Validity 40 3.4 Data Analysis 41 4. FINDINGS.......................................................................................................43 4.1 Comparison between the Management of On-Line Virtual Communities and Wireless Virtual Communities 43 4.2 Marketing Intelligence Within Virtual Communities 62 4.3 Segmentation and Targeting 69 4.4 Revenue Generation 74 5. DISCUSSION, CONCLUSIONS AND RECOMMENDATIONS.....................84 5.1 Comparison between the Management of On-Line Virtual Communities and Wireless Virtual Communities 84 5.2 Marketing Intelligence Within Virtual Communities 89 5.3 Segmentation and Targeting 92 5.4 Revenue Generation 94 REFERENCES..................................................................................................99
  • 5. 1.Introduction 1.1The Origins of the Study The idea for this research project has come from two different sources. Firstly, the majority of the author’s professional background has been in the mobile telecommunication industry. In particular, he has been involved in the development of new technology to enable wireless data transfer and connection with the Internet via wireless telephones. Such technology enables people to access the Internet via their mobile telephone free of any time or geographical constraints, thereby giving birth to the wireless Internet. The ubiquity offered by this mobile connection to the web will revolutionise methods of communication and trade in the next decade. People will have more flexible access to information and be able to select products and services as well as carry out commercial transactions without any geographical or time limitations. Secondly, over the past decade, developments on-line have led to the birth of e- commerce and to the creation of new applications for social and commercial interaction. Amongst these, virtual communities have become familiar features of the Internet landscape. People with common interest are gathering around meeting grounds in cyberspace in order to fulfil their need for social interaction. As these shared interests relate directly to consumption activities, on-line virtual communities have attracted considerable interest in recent years. Their ability to engender strong relationships based on trust between members has led to the prediction that virtual communities could become powerful intermediaries creating reverse markets. Gathered around corporate web sites, they could also be a powerful tool to build or re-inforce a brand by creating virtual ‘product fan clubs’. Consequently, on-line forums and chat rooms, which foster 1
  • 6. these communities, are increasingly being used as the basis of new business models for e-commerce. Over the past three years, virtual communities have emerged on wireless networks following the development of technology, such as the Short-Text Messages Service (SMS) or the Wireless Application Protocol (WAP). Contrary to their on-line counterparts, very little has been written about these wireless forms of virtual community as they are still in their infancy. 1.2The Aim of the Study This project aims to explore the potential for virtual communities to generate revenue and growth when used as the basis for business on the forthcoming wireless Internet. In order to achieve this objective, it focuses specifically on the areas of community development, marketing research, segmentation and revenue generation. It investigates how virtual communities function on the Internet as compared to those emerging on wireless networks by means of in-depth qualitative interviews with managers from five on-line and five wireless virtual communities. This paper begins with a review of the academic literature that has been published over the last decade on the subject of virtual communities in marketing for e-commerce. It defines virtual communities prior to describing their potential use as a new intermediary, a brand management tool and a marketing intelligence system. This is followed by a review of the alternative perspectives on how to build and manage communities, to profile their members and finally draw revenue from them. It also 2
  • 7. includes a review of articles exploring the potential impact of future wireless technology on virtual communities. The literature review is followed by a description of the qualitative research methods chosen for data collection and data analysis. The rationale for using personal in-depth interviewing as the means of data collection is outlined prior to describing the ‘Framework’ method to qualitative data analysis. The findings are then presented and discussed for both on-line and wireless communities in relation to community development, marketing research, segmentation and revenue generation. 3
  • 8. 2.Literature Review 2.1Virtual Communities 2.1.1A Definition Whilst the term community is well-used, it is evident that people attach a range of different meanings to the concept. Hamman (2001) offers the following sociological definition: “A community should be understood as meaning (1) a group of people (2) who share social interaction (3) and some common ties between themselves and the other members of the group (4) and who share an area for at least some of the time” (Hamman, 2001). This definition serves to demonstrate that a community is more than just a group of people. The sharing of social interaction, common interests and a place, be it physical or virtual as in the cyberspace, is integral to a community. Rheingold (1993), who was the first to coin the term ‘virtual communities’, hence defines them as: “Social 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” (Rheingold, 1993). Sociological research has highlighted the loss of sense of community that modernisation has brought about (Hamman, 2001) and identified the loss of the ‘third place’ as the main reason for this. The ‘third place’ is the place outside of home and work that is 4
  • 9. important to us in our everyday life. Third places, like the pub and the church for example, are the arenas where people can interact with other members of the community and come to know the ties they have in common. Third places are, therefore, essential to the establishment of a community (Hamman, 2001). TV, longer working hours and commuting times are now eating into the time people previously allocated to social interaction in their local pub, corner shop or church etc. As a direct result of the disappearance of these traditional third places, people have been attracted to virtual third places to fulfil their need for social interaction and acceptance. Virtual communities offer a unique form of social interaction in that it is free from the constraints that exist in a physical encounter. For example, you can remain anonymous, there are no geographical or time limitations, you are free to engage or end the conversation at any moment, body language is no longer important and cannot betray shyness and there are no race or religious prejudices at first sight. Consequently, virtual communities have steadily grown over the past 10 years in conjunction with the growth of computer networks and the Internet. However, virtual communities have gone beyond being purely a means to satisfy the need for social interaction and have become the primary feature of new business models for e-commerce: “Internet and networked computers have empowered people to disregard the limitations of geography and time and find one another and gather in groups based on a wide range of cultural and social affiliations. Because many of these affiliations are based upon consumption activities, virtual communities are of substantial importance to marketing and business strategists” (Kozinets, 1999). 5
  • 10. 2.1.2The Business Case for Virtual Communities Barnatt (1998) has identified a clear rationale regarding the benefits for organisations to develop on-line virtual communities. In his view, communities can be used as: 1. An intermediary, which would replace the middleman, saving cost and time and expanding the range of products and services, but still maintaining a human element. 2. A tool to enhance a company’s market position. Virtual communities may serve to establish an organisation as a brand leader on-line. Innovative companies might be able to use virtual communities to build customer loyalty by allowing people to cultivate on-line human relationships with peer opinion leaders, industry experts and early adopters. 3. An ideal environment for cultivating customer relationships. 4. A vehicle for on-line customer service providing constantly updated policy documentation, advice and information. 5. A market research instrument providing a means of collecting rich customer data in a cost-effective manner to a level that no other tool can match. Essentially, two distinct strategic uses of virtual communities emerge from this list. On the one hand, virtual communities have the potential to become intermediaries sufficiently powerful to lead to the creation of reverse markets by aggregating the purchasing power of all its members and, therefore, shifting the bargaining power towards the customer (Hagel and Armstrong, 1997). On the other hand, virtual communities gathered around corporate web sites could also be a powerful tool to build up brands in addition to creating and nurturing customer relationships and loyalty by creating virtual ‘product fan clubs’. Underlying these two strategic uses of virtual 6
  • 11. communities is their ability to provide rapid access to extremely rich information about community members. Knowledge of customer’s needs and tastes can be increased through precise member profiling, allowing marketers to define their future products and services better, as well as their customers’ segmentation and targeting. Virtual Communities as a New Intermediary According to Hagel and Armstrong (1997), virtual communities draw together people who have the same distinctive focus, which means that they are likely to have the same consumption needs and interest in relation to that focus. They argue that members are initially attracted to a community by their passion and interest. After having established relationships with the other members, they can access unmatched levels of information and also benefit from other members’ experience and feedback. Interesting content attracts new community members and an adequate means of communication allows them to exchange ideas with one another, bond and develop strong relationships via frequent social interaction. Information is, therefore, provided by trusted friends, via two-way conversations with no limit in time. This information is consequently much richer than the ‘published’ material that can be found in corporate catalogues, web sites or is provided by a company’s sales force. This is illustrated by Barnatt (1998), who highlights that: “In some industries, other customers are already critical in determining competitive advantage and it is on the recognition of that fact that business value creation within virtual communities will depend: go into your high street bank and every other customer in front of you in the queue is a nuisance, go into your financial on-line bank and the fellow members that 7
  • 12. you trust all become a real, valued and trusted independent financial advisor” (Barnatt, 1998). As access to information is a key determinant of the bargaining power in any commercial transaction, Hagel and Armstrong (1997) argue that virtual communities have the power to greatly alter the relationship between companies and their customers as they use networks, like the Internet, to enable customers to take control of their own purchasing power. Virtual communities, therefore, have the potential to become a new form of intermediary, enabling the creation of ‘reverse markets’, where the power belongs to the customer and where consumers seek out vendors and deal with them on a more level playing field in terms of information access (Hagel and Armstrong, 1997). This view is shared by Kozinets (1999), who hypothesises that the existence of united groups of on-line consumers will shift the power away from marketers towards consumers. This power shift would also have the effect of reducing the vendor profit surplus similar to that of the auction model (Hagel and Armstrong, 1997). By definition, virtual communities are groups of people who share common interests, norms of behaviours and modes of social interaction. These groups are themselves composed of a multitude of smaller gatherings: “Although organised at one level of interest, community members endlessly re-organise themselves into increasingly identity-specific ‘factions’” (Kozinets, 1999). From the vendor’s perspective, a community, therefore, acts as a segmentation tool and provides marketers with a pool of customers that are easier to target, in addition to 8
  • 13. enabling them to tailor and add value to the existing products and services. As community members represent customers with similar needs, they form a pool of buyers for whom demand is easier to forecast and where economies of scales can be achieved (Schubert & Ginsburg, 2000). Hagel and Armstrong (1997) believe that demand is also boosted by customers’ propensity to buy as they have a high level of trust within the community and hence a lower perceived risk of purchase. In addition, they argue that once the community has reached a critical mass of members, the ‘reverse market’ effect is re-inforced by the aggregation of purchasing power of all members and by giving their members access to competing publishers and vendors. Hagel and Armstrong (1997), therefore, conclude that: “Virtual communities will become cyber shopping malls and end up attracting people more by the aggregation of power than the access to common interest” (Hagel and Armstrong, 1997). It is worthy of note that the common focus and need for social interaction that Hagel and Armstrong (1997) claim are central to community existence paradoxically disappear in their vision of future virtual communities, where attraction is no longer generated by content and relationships, but by deals and savings. Cyberspace communities, whose members only join for the deals, would cease to be a community due to their limited desire for social interaction. Their long-term sustainability would, therefore, be questionable. As Barnatt (1998) concludes: “The most important aspect of on-line virtual communities is arguably their 9
  • 14. ability to integrate information, trading and social interaction. They can humanise the on-line high streets” (Barnatt, 1998). Consequently, if the focus is exclusively placed on trading to the detriment of social interaction, the community will cease to exist. Virtual Communities as a Brand- and Loyalty-Building Marketing Tool McWilliam (2000) offers a different perspective on virtual communities and explores the opportunities they represent for consumer-goods’ companies to build their brands and strengthen their relationships with customers. McWilliam (2000) argues that organisations can build upon existing brand relationships established with their loyal customers to create ‘brand communities’ (i.e. brand-based on-line communities). Brand communities give customers a unique opportunity to position themselves as partners in the organisation loyalty ladder, leading to the creation of ‘virtual product fan clubs’. Hoey (1999) shares this view and suggests that virtual communities are best used purely as a new interface with existing loyal customers. In traditional brand relationships communication flows between the vendor and the consumer. In brand communities, however, the dialogue occurring between consumers enables members to form genuine relationships with like-minded people. Both the content and the possibility of forming relationships with other buyers and with the brand’s managers then act as a magnet, drawing consumers back to the site on a frequent and regular basis (McWilliam, 2000). Hagel and Armstrong (1997) agree with this view that the ability to form relationships creates loyalty to the community. They argue that this is driven by a self-reinforcing cycle: ‘the loyalty’ loop, which contributes directly to revenue growth (See fig. 1). 10
  • 15. Members in Contributions to community member- generated content Member Hours of relationships usage Member Loyalty Member churn Customised rate interaction Fig. 1 - The Member Loyalty Dynamic Loop (Hagel & Armstrong, 1997) As described in figure 1, the self re-inforcing dynamics of this loop mean that the more the members participate in discussion forums, the more they create personal relationships with other participants. Members then become increasingly loyal to the community as the strength of these relationships grows through more participation in public discussions in either forums or chat rooms. However, as Hagel and Armstrong (1997) typically focus on commercial returns, they prefer defining loyalty in terms of repeat purchasing and, therefore, believe that the creation of loyalty within communities will be based on product performance and not the brand. They merely regard brand and established customer relationships as useful resources. This is likely to stem from their strong belief in the reverse market effect within virtual communities, which annihilates the power of the brand and is, therefore, not compatible with the concept of a brand- based community. It is, however, worthy of note that Hagel and Armstrong (1997) use many examples of unique vendor’s corporate web sites, such as AOL, Disney, Heineken or Bosch, to describe successful virtual communities. One could argue that these companies’ web sites fit McWilliam’s definition of brand communities better than they 11
  • 16. fit Hagel and Armstrong’s view of the virtual community as an intermediary. McWilliam (2000), acknowledges the existence of the reverse market effect in virtual communities and considers that it represents an important difference between brand building in the real and the virtual world: “The power is in the members, and when managing communities, marketers require a truly bottom-up view of brand building, whereby the customers build the content, and are in a sense responsible for it. This contrasts markedly with the top-down view of business where products and services are created by organisations and sold to customers” (McWilliam, 2000). Kozinets (1999) agrees that the reverse effect is a feature of communities of consumption, but suggests that it could also have a negative impact on brand communities: “The power is not just shifting in terms of bargaining power, but also in terms of influence on the products they have adopted. As virtual communities of consumption build ties between devoted, loyal consumers of products, scrutiny of and wariness towards the marketers of those products heightens” (Kozinets, 1999). It is, however, difficult to imagine that wary customers would sustain their membership to a brand community they no longer trusted. The concept of brand communities in cyberspace mirrors meeting places that already exist in the real world, such as traditional business-to-business user groups, conferences 12
  • 17. and exhibitions between vendors and consumers, where people meet and exchange ideas, comments and gossip (McWilliam, 2000). These events tend to be occasional, whereas the brand community seeks to establish a quasi-permanent dialogue with its customers/partners. As Rheingold’s (1993) definition of virtual communities describes the need for “enough people to carry on public discussions long enough” in order to create a community, not all brands will be able to gather enough enthusiasts for a sufficient amount of time to support a brand community. Hagel and Armstrong (1997) measure the community’s success according to its direct financial returns and only believe in a community as an intermediary. Used as a brand building/re-inforcing tool, as suggested by McWilliam (2000), the success of the community cannot be easily measured in terms of direct financial returns. The case for brand communities is, therefore, more difficult to justify. Evans et al. (2001), however, conclude from their research that: “There appears to be commercial benefits for organisations providing virtual communities on their web sites. Many of the respondents taking part in the research fieldwork claim to have a more positive opinion about the owner of the sites that they use and with many also wanting to use virtual communities to communicate with the company itself” (Evans et al., 2001). Virtual Communities as a Marketing Research Tool Whether one considers virtual communities as powerful independent intermediaries or as effective means of building brands, they are unanimously recognised as an extremely efficient marketing intelligence system. Communities create an environment where members feel safe to exchange information about their needs, tastes and behaviours 13
  • 18. with other members that they have come to trust. In this environment “opportunities abound, not only to broadcast one’s own private information, but also to partake publicly in the private information of others” (Kozinets, 1999). This makes virtual communities a ‘public-private hybrid’ (Kozinets, 1999), allowing marketers unique public access to private and, therefore, richer information about consumers for the first time. This interactive media enables marketers to sense market forces with unprecedented accuracy and efficiency, overcoming the limitations of today’s one-way research methods by providing a faster and more naturalistic research process (McWilliam, 2000). By allowing and promoting member-to-member communication in chat rooms or bulletin boards, where consumers can interact freely with each other, marketers can follows consumers’ perceptions of and feelings about the brand in real time (McWilliam, 2000). However, as for any research in the cyberspace, maintaining the highest standards of ethics must be of prime concern to community managers, not only for legal reasons, but also to protect and strengthen the relationship with their members. Members exchange information with each other in an environment that they have come to trust and despite the fact that this environment can be defined as ‘public’, members potentially release information about themselves that they wish to stay private. It is extremely difficult to establish guidelines for ethical research on-line as there is a seemingly unavoidable confusion over ‘public’ versus ‘private’ spaces on the Internet (Jones, 1994). However, respect for the individual must prevail and always needs to be considered before using information collected within the community. 14
  • 19. 2.1.3Segmentation in Virtual Communities As seen in the previous section, virtual communities gather together people with similar interests, needs and behaviours. It is, therefore, important for marketers wanting to extract value from these on-line gatherings to understand how they are organised. This section reviews different attempts to classify virtual communities and within them, sub- groups of members with homogeneous profiles. Community Profiling According to Hagel and Armstrong (1997), there are four different types of virtual communities and each of them fulfil one basic need of their users: TYPES OF COMMUNITY COMMON FOCUS The common focus in these communities is the sharing of a personal interest. This is where people Communities of Interest with the same passion, hobbies, professional interests etc. come to meet together. The common focus is the sharing of personal life experiences. Senior citizens, people with cancer or Communities of Relationships aids, new parents etc. are good examples of these communities. The common focus shared in these communities is entertainment and fantasy. Multi-User Dungeons are Communities of Fantasy virtual playgrounds for people engaging in role-play and are a popular form of communities of fantasy. Information about products and services as well as Communities of Transaction the purchase and sale of products constitute the common focus of these communities. Hagel and Armstrong’s communities of transaction bear some similarity with McWilliam’s brand communities, although they only envisage the building of 15
  • 20. relationships between members and exclude the building of relationships between members and vendors. This classification system correlates with a study carried out by Evans et al. (2001) which showed that individuals using virtual communities primarily communicate with friends and work colleagues, in addition to people who share the same interests. The former demonstrates a need for relationships, whilst the latter illustrates a need for interest and transaction. Whereas Hagel and Armstrong (1997) argue that all communities have the capacity to address all of these needs and that all communities which succeed in doing so will generate revenue, Barnatt (1998) highlights that it is unlikely that all companies will be able to build up their own community and satisfy all four of these needs. For example, in the financial services sector, it seems unlikely that many people would want to regularly visit a financial service virtual community as its capacity to meet the need for relationships, interest and fantasy will prove somewhat limited. Attempting to classify virtual communities is the first step towards understanding their internal dynamics in order to design marketing strategies appropriate for each of them. This is, however, extremely difficult. For example, Kozinets (1999) focuses on what he calls ‘communities of consumption’, which he defines as: “A specific subgroup of virtual communities that explicitly centre upon consumption-related interests. They can be defined as affiliative groups whose on-line interactions are based upon shared enthusiasm for, and knowledge of, a specific consumption activity or related group of activities” (Kozinets, 1999). 16
  • 21. This definition shows a close correlation between Kozinets’ communities of consumption and Hagel and Armstrong’s communities of transaction. Kozinets (1999), however, subsequently divides his communities of consumption into four distinct types, ‘bulletin boards’, ‘chat rooms’, ‘lists’ and finally ‘dungeons’ as described in figure 2 below. The latter are clearly what Hagel and Armstrong (1997) refer to as communities of fantasy. Bulletin boards and chat rooms are the most popular meeting places for on- line communities. One could view them as structural elements featuring in all types of communities rather than types of communities per se. Kozinets (1999) puts forward an interesting point, however, when he argues that boards, rooms, dungeons and lists each define a type of community because they are the home of a predominant mode of interaction (i.e. recreational, relational, informational or transformational). One can note the correlation between Kozinets’ modes of interaction and Hagel and Armstrong’s classification of communities (i.e. recreational mode for communities of fantasy; informational mode for communities of interest; relational mode for communities of relationships) which further highlights the importance of interest, relationships and fantasy in the making of communities. Social Structure Loose Tight Information Exchange Boards Rings and Lists Group Focus Social Rooms Dungeons Interaction Fig. 2 - Types of Virtual Communities of Consumption (Kozinets, 1999) Member Profiling According to Kozinets (1999), boards, rooms, dungeons and lists host four different types of members depending on the intensity of their interest in the consumption 17
  • 22. activity and the intensity of their ties with the community; the tourists, the minglers, the devotees and the insiders (See figure 3). • Tourists maintain only passing interest in the community and its consumption activity. • Minglers maintain strong social ties, but are only marginally interested in the consumption activities. • Devotees maintain strong interest and enthusiasm for the consumption activity, but low social ties to the community. • Insiders maintain strong social ties to the community and interest in the consumption activity. High Self-Centrality of Consumption Activity Devotee Insider Weak Social Strong Social Ties to Ties to Community Community Tourist Mingler Low Self-Centrality of Consumption Activity Fig. 3 - Types of Member in Virtual Communities of Consumption (Kozinets, 1999) Unlike Kozinets (1999), McWilliam (2000) does not consider tourists to be community members as they do not contribute to the life of the community. Their passive behaviour does not indeed contribute to the social interaction that generates a sense of community. 18
  • 23. Evans et al. (2001), however, argue that the role played by lurkers should not be disregarded. They consider lurking to be a major activity within communities, to facilitate ‘word of mouth’ and thus the impact of the message generated by the participants, especially by community influencers. Besides, all influencers are likely to have been tourists themselves at the beginning of their involvement in the community. Indeed, Kozinets (1999) suggests that tourists attracted by salient content relating to their particular interest become insiders and minglers when they develop their knowledge in parallel with their social relations. According to Kozinets (1999), studies show that virtual community members follow a similar pattern of behaviour. They start by merely browsing for information to learn more about a particular consumption interest; a car, for example, that they are thinking of buying. Consumers eventually find sites with content and feedback from other consumers sharing the same consumption interest. Finally, they make contact, exchange questions and ideas about the products, bond and involve themselves in the community. This view of the members’ stages of development is shared by Hagel and Armstrong (1997), although they typically apply a more commercial perspective to it and classify the member stages as follows: • Browsers surf, come in and check out the community. • Users or Lurkers, like Kozinets’ tourists, visit the community occasionally, benefit from it, but do not contribute to the member- generated content and do not purchase products. • Builders are more passionate about the community and spend a lot of time in it, actively contributing to the member-generated content. They bind the community together. • Buyers actively purchase products and services from the community. 19
  • 24. Hagel and Armstrong (1997). From a marketing perspective, it is the insiders (or builders) and the devotees (or buyers) who tend to represent the most important targets for marketing: “In virtual communities, insiders and devotees are the opinion leaders, they set the standards and constantly assess and critic the corporations whose products are important to them. Identify the insiders and devotees and target them, share important information with them. Concentrate your efforts on these people as you cannot reach everybody in the whole of the community” (Kozinets, 1999). This relates directly to the pareto rule that 80% of profits are made by 20% of customers (Kozinets, 1999). It is, consequently, extremely important to study patterns of behaviour in the community in order to identify the insiders and devotees. Kenny and Marshall (2000) believe that for a destination or corporate web-site to make economic sense, it must attract repeat visits from customers, with each visit adding ever-greater increments of information to a customer profile. As described in figure 4, this is precisely what the self re-inforcing dynamics of the ‘member profile’ loop provide (Hagel and Armstrong, 1997). 20
  • 25. Data- Targeted gathering transaction capabilities offerings Advertising Member Transaction revenue Profiles volume Advertising Targeted click through advertising Fig. 4 - The Member Profile Dynamic Loop (Hagel & Armstrong, 1997) The better the members are studied, profiled and understood, the more successful the segmentation and commercial targeting can be, thereby attracting more vendors and advertisers resulting in greater member transaction. The customer database becomes richer, thereby enabling members to be studied in more depth, profiled and better understood: “If communities are successful – as a measure of numbers of participants, amount of time spent in the community and transaction activity – the profiles they create on individual customers will yield rich data sets about both individuals and customer segments. These data sets will create detailed transaction histories, at the level of the individual customer, that can be used to predict future opportunities to transact with a given customer” (Hagel and Armstrong, 1997). 21
  • 26. Hagel and Armstrong (1997), therefore, describe on-line communities as a mechanism that will enable individually tailored marketing and lead to ‘the segment of one’. Whilst agreeing that virtual communities provide a wealth of valuable information about their members, Kozinets (1999) believes that, as a group of consumers, virtual communities are less accessible to one-on-one processes. He, therefore, disagrees with Hagel and Armstrong’s view that this information could be used for one-to-one marketing (Hagel and Armstrong, 1997): “Marketing must move beyond the individualistic to more cultural and collective types of understandings” (Kozinets, 1999). Kozinets (1999) emphasises that virtual communities, however united they appear, in fact comprise a multitude of niches and micro-segments. He, therefore, advocates fragmentation-based segmentation as the means to understanding the bases of customer loyalty within communities. Fragmentation-based segmentation involves analysing a community’s different ‘tasteworlds’ in order to identify the different ‘factions of members’ that operate within it. According to Kozinets (1999) fragmentation-based segmentation not only leads to the creation of new customer segments, but leads marketers to new product enhancements and ideas. The same argument is put forward by Hagel and Armstrong (1997), but this time as a means to control the growth of the community. The notion of growing to a critical mass before introducing commercial activities means that, operationally, community managers run the risk of aggregating too many members. One member can only communicate with a limited number of other members if meaningful relationships are to emerge from this social interaction. With too many other members to share time with, 22
  • 27. relationships become weak and the sense of community is lost. The organisers must, therefore, allow membership to grow without losing the community spirit (Hagel and Armstrong, 1997). According to Hagel and Armstrong (1997), communities must have fractal depth, which they describe as the degree to which a community can be segmented. In the same way special interest groups are sub-entities of user groups in the real world, a community should be segmented into smaller sub-communities centred on specific topics of interest (McWilliam, 2000). Community managers can then maintain the focus and strong member ties whilst allowing the community to grow. The risk attached to creating sub- groups within a community is that the sense of belonging to a sub-faction leads to a sense of clique. Insiders can, therefore, prevent newcomers from joining in and thus halt the growth of the community. Hagel and Armstrong (1997) consequently introduce the notion of fractal breadth, as opposed to depth, as a means of growth management and an indicator of long-term expansion. They define fractal breadth as the ability to expand beyond the community’s original focus by incorporating new sub-communities with distinct but related topics in order to expand the reach of the community. 2.1.4Building and Managing a Community Communities need to reach a critical mass of members before any commercial activities can take place with success (Hagel and Armstrong, 1997). Indeed, Evans et al.’s (2001) research shows that many members do not like participating in communities that are perceived as overly-commercial. It is, therefore, important to focus on establishing effective social interaction prior to introducing commercial activities. The volume of communication and interaction generated between consumers is indeed where the value of the community lies. The more communication and interaction, the stronger the 23
  • 28. community (McWilliam, 2000). As the value of a community resides in the relationships and ties between members more than in the members themselves, a fundamental feature of virtual communities is that their value increases exponentially even as they grow incrementally (Plant & Willcocks, 1999). In order to establish a critical mass of members, marketers need to consider ‘community before commerce’ (Hagel and Armstrong, 1997) and meet the three challenges represented in figure 5: The defining features of each of the above developmental stages, as described by Hagel and Armstrong (1997), are outlined below. Additional contributions by other authors in the literature are also included: Lock in Traffic (i.e make it difficult for members to want to leave once they have joined) Concentrate Traffic (i.e. make members stay longer on the site) Generate Traffic (i.e. get people to pass through their site) Successful entry (i.e. path to build a critical mass of members) Fig. 5 - The Three Stages of Entry (Hagel & Armstrong, 1997) 24
  • 29. 1. To generate traffic by: • Using member-generated content to attract new members. Hagel and Armstrong (1997) argue that the greater the member-generated content, the bigger the attraction. This results in a greater number of members and, thus, more member- generated content etc. (See figure 6). The self re-inforcing dynamics created by member-generated content rely on the assumptions that content attractiveness is the key source of member attraction and that the key source of content attractiveness is member-generated content. • Keeping the registration process simple in order to enable members to join in more easily. • Generating awareness by identifying real-world opinion and community leaders who have a connection with the central focus of a specific virtual community (i.e. magazine, head of association etc.). Awareness could also be generated in the virtual world by having a presence on web sites that potential members are likely to visit on a regular basis. • Establishing partnerships with vendors with strong brands, existing customer relationships and strong distribution capability. 25
  • 30. Hours on-line Member-to- member interaction Content Member- Attractiveness generated content Marketing effectiveness Members Member churn Fig. 6 - The Content Attractiveness Dynamic Loop (Hagel & Armstrong, 1997) 2. To concentrate the traffic by: • Injecting an element of fantasy and relationships (i.e. the two needs which generate the most traffic) by creating on-line games and competitions, bulletin boards and chat rooms. • Increasing the incentive for people to return by: - Understanding members’ interests and needs through the tracking of usage patterns. Watching clusters of conversations on bulletin boards and chat rooms and creating sub-communities around more focused interests in order to enhance members’ focus and deepen their interest. - Making it easy for vendors to join the community. Members can then access a broad range of competing and complementary vendors and can 26
  • 31. quickly compare products and services. Members consequently realise the benefits and savings that they can obtain from the aggregation of their individual purchasing power. - Establishing a calendar of special events to encourage repeat visits at regular intervals. McWilliam (2000) also advocates using well-known guests to take part in chat rooms and answer questions. - Encouraging participation and making sure people are not ignored (McWilliam, 2000). McWilliam (2000) emphasises the importance of codes of behaviour. She suggests supervising volunteer managers, who remove empty chat rooms, delete obscene content and repetitive questions as well as answer, motivate and reward members. She views the ability to do this successfully as one of the key skills required for community managers. The challenge here is very similar to any organiser of events, charity events, discussion groups and leaders of communities, such as religious groups (McWilliam, 2000). 3. To lock the traffic in by: • Fostering personal relationships between members via bulletin boards and chat rooms. These personal relationships constitute strong barriers of exit, which increase in strength with time. For a member to switch from his home community to a new one, the other members he trusts and has bonded with in his home community would need to switch too. 27
  • 32. Accumulating and organising member-generated content. This gives members a sense of ownership and belonging which lay the foundation for loyalty. • McWilliam (2000) also suggests devising a means of communication that rewards individual members for their continued support and interest and also recognises the passage of time and the strengthening of relationships. Managing a community is a subtle balancing act. The organiser requires the ability to allow the community to grow organically without being ‘overplanned’ or ‘overmanaged’ (Hagel and Armstrong, 1997). Ownership has to be given to the members for the community to exist, therefore policing becomes a delicate matter as much of the power is given to the members to police the community themselves. This can, consequently lead to abuse. The Internet, as a medium, has revolutionised communication because it has offered total freedom of speech and anonymity. These two characteristics affect community management greatly (McWilliam, 2000). The level of control that needs to be exercised is often difficult to gauge for community owners. Barnatt (1998) suggests that in some industries, building up a community from scratch is not necessarily the most appropriate way in for marketers who want to reap the benefits of hosting virtual communities. He believes that the number of regular visitors in financial service virtual communities, for example, is unlikely to be sufficient to justify the investment in establishing and managing a virtual community from scratch. Instead, Barnatt (1999) proposes two alternative options. The first, ‘virtual community almagation’, is for organisations with limited hope of gaining a critical mass of regular members. An intermediary is created where various providers of related services can 28
  • 33. gather in a community which then becomes a ‘shared industry interface’. Virtual community almagation is similar to Hagel and Armstrong’s (1997) notion of fractal breadth. They do not, however, consider this as a valid starting point, but rather as the indication of the community’s potential for growth beyond its original critical mass of members. The second option put forward by Barnatt (1999) is ‘virtual community inhabitation’. This involves offering your product or services to an existing community which has achieved long-term members’ affiliation. “Consider J&J’s campaign for Clean and Clear, a skin care product line for teenage girls. Resisting the temptation to create yet another ill-fated destination web site, J&J establishes a presence within pre-existing on-line teen communities. The company gives teenage girls, many of whom spend their free time chatting on-line, the chance to send one another talking electronic postcards that offer free skin analysis and a sample of Clean and Clear” (Kenny & Marshall, 2000). Barratt (1999), hence, argues that not all companies need to establish and manage their community from scratch, but suggests that all companies should have a presence in communities. 29
  • 34. 2.1.5Drawing Revenue from the Community The main revenue streams available to community hosts are as follows: SOURCE OF TYPE OF DESCRIPTION REVENUE REVENUE Subscription A fixed monthly-charge for participation in the fees community. A charge based on the number of usage hours, the Usage fees number of pages accessed or a combination of the Users two. Content A charge for downloading specific information, such delivery fees as a magazine article. A charge for specialised services, such as a Service fees notification service. Advertising Banners, e-mail, icon-type advertisements. Transaction Charge to the vendor on each transaction. Vendors and commission Sale or rental Sale or rental of lists of members’ profiles to Advertisers of member vendors. profile (Hagel and Armstrong, 1997) As on-line consumers are likely to develop long-lasting relationships with the community organisers if they are treated as special members with special prestige and benefits, Kozinets (1999) regards the membership or subscription model as the most pertinent for virtual communities. The subscription model, however, makes it more difficult for members to join and can, therefore, impede membership growth. Hagel and Armstrong (1997), consequently, recommend that community organisers focus exclusively on revenue generated from advertising and transactions in order to avoid the undesirable dampening effect on member acquisition created by subscription or usage fees. This is supported by research from Evans et al. (2001), which suggests that many users would not be willing to pay a subscription to become a member of a virtual 30
  • 35. community. Furthermore, the same research indicates that on-line advertising can be distracting and have little effect on people (Evans et al., 2001). These conclusions, however, were based on advertising on common web-sites as opposed to virtual community sites. Analysing the impact of carefully targeted advertising with a high degree of relevance to the community focus could lead to a different conclusion. Besides, when consumers are allowed to purchase a product by pressing on an icon in the advertisement itself, the distinction between advertising and selling becomes blurred from the customer’s point of view (Barnatt, 1998) and the impact of advertising alone becomes difficult to measure. Revenue from advertising is also difficult to generate before a critical mass of community members is reached, which creates a near-term economic challenge for community hosts (Hagel and Armstrong, 1997). In the early stages of community development, subscription and usage fees are the sources of revenue immediately available to the community organiser, but are also likely to slow down the growth process: “One revenue source immediately available to the community organiser is member fees (especially subscription or usage fees), which can be charged from the first day. However, charging member fees is likely to slow growth of membership substantially. That is turn could delay readiness to tap into other attractive revenue streams: advertising and transaction commissions” (Hagel and Armstrong, 1997). On the other hand, attractive revenues upon which long term profits can be built come from advertising and transaction commissions. These sources of revenue are, 31
  • 36. nonetheless, out of reach until the number of members is high enough to attract advertisers or to generate a sufficient number of transactions. Revenue generation by virtual communities in the near term is, therefore, likely to be quite limited (Hagel and Armstrong, 1997). When a sufficient number of members is reached, revenue from advertising and transactions can, however, grow extremely fast due to the re-inforcing effects of two cycles. The first is the ‘member profile’ loop (Hagel and Armstrong, 1997). As previously discussed, this loop has the power to yield a better understanding of members’ needs and behaviours; the better the members are profiled, the more successful segmentation and commercial targeting can be (See figure 4). Importantly, this loop also results in an increase in the revenue generated through commission and advertisements because efficient segmentation and commercial targeting will attract more vendors and advertisers. Revenue from commission on transaction can be further enhanced by the second of these cycles, the ‘transaction offering’ loop (Hagel and Armstrong, 1997), which advocates the widening of the commercial offering within the community (See figure 7). As the portfolio of products and services available to members gets broader, more members are attracted and more transactions are carried out. More vendors are then themselves attracted by the increasing pool of consumers in the community and, therefore, the more varied the portfolio becomes (Hagel and Armstrong, 1997). 32
  • 37. Vendor- Vendors in marketing community spending Vendor- marketing Transaction effectiveness Offerings Members in community Attractiveness Member to vendors willingness to spend Fig. 7 - The Transaction Offering Dynamic Loop (Hagel & Armstrong, 1997) 2.2Virtual Communities on the Wireless Web Networked computers have significantly reduced the limitations of geography and time that people face when trying to communicate with one another. Wireless networks remove any remaining limitations in that they offer a means of communication that is truly ‘anywhere, anytime’. The imminent introduction of new technology, such as GPRS or 3G, should give birth to what Kenny & Marshall (2000) term the ‘ubiquitous’ Internet, i.e. an Internet accessible from anywhere at anytime via wireless telephones, palmtop or laptop PCs with wireless connections. Virtual communities have already been built on such wireless networks, using SMS or WAP technologies or simply voice: “Mobile users typically join a community via an interactive voice responder (IVR) server, answering a few profile questions to determine preference. A registration message and micro-tutorial is then sent back. The user responds 33
  • 38. with anonymous nicknames and can begin to use the service. In SMS-based forums, users have simple commands which allow them to search and navigate using keywords, themes, nicknames, geographical areas or search words to find discussions on shared interests. Users can browse the text messages available and post their own, replying on a many or one-to-one basis. In the case of a voice-based forum, the messages are voicemails left under the user’s nickname, to which users listen and respond again, to the individual or the community at large. These features support the development of relationships and transactions, allowing users to progress from an interest in, say music, to buying or swapping discs, and from finding out about events in their city to meeting up” (Traisnel, 2001). An ethnographic study recently carried out throughout Europe, the USA, Asia and Australia to analyse the relationship between people and their mobile phones revealed that, throughout the globe, people want devices that make them feel wanted, needed and socially accepted (The Context-Based Research Group, 2000). People, therefore, want a mobile phone to fulfil their need for social identity and social interaction. As highlighted in the first part of this literature review, the need for social interaction is also central to virtual communities. There is, therefore, a strong similarity between the need for mobile telecommunication and the attraction of virtual communities. The wireless Internet is, hence, likely to be extremely fertile ground for the growth of virtual communities: “Building communities and strengthening the experience of doing things together will be an increasingly strong driver for applications of the mobile Internet“ (Andersson, 2000). 34
  • 39. Kenny and Marshall (2000) argue that successful marketing on the wireless Internet will not aim to bring the customer to the site, but alternatively take the message directly to the customer at the point of need: “The companies that can anticipate and meet the real needs of their customers based on where they are located, what they do, and which communities of interest they belong to, will be valued partners. The companies that cannot will be dismissed as pesky nuisances” (Kenny and Marshall, 2000). Kenny and Marshall (2000) further suggest that the emergence of the ubiquitous Internet will see the birth of a new kind of intermediary; the mobilemediary: “The mobilemediary will be able to break into the value chain at any point, bringing information and transaction capabilities to customers whenever and wherever they are ready to buy a product or a service” (Kenny and Marshall, 2000). Giving customers what they want when they are likely to want it will, however, be a difficult balancing act to achieve. Drawing the line between spamming (i.e. the mass mailing of unwelcomed messages) and delivering tailored messages and information to customers at the point of need presents a challenge. Marketers will need to avoid the perception of harassment, which comes with unsolicited, albeit timely, offerings from unknown and, therefore, untrusted sources: 35
  • 40. “Good information is bundled information chosen and determined by the user. ‘The spam should be kept in the can’” (The Context-Based Research Group, 2000). Instead, the Context-Based Research Group (2000) suggests that applications or services that connect people with common interests through shared enthusiasm are desired because they give people the ability to interact opportunistically. Wireless connections will give customers the opportunity to contact trusted virtual friends to obtain advice whenever and wherever needed. Virtual communities indeed have the potential to be strong mobilemediaries because any solicitation coming from within the community will be treated with a much higher level of tolerance from the members. Hagel and Armstrong (1997) point out that the churn rate in wired communities is high: people come and go and surfing rules. Cellphone users are more impatient than Internet users and do not benefit from the user-friendliness of the PC’s big screen and keypad: the paradigm here, therefore, is not surfing (Rao, 2000). The community will add value to their members by being a one-stop shop offering fast and reliable access to rich and trusted information without having to surf for it. The author anticipates that the ubiquity offered by mobile telecommunication will impact directly on the dynamics of virtual communities. Social interaction will not just take place when all members are sitting at their PC; it will be continuous and triggered, as well as fuelled, by the ever-changing physical environment in which each member is located. The opportunity for people to participate in an on-line community will radically increase as they will always be ‘on’ and will not need to own a PC to join in. Their wireless device will be their unique gateway to the community (Cothrel, 2000). The link between real-life situations and virtual social interaction will increase the number of 36
  • 41. opportunities to interact and the variety of topics of conversation. In the train when commuting, in a coffee shop while waiting for someone, any idle moment in the day becomes an opportunity to interact with members of the community; an everyday event or a decision can become a reason to do so. Hours on-line will also increase significantly: “The basic mobile phone provides an interesting medium for realising communities. Its combination of voice, data communication and compact size make it an intimate companion, which can be called on readily when there is free time or a desire to communicate” (Traisnel, 2001). Similarly, the author anticipates that the speed with which relationships will be established and the depth of these relationships are likely to increase as members will have more things to talk about and will talk about them more frequently. Furthermore, interaction will no longer be restricted to text; voice will also be a means of exchanging messages. This will enrich the communication as intonations, hesitations and laughter will be heard. This might, however, engender some problems as it will reduce anonymity; accents, for example, could lead to prejudices. Finally, the propagation of ‘word of mouth’, as well as the update of information, will be faster, giving customers greater knowledge and, therefore, power. 37
  • 42. 3.Field Work 3.1Research Design This project aims to explore the potential of virtual communities to be the basis for a profitable business model for the mobile Internet. For this purpose, the study focuses on the following three questions: • How do virtual communities function on the wireless Internet as compared to those on the wired Internet? • What are the practical issues involved in analysing behaviours, needs and tastes in order to segment and target community members? • What are the practical issues related to generating revenue? This project is, hence, concerned with collecting ideas, stories and insights by tapping into the experience of people who manage mobile and on-line virtual communities. This research can, therefore, clearly be categorised as ‘exploratory’, according to the following definition: “The major emphasis in exploratory research is on the discovery of ideas and insights” (Churchill, 1999). Marshall & Rossman (1995) in Remenyi et al. (1998) argue descriptive or exploratory research is best carried out using qualitative research methods. It is evident from the literature that definitions of qualitative research emphasise its superiority in dealing with data that is not easily quantifiable: 38
  • 43. “By the term qualitative research we mean any kind of research that produces findings not arrived at by means of statistical procedures or other means of quantification. It can refer to research about persons’ lives, stories, behaviours, but also about organisational functioning, social movements or interactional relationships” (Strauss & Corbin, 1990). “Qualitative research is research based on evidence that is not easily reduced to numbers” (Remenyi et al., 1998). Considering the nature of this research and its objectives, it is unlikely that the evidence collected will be easily quantifiable. Qualitative methodologies have, consequently, been applied to both data collection and analysis. Finally, qualitative research methods are also useful when subject matter is not well understood (Remenyi et al., 1998). This is of particular relevance to wireless virtual communities as they are a social, interactive and complex field of study, which is at an embryonic stage of evolution and, hence, constitutes uncharted territory. Furthermore, the early stage of development of these types of mobile virtual communities also implies that the sample of wireless community hosts will not be large. Carrying out statistical research would, therefore, not necessarily yield representative results. 3.2Data Collection: The Choice of In-depth Interviewing Several data collection techniques are associated with qualitative research. From these methods, ‘in-depth interviewing’ or more specifically ‘semi-structured, undisguised interviewing’ was chosen for this project as it is the method best suited to exploratory research (Churchill, 1999; Remenyi et al., 1998). Community hosts manage their 39
  • 44. communities in different ways, therefore, flexibility was required in the gathering of data. In-depth interviewing offers tremendous scope and flexibility in that it allows the respondent to raise topics and issues of particular importance to them, in addition to those covered by the researcher. 3.3Reliability and Validity A number of measures have been taken throughout this project to safeguard the reliability as recommended by Remenyi et al. (1998). The research design, data collection and interpretation have been systematic and all attempts have been made to ensure the transparency of this. Retest reliability has also been allowed for by providing a clear account of the method used and the data collected. This should enable the data to stand independently, so that another researcher could analyse it and reach the same conclusions. Similarly, all attempts have been made to protect validity. The limitations and boundaries of the study and the location of the sample are clearly indicated (Mason, 1996). In order to demonstrate the validity of the method used to generate data, the researcher has emphasised the match between the research method and the research objectives, attempted to relate the data to the current literature and presented the selection criteria used to ensure the relevance of the research sample (Mason, 1996). Finally, to demonstrate the validity of the interpretation of the data, the researcher has made all efforts to clearly explain how that interpretation was reached (Mason, 1996). 40
  • 45. 3.4Data Analysis The primary data collected during the interviews was analysed using the ‘Framework’ method, which has been developed by the Social and Community Planning Research Organisation (Ritchie & Spencer, 1994). The ‘Framework’ method involves a number of distinct, although highly inter-connected stages (Ritchie & Spencer, 1994). Whilst these stages will be listed in a particular order below for ease of presentation, they are not to be viewed as denoting a purely mechanical process as they allow for flexibility and the re-working of ideas. The technique relies on the analyst’s ability to elicit meaning and identify connections, suggesting an element of subjectivity in the conclusions drawn, which naturally impacts upon the reliability of the approach. However, as stated above, all attempts to allow for retest reliability have been made. The approach involves a systematic process of sifting, charting and organising the data according to key issues and themes. The five inter-connected stages to the ‘Framework’ analysis are as follows: • Familiarisation - whereby the researcher gains a sense of the material as a whole and becomes familiar with its range and diversity. In this study, familiarisation was born out of the transcription of the recorded tapes and extensive reading of each transcription • The identification of a thematic framework - whereby the data is examined and referenced using the recurrent themes that emerge from it • Indexing - whereby a classification system or index is systematically applied to the data in its contextual form 41
  • 46. Charting - during which sections of the data are lifted from their original context and re-arranged according to a thematic reference, thereby allowing a picture to be built up of the data as a whole • Mapping and interpretation - which describes the process by which the range and pattern of views in the data are assimilated and interpreted as a whole The findings and associated recommendations resulting from the mapping and interpretation stage are reviewed in the next section. 42
  • 47. 4.Findings The aims of this research project were fourfold: to explore how virtual communities function on wireless networks as compared to on-line, to investigate the practical issues involved in analysing members’ behaviours and needs, to evaluate segmentation and targeting within virtual communities, and, finally, to analyse how revenue can be generated from wireless communities. This section presents a review of the common findings from the on-line and wireless communities studied for each of these objectives in turn. A table detailing quotations in support of the researcher’s interpretation of the data is provided for each finding. For confidentiality the names of the interviewees and their communities have been replaced with R1 to R12. Other company and product names have also been abbreviated to their first initial. 4.1Comparison between the Management of On-Line Virtual Communities and Wireless Virtual Communities All the managers interviewed displayed a similar level of experience with the virtual community model (i.e. approximately 1.5 years). In order to assess their knowledge of the concept and the relevance of their feedback, they were asked to give their own definition of a virtual community. The definitions given demonstrated a sound and consistent understanding across the sample of interviewees and made reference to the defining features detailed in the literature: a) a place to meet for b) a group of people with c) a common interest and d) where people are given the means to communicate with one another: 43
  • 48. COMMUNITY MANAGEMENT Relevance QUOTATIONS TO SUPPORT of Feedback “It means a meeting place, an area for people to come together, people with a common interest or people who would like to develop a common interest and to come together and to be able to bond in a comfortable environment” (R.5 (on-line)). Managers’ “A community is a group of people who have a shared interest, it Definitions could be a hobby, it could be anything but, and I think that is the of a Virtual most important, they are given the opportunity to get in touch with each other” (R.7 (wireless)). Community “For me, the community consists of two things. One, it’s a hard core group of users […] and then the second factor is that you give them the opportunity to talk to you and to each other” (R.4 (on- line)). When analysing the data relating to the creation of the communities under study in this research, a model of community development common to both on-line and wireless communities emerges from the samples collected. This model consists of the following four key stages in the management of the community members: 1. Attracting Users 2. Engaging Lurkers 3. Safeguarding Conviviality 4. Rewarding Heavy Users Elaboration of each of these developmental stages is presented below: 1. Attracting Users 44
  • 49. In order to make themselves known to their target group, the communities studied have either associated themselves with a pole of attraction for the target group or used an initial advertising campaign: COMMUNITY MANAGEMENT Attracting QUOTATIONS TO SUPPORT Traffic “We have a unique relationship with U., they are in a way our sister company and the students are sent through them to us” (R.5 (on-line)). “We are a joint venture between ‘R.4’ and T.. So, T. has a somewhat similar demographic, female audience and obviously we leverage our position in terms of that relationship to get Partnership ourselves into their consciousness as much as possible” (R.4 (on- with a Pole line)). of “People come to ‘R.3’ in many different ways. ‘R.3’ is a Attraction recognised brand name” (R.3 (on-line)). “We pushed ‘R.9 ’ very hard to ‘C.’ users saying, “Hey, if you like doing this [C.], you’re gonna love this [R.9 ]!” So we pulled them across to there” (R.9 (wireless)). “At the start, we did an initial 2 weeks of advertising by fly-post around London. London only. We had a small radio broadcast on Initial Kiss FM for two weeks and that was it. That got some people to the site” (R.2 (on-line)). Marketing Campaign “I think, originally, a lot of people are drawn to the site for things that we have sent out, like competitions, like viral marketing things” (R.5 (on-line)). COMMUNITY MANAGEMENT 45
  • 50. Attracting QUOTATIONS TO SUPPORT Traffic Initial “They’d spent a lot of money on quite a flashy marketing campaign” (R.1 (on-line)). Marketing Campaign (continued) However, beyond the initial marketing efforts to generate traffic, most of the on-line community managers emphasised their reliance on ‘word of mouth’ to attract people to their site as opposed to sustained advertising: COMMUNITY MANAGEMENT Attracting QUOTATIONS TO SUPPORT Traffic “A great deal of the attraction is triggered by word of mouth” (R.3 (on-line)). “I think that a lot of it is about word-of-mouth. Our marketing, at the moment, has not been very good up until this point” (R.5 (on- line)). Word Of “Word of mouth and the odd search engine, but mainly word of Mouth mouth” (R.2 (on-line)). “We are not advertising. Word-of-mouth is very important” (R.11 (wireless)). “It has marketed itself, e-mail, word-of–mouth […] The mobile channel has not had any marketing budget for the past 9 months, but also we do not need it” (R.8 (wireless)). 2. Engaging Lurkers Once people have been attracted to visit the community web site, the next challenge is to encourage them to take part and make their first contact: 46
  • 51. COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People “That is a challenge, getting people to communicate and take some The ownership […] If you are lurking, you’re just looking, there is Challenge nothing we can do” (R.2 (on-line)). In order to succeed at this stage, careful consideration must be given to the user’s first impression when entering the site. Consequently, it is extremely important to present attractive and relevant content, as well as to show that the site is a popular meeting place. People are attracted to communities by their desire to find a space where they can meet and interact with other like-minded people or people sharing similar interests. They will, therefore, leave straight away if they enter an empty space: COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People “To give people a feel that this was a place where they could come to pick up information before they found it elsewhere or different Appropriate information than they would get elsewhere” (R.1 (on-line)). and Attractive “To actually drive membership, which is a slightly different question to traffic, the challenge there is to get things up on the Content site that people want to become a member for” (R.4 (on-line)). COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People Impression “If you go into a chat room and there is nobody there, it is pretty bad” (R.2 (on-line)). of Popularity 47
  • 52. “You might set up a subject on a notice board, but you have to be quite ruthless with checking whether it’s caught on. If it’s not, pull it out” (R.1 (on-line)). “That’s a worry for us if people find themselves in a situation where they think they’re the only person there, then they’ll leave” (R.9 (wireless)). The editorial team evidently plays a key role in triggering participation and calls upon tools, such as provoking questions, topical subjects, polls and competitions, to encourage visitors to make the initial contact: COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People “You need someone in there kind of agitating, throwing things about” (R.4 (on-line)). Promote “So you would write pieces, get people to respond to it, do competitions, do as many traditional tools of the trade as it were Participation to kick things off” (R.1 (on-line)). and Stimulate Interactivity “What we have got to try and get you to do is to click and chat or somewhere in the text, put a text that says, “What do you think? E-mail us”. At some point you have got to convince the users to take action, to do something. That’s the key” (R.2 (on-line)). COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People Promote “Polls are excellent for just keeping people engaged; member of the day, gaming fan of the day, quote of the day or best comment Participation of the day from a discussion board.” (R.10 (wireless)). and Stimulate Interactivity “I tried to kick start the community more by putting in some 48
  • 53. (continued) messages. It does work” (R.8 (wireless)). The communities under study have also used member-generated content to complement the content published by the editorial team in order to stimulate interactivity between members. Content received from individual members, for example, is broadcasted back to the rest of the community and member-generated content is transferred between the different sub-communities that occupy the community site: COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People “We try to convert the e-mails because they are just one-to-one, Member- “Let see what everybody else thinks, can you post your Generated comments on the discussion boards?” to try and get something with interactivity” (R.2 (on-line)). Content Cross- “Sometimes, we have conversations going on and then we’ll take that topic and put it on the message board for the rest of the Pollination community to answer and to discuss and that will again prompt Between more conversations about it within the chat” (R.5 (on-line)). Sub- Communities COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People Cross- “You might set up a subject on a notice board […] See what else is going on in other areas of the web site that you might be able Pollination to feed into or pull across” (R.1 (on-line)). Between Sub- Communities (continued) 49
  • 54. Once a user attempts to join in, the data emphasises the importance of ensuring that they are never ignored: COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People “If you go into a chat room and there are forty people there and you say, “Hi, everybody” and they all ignore you, then you have an issue” (R.2 (on-line)). “Everybody is very open and very chatty and tries to include the others”( R.5 (on-line)). Sense of “When someone joins the community or the forums, first of all they Inclusion get a welcoming message saying, “Welcome to the forum, this is the way you have to do it”. You are not left on your own” (R.11 (wireless)). “We’ve now implemented what we call a ‘hostbot’, which is an automated robot, which wanders around the community, looking for people who are trying to chat with somebody, but have not got a response” (R.9 (wireless)). At this stage of community development, the findings indicate that the visual stimulation created by the richness of the content plays an important role in enticing lurkers to engage with other community members: COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People Visual “I was really impressed with AOL, it spoke to you, it had wonderful sounds and colourful screens. I showed my mum AOL, she liked Stimulus that. She could see it, she could visualise it in her mind easily, whereas I was young enough, I think, to map this Internet to myself and my mum was not able to, “Look, this is a community. This is a discussion forum” and my mum said, “Yes, but it is just text”. But I could view the community through the text and she could not 50
  • 55. because it was just text. But with AOL, they actually put nice folders, lots of chat icons and forum icons” (R.2 (on-line)). The community managers highlight, however, that rich and attractive content cannot be downloaded or displayed on mobile phones due to the limitations of current wireless technology and the user interface of cellular handsets. SMS technology is limited to 160 characters of text. The speed of data download with WAP technology is extremely slow and the graphics that can be displayed on the screen of current mobile phones are small, black and white and of poor resolution. The current wireless technology cannot, consequently, generate strong visual stimuli. Furthermore, text restriction makes it difficult to demonstrate popularity: COMMUNITY MANAGEMENT Engaging QUOTATIONS TO SUPPORT People Inadequacy “I guess the two things are the lack of visual stimuli on a wireless device, particularly as we live in a visual world. It is quite of Current important when we talk about communities. So that’s one issue Wireless that we had to think about and the second one, which is a much Technology more practical one, is that a wireless device, it’s a lonely pursuit, it’s just you and your mobile phone. How do I know there’s anybody out there in that world? Because there is no way of seeing, there is no way of knowing. When I’m on the web, I can tend to see activity, but if I’m on my phone, I don’t see activity. These two things are quite important for us to convey to people. One, because visual stimuli helps us set the environment the community is operating in. Two, people only want to join 51
  • 56. something when there are lots of other people on board, so we have to make them believe and understand that there’s a lot of people out there. That can be quite hard to do on a mobile phone with text messaging” (R.9 (wireless)). “In terms of the volume that you can send over SMS, the information has to be concise and to the point and relevant, which is a challenge for a content-rich site as we are. Not a lot of our content per se is suitable for SMS” (R.4 (on-line)). Virtual communities are born out of groups of people using ‘many-to-many’ interaction in a public space, where they can choose who to meet, develop relationships and bond with one another. It is, therefore, vital to enable members to locate each other by creating a comfortable environment in which they can interact. Although the data shows that it is technically feasible for innovative and resourceful community hosts to enable members to find one another in today’s wireless space (i.e. without having to visit an on-line web site), wireless technology and devices do not currently allow community managers to make this space user-friendly and easily accessible: COMMUNITY MANAGEMENT Community QUOTATIONS TO SUPPORT Development Inadequacy “When we set up the mobile chat service, we really wanted to be of Current absolutely only mobile-based, with no web site. We recognised Wireless that this was just going to be impractical and we would be doing Technology ourselves a disservice. So, we have created a web site, which, I think is a more important point than we originally thought it (continued) would be” (R.9 (wireless)). “For finding other members the on-line side of things is essential. There is no way from your phone to actually find other members […] The main problem is that you can’t really browse a profile information about a user from a handset and if I want to 52
  • 57. look through one hundred users to find someone else who likes monkeys, for instance, I’ve got to look through all these pages and find someone that sounds about my age, that is also into monkeys and, maybe, likes music I do […] Once I’ve got my group of friends, I can continue to have conversations with them wireless, I don’t need to use the web again. But to select the people you’re going to talk to, the on-line side of things is essential at the moment” (R.6 (wireless)). “In order to establish a community, you need four or five key things. You need someone to be able to define their identity that can then be shouted at to others. To define your identity on-line by filling in a few forms about yourself, saying a few things is fine. You can define one’s identity in an SMS, but it’s hard. […] You then, within a community, have to enable people to find one another. And what are the tools that enable that? So, I described ‘Honey finder’ which is equivalent to the web matching-up system, but you can have less criteria on WAP because it takes COMMUNITY MANAGEMENT Community QUOTATIONS TO SUPPORT Development Inadequacy too long to click etc.. ‘Friend finder’ the same, I want people into of Current clubbing who like garage music. So, you can on ‘R.10’ on-line Wireless define these things. You can on ‘R.10’ , on WAP, you can do Technology some of it, SMS, how much can you do? ‘Find me a friend’ that’s about all you can do and maybe a couple of criteria. So, (continued) you need ‘identity matching’ and then you need ‘communication’ once you’ve been matched: ‘One-on-one’, ‘one-on-many’, ‘many-on-many’. SMS is great for ‘one-on-one’, ‘many-on-many’ is a nightmare. If you’ve been in SMS chat rooms where you get blitzed, it’s a nightmare” (R.10 (wireless)). “I get lots of very, very strange text messages and some of them are an equivalent of the one step beyond lurking. They’re the kind of, “Hi, I’m new to ‘R.6’. Who are you? Does this work?” 53