Social Media Marketing: The Horizontal Revolution (Chapter 1)
The Horizontal Revolution: Key Concepts
- The Horizontal Revolution
- Information flows across people, not just from large companies to individuals.
- Social Media defined as the online means of communication, conveyance, collaboration, and cultivation among interconnected people, communities, and organizations, enhanced by technology and mobility.
- Key takeaway: today’s social systems enable widespread peer interaction and co-creation, blurring the lines between producers and consumers.
The 4 Zones of Social Media Channels
- There are 4 zones of social media channels:
- Zone 1: Social Communities
- Focus: relationships and shared activities among people with the same interests.
- Channels: social networking sites (SNS), message boards, forums, wikis.
- Example: healthboards.com.
- Zone 2: Social Publishing
- Focus: dissemination of content to an audience.
- Channels: blogs, microblogging sites, media sharing sites, social bookmarking, news sites.
- Example: diigo.com.
- Zone 3: Social Entertainment
- Focus: play and enjoyment via social media ecosystems.
- Channels: social games, alternate reality games, virtual worlds, entertainment communities.
- Zone 4: Social Commerce
- Focus: using social media to assist in online buying and selling.
- Channels: reviews and ratings, deal sites, deal aggregators, social shopping markets, social storefronts.
- Example: Etsy.
Zone 1: Social Communities
- Definition: channels focusing on relationships and shared activities among people with the same interests or identifications.
- Examples of channels within Social Communities: SNS, message boards, forums, wikis.
- Example channel: http://www.healthboards.com/
- Implications: leverage communities for engagement, support, and advocacy; risk of echo chambers and moderation needs.
Zone 2: Social Publishing
- Definition: sites that disseminate content to an audience.
- Channels include: Blogs, Microblogs, Media sharing sites, Social bookmarking, News sites.
- Example channel: https://www.diigo.com/
- Implications: accelerates content reach; enables content remixes and curation; watch for signal-to-noise and credibility.
Zone 3: Social Entertainment
- Definition: channels and vehicles that offer opportunities for play and enjoyment.
- Includes: Social games, Alternate reality games, Virtual worlds, Entertainment communities.
- Implications: drives engagement through play; can be viral; risks include distraction and superficial engagement if not tied to brand goals.
Zone 4: Social Commerce
- Definition: use of social media to assist in the online buying and selling of products/services.
- Examples: Reviews/ratings, Deal sites, Deal aggregators, Social shopping markets, Social storefronts.
- Implications: reduces friction in shopping, enables social proof; important to manage trust, privacy, and fulfillment reliability.
Social Media Zones & Vehicles (Exemplar Vehicles)
- Social Community vehicles: Twitter, Facebook, YouTube, LinkedIn, Google Plus.
- Social Publishing vehicles: Blogs (Blogger, Blogspot), Technorati; Media sites (Flickr, Picasa, SmugMug, SlideShare); Scribd.
- Social Commerce vehicles: LivingSocial, Groupon, Payvment, TripAdvisor, VideoGenie etc.
- Social Entertainment vehicles: Come2Play, Second Life, MySpace, Zynga, uGame.
- Additional exemplars: YouTube, TripAdvisor, LivingSocial, Groupon, SlideShare, etc.
4 Zones: Learning Activity Structure
- Step 1: Each member learns a new social media channel in one of the 4 zones.
- Step 2: Introduce the channel briefly to the group.
- Step 3: Group rep introduces 1 zone to the class.
Web 2.0: Defining Characteristics of Social Media / What is Social Media?
- Web 2.0 defining characteristics (as a set of defining traits for social media):
- The Web Is the Platform.
- User Participation, User-Generated Content, and Crowdsourcing.
- User-Defined Content (taxonomy vs folksonomy).
- Network Effects.
- Scalability.
- Perpetual Beta.
- Reputation Economy.
- The Web is the Platform
- Cloud computing: hosting services delivered online; the platform on which apps and services run.
- User Participation, UGC, and Crowdsourcing
- Crowdsourcing: leveraging the collective knowledge of a crowd to solve problems or complete tasks.
- Examples include Coca‑Cola campaigns like “Where Will Happiness Strike Next?” and Unilever “Open Innovation.”
- User-Defined Content
- Taxonomies: classifications created by experts (e.g., Amazon’s taxonomy for literature and fiction).
- Folksonomies: user-generated labels/tags that make sense to users.
- Network Effects and Scalability
- Network effects: value increases as more users participate.
- Scalability: capacity to grow without harming margins.
- Perpetual Beta and Reputation Economy
- Perpetual Beta: continuous product development with new features even while testing/refinement ongoing (example: Google Lab features).
- Reputation Economy: value exchanged is measured in esteem as well as money.
- Practical implication: these characteristics shape how firms design engagement, content strategy, and customer interactions.
Living a Social (Media) Life
- The Internet and related technologies enable social media today.
- Interactions come in two forms:
- Synchronous interactions: occur in real time.
- Asynchronous interactions: do not require immediate responses.
- Practical impact: plan for both real-time engagement and ongoing, evergreen conversations.
Social Behavior & Philosophy of Participation
- Culture of Participation:
- Freedom to interact with others and with brands.
- Open access that enables users to share content.
- Power to build on others’ content from one’s own POV.
- Implications: fosters innovation and consumer empowerment, but raises governance, moderation, and quality-control considerations.
Media Types: Mass, Personal, and Social
- Media definitions:
- Mass Media: channels that reach a large audience (broadcast, print, digital).
- Personal Media: two-way channels on a small scale (email, telephone, face-to-face).
- Social Media: crosses mass and personal media; supports two-way, networked interactions among many participants.
- Practical takeaway: social media blends reach with dialog and co-creation.
The Role of Social Media in Marketing Objectives (Real-World Examples)
- Marketing objectives supported by social media include:
- Promotion and Branding: extend media coverage; influence consumer decisions.
- CRM and Service Recovery: maintain relationships; fix issues and win back dissatisfied customers.
- Marketing Research: gather consumer insights and opinions.
- Retailing and E-commerce: drive sales and online transactions.
- Real-world campaign examples referenced: BMW “Dad Gone Wild”; Dove “Real Beauty Sketches”; BP “Bring People Together.”
- Notes on links: YouTube/video references provided for each campaign example.
The Consumer Purchase Process and Social Media
- Social media roles across the purchase funnel:
- Increase Awareness
- Influence Desire
- Encourage Trial
- Facilitate Purchase
- Cement Brand Loyalty
- Practical implication: design content and interactions aligned with each stage of the journey.
Social CRM and Service Recovery
- Social CRM: uses software to tailor offers and build customer intimacy.
- Service recovery: actions to correct mishaps and regain customer trust.
- Example: Domino’s Pizza Turnaround (video link provided) demonstrates turning a crisis into a learning and improvement opportunity.
In-Class Activities: Real-World Examples (Group Exercise)
- Activity objective: Find real business examples of how social media achieves each marketing objective and share with the class.
- Group breakdown (based on slide):
- Groups for Branding & Promotion (objectives 1 & 2).
- Groups for CRM & Service Recovery (objectives 3 & 4).
- Groups for Marketing Research (objectives 5 & 6).
- Groups for Retailing & E-commerce (objectives 7 & 8).
Practical and Theoretical Implications
- Ethical considerations:
- Transparency, authenticity, and the potential for manipulation in crowdsourced content and reviews.
- Privacy and data use in CRM and personalized marketing.
- Philosophical implications:
- Democratization of content creation vs. challenges of governance and quality control.
- Reputation economy raises questions about fairness, reputation manipulation, and the value of trust.
- Practical implications for marketers:
- Design for participation and co-creation, not just messaging.
- Leverage network effects but guard against negative feedback loops and misinformation.
- Use perpetual beta to iterate campaigns rapidly while maintaining brand integrity.
- Integrate CRM, service recovery, and research into a unified social strategy.
Quick Reference: Key Terms and Numbers
- 4 zones of social media channels: Social Communities, Social Publishing, Social Entertainment, Social Commerce.
- 24 hours a day, 7 days a week: standard for Web 2.0 interactive availability in many platforms.
- Network effects: increased value as more participants join.
- Perpetual Beta: continuous feature updates during development.
- Reputation Economy: value exchanged through esteem and trust, in addition to money.
- Example campaigns and platforms mentioned: BMW, Dove, BP; Domino’s turnaround video; Twitter, Facebook, YouTube, LinkedIn, Google Plus; Diigo; healthboards.com; Etsy; Groupon/LivingSocial; Second Life; TripAdvisor; Zynga; Payvment.
Connection to foundational principles: these concepts connect to broader marketing theory such as engagement marketing, WOM, brand communities, trust in online reviews, and technology-enabled relationship management. They also tie into risk management, data ethics, and the economics of attention in digital environments.