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The internet stands apart from other media in enab[ing its "users" to interact. From
this perspective, the internet will always be, at its core, a tool for interpersonal
cate@media-screen.com
INTRODUCTION
436
CONTENT CREATION
=i -
Communication
Leisure or Entertainment
News or Information
Personal Productivity
Shopping
N = 4.190
Base: All respondents
channels, such as voice-over-internet protocol (VoIP), have been around for the
older.
,
rmd a market even among broadbandequipped consumers.
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While regular users of chats, blogs, text
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messagmg, and VoIP fail to match the
niimbers who rely on email, these alter,
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native channels play an essential role in
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the daily lives of those who use them.
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With the sole exception of videoconferenc,
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ing, at least two-thirds of regular users
TABLE 1
Use Daily
Use Regularly
95%
Use Regularly)
88%
Instant messaging/chat
41%
70%
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Text messaging
19%
18
67%
64
Volr
y'':'^9^"f^!:^:i^ifl^
6
*Use regularly in typical month: N - 4.190; base: all respondents
68
43
younger and older users suggests a stubborn generational divide in Web 2.0
invoivement.
13-17
18-24
25-34
35-44
45-54
55+
81%
90%
95%
97%^
98%^
99%^^
I?:^.',
9B.',
^9%
38%
30%
23%
Forum/blogs/discussion boards
33%^
29%/^
26%
19%
12%
9%^
Text messaging
28%
40%^^
29%
18%
_ 12%_
VoIP
6%
6%
13%^
9%
6%
6%
Videoconferericing
_5%_
7%
10%^
7%
5%_
3%_
^^
5%_
Review a Product
Post to Forums
5%
10%
15%
20%
25%
30%
35%
HH
Express Opinion ^ ^ ^ ^ ^ M ^ ^ ^ H 1 5 %
Post to Journal h ^ H I ^ ^ H^ ^ ^ ^ 1 4 %
Share via P2P Network ^ ^ ^ ^ ^
Publish a Website
^ ^ ^
9%
8%
Use a Wiki ^ H 4 %
Create/Share Audio File
N = 4,190
Base: All respondents
*Activities done in typical month
Create/Share Video
Create/Share Podcast ^ 2 %
HESEHRCH 4
39
60%- Male
50%-
Female
40%30%20%10%-
13-17
18-24
25-34
35-44
45-54
55-f
148
Base: Users of message boards, chat rooms listservs, and wikis
TABLE 3
Content Creation by Segment*
Online
Social
Content
Everyday
Fast
Insider
Clickers
Kings
Pros
Traciiers
Review products
40%
31%
24%
35%
25%
18%
15%
15%
Post to forums
35%
24%
26%
Express opinion
13%
19%
Use a wiki
7%
7%
15%
3%
6%
12%
3%
8%
18%
5%
11%
2%
Post to journal
18%
17%
14%
10%
Publish a blog
21%
19%
17%
10%
12%
9%
18%
7%
14%
3%
10%
8%
8%
11%
6%
6%
6%
3%
2%
3%
3%
5%
4%
4%
3%
4%
Create/share podcast
2%
1%
1%
2%
2%
0%
5%
10%
INFLUENCE ON PURCHASE
BEHAVIOREXPANDING BEYOND
THE EARLY ADOPTERS
If UGC is still being promulgated primarily by younger users and an elite group
of "netizens," wbat, if any, impact has
it had on purchase decisions? To help
answer this question, we analyzed over
1,300 broadband shoppers, a subset of
tbe total Netpop sample, and over 100
different types of products purchased in
the last tbree montbs. Respondents
were asked to identify a product they
had purchased in the last three months,
either online or offline, and were then
asked to answer questions about the
15%
20%
25%
30%
!27%
15%
Retail Sites
15%
Brand/Manufacturer Sites
TV Advertisements
Coupons
Magazine Advertisement/Article
Office Sources
HnlinP ^niirrpQ
User-Generated Sites*
User-Generated
7%
2%
N = 1,397
Base: Purchased product in last three months
*lncludes rating/review sites, blogs, forums, discussion boards, social networking sites
**lncludes search advertisements, banner/rich media advertisements
TABLE 4
Influence of UGC Sources
UGC sources (any)
Consumer reviews/ratings sites
5%
Blogs/discussion boards
3%
2%
1%
Note: N = U97;
months
442
0%
Online
5%
10%
15%
j^H
Kurcnases P ^ ^
Offline
^ B
Purchases ^ ^ H
20%
25%
14%
^ ^ H 8%
N = 1,397
Base: Purchased product in last three months
one source measured in our survey influenced more than 20 percent of purchases:
browsing in retail stores (27 percent). Rec-
User-generated content sites play an important role in the purchase of Pricey Tech-
is fourth in influence behind tbe aforementioned online sources. Our research shows
the more expensive and valuable an item,
tbe more it is researched. The fact that these
technology and electronics items tend to be
more expensive, more complicated, and
highly coveted by their buyers contributes
to the time corxsumers' devote to researching them and considering the views of other
While offline sources dominate the purchase of High Touch Retail products, such
as clothing, appliances, and furniture,
online sources also play a surprisingly
important role in this category. Over half
(58 percent) of High Touch Retail purchases are influenced by the internet
specifically, an average of 2.3 online
sources. Yet only 8 percent of purchases
in this category are influenced by UGC.
The percentage may increase as retail sites
5%
0%
Pricey Tech-Electronics
^ |
High-Touch Retail
10%
15%
20%
25%
Household Staples H |
5 %
No Touch Services WM
^4%
24%
8%
N = 1,397
Base: Purchased product in last three months
offer more participatory features and younger Broadbanders gain more disposable
income and settle into new homes. But
the need to see and touch these items
physically, rather than evaluate them more
intellectually, may limit the potential for
WOM to influence the purchase of these
types of items.
Household Staples
Not surprisingly, only 5 percent of Household Staples, like beverages and pet supplies, are influenced by UGC. Yet there is
some evidence that other online sources
are playing a small role; 17 percent of
Household Staple purchases were influenced by a shopping site, 7 percent by
online coupons, and 7 percent by search
engines. Like High Touch Retail products,
the influence of WOM on Household Staples is likely to increase as retail sites
offer more participatory features and retailers such as Safeway learn how to successfully combine bricks-and-clicks, taking
grocery orders online and then fulfilling
those orders through existing supermarkets. But a factor limiting the potential for
online WOM in this category is passion,
i.e., an emotional attachment to the products. Though every CPG brand has a core
group of "Passionates" who actively tout
items includes the personal and confidential nature of many financial and travel
decisions.
To summarize this analysis of separate
product categories, UGC is more likely to
influence items that are more complex,
higher priced, and highly covetedsuch
as technology and consumer electronics.
But it is less likely to influence lowinvolvement products and/or those primarily purchased in stores (e.g., CPG),
products that buyers want to see/feel/
try-on (e.g., furniture, apparel), and products that are personal or confidential in
nature (e.g., travel, finance). Findings from
Netpop 2007, available starting in September 2007, will identify any shifts in the
results presented here.
UGC is more likely to infiuence items that are more complex, higher priced, and highiy covetedlike technoiogy
and consumer eiectronics. But it is less likely to influence low-involvement products and/or those primarily
purchased in stores (e.g., CPG).
December 2007 JOUflllfiL OF IIOUEIITISIIIG RESEflflCfl 4 4 3
0%
5%
10%
15%
20%
25%
9%
Content Kings
Fast Trackers l ^ ^ ^ ^ l
8%
Social Clickers I j i ^ ^ ^ ^ g ^ 6 %
Everday Pros I ^ ^ ^ ^ H
N = 1,397
Base: Purchased product in last three months
Insiders will retain the usage characteristics they share today. It may not be the Online Insiders, but rather a subset of this
group, that act as the primary influencers
on the web.
LOOKING AHEADPREPARING FOR THE
MYSPACE AND YOUTUBE GENERATION
0%
5%
10%
15%
13-24 ^ ^ H
25-44 ^ ^ H
45-H ^ ^ H
25%
TABLE 5
How Fans Learn about
Entertainment
User-generated conent sites (any) 33%
^H
^<
20%
5%
N = 1.397
Base: Purchased product in last three months
Figure 8 I n f l u e n c e o f UGC by A g e
444 JflUflOflL OF ElDUEfiTISIlGfiESEflRCHDecember 2007
19%
16%
fan sites
Video-sharing, online radio, and
14%
30%
20%
10%
0%
40%
50%
60%
31%
Television
42%
48%
UGC
25%
Search
13-24
25%
Oniine Advertisement
25+
Magazines
Newspapers
23%
Radio
N = 1,411
Base: Online movie, game, music, and television fans
TABLE 6
Percent Who
^ j , ^ Learn
Say UGC is
^^^^^ ygQ
Influential
32%
67%
,.
rr^ .1
Movies
Music
34%
36%
49%
70%
Television
30%
67%
n^
ij\
i^
. j
, . / , ,
reviews or summaries. Creating mashups and fanfic, the most time- and
0%
5%
10%
15%
20%
25%
30%
^ ^ ^ ^ ^ ^ ^ ^ ^
35%
33%
14%
13-24
25+
0%
10%
20%
30%
40%
50%
60%
70%
25+
i am bored and have nothing to do
Disagree with a review or rating
Friends are taiking about it
I want to meet other people who share my interests
A/= 810
Base: Fans who contribute to UGC sites
43%
30%
CONCLUSION
REFERENCES
NIELSEN//NETRATINGS. 61.6 percent CAGR between December 1999 and May 2006.
PIPER JAFFRAY. The User Rczvluthn:
The Nem
December 2007
LOF
447