Viral marketing in and around virtual worlds
Here is a short overview on my project. It does not contain many references, or theoretical considerations as such, but my hope is to give you an overview of the structure.
Let us take a look at what I mean by “viral marketing.” I will present the concept through an example, which will be referred to repeatedly throughout this document. The example is a video made by the Danish Traffic Council to get Danes, in particular young men between 18 and 35, to drive slower. It is available online at speedbandits.dk.
Empirically, I find four things interesting. Related to this is a few questions that I hope to provide answers for during my PhD.
1) The commercial sender (Danish Traffic Council).
How does the council manage to get people to distribute the video? How do they manage to target young men between 18 and 35?
2) The object traveling (in this case the video).
When the video travels, the message “Drive more slowly” travels with it. But how does the message survive rather than drowning in the entertainment? What is the relationship between the entertainment and the message from the commercial sender? How are they being balances off? What challenges does this imply for the sender?
3) The people receiving and forwarding the object. (every one that have watched the video (perhaps even you if you followed the link), as well as everyone that told other people about it (including me :-))
How does the video influence its viewers? In particular, how can it manage to change driving habits? And what motivates people to pass it on to others?
4) The digital environment. (The “context” in which the object is present influences its seriousness as well as the means for spreading it, for instance Facebook, Twitter, and Youtube)
How do the digital environments influence the object? Would it make a difference whether the video is only uploaded to the homepage or if it is posted on Youtube? Would it be announced elsewhere? And for what reasons would it be chosen to use one platform over another?
The project is split into two parts. Points 1 and 2 are being discussed in the first part dealing with objects as well as their creation. The second part consists of the hosts i.e. the human and nonhuman actors facilitating the spreading of the object.
1+2) The object
The object is relevant to look at in viral marketing as it is in the hands of users.
The commercial sender might have a specific aim, i.e. making people slow down. They might have a specific group of people they want to change behavior in, i.e. young men between 18 and 35. But as soon as the video is ready to be put on the internet the commercial sender is no longer in direct control of the spreading, the responses or the effects the video might have on its audience.
This means that a lot of work must be done beforehand. For instance it is chosen to integrate topless women into the traffic video in order to catch the attention of the young men. It is also chosen when and where to start the spreading. Considering who might be most likely to spread it, leaving a pamphlet with the URL to the homepage in a nursing home where mostly old people without internet and drivers license will not be a success, where as having a link to the site on a sports site announcing the latest results for FORMULA 1 might be more likely to hit the target audience of young men.
Theoretically there are two things I want to look at: The distinction between subject and object, and the distinction between mediators and intermediates.
The first is inspired by Marilyn Stratherns cutting the network article, and her critique of ANTs removal of distinctions. She argues that there might be sites where a distinction does not exist at all, for instance in PNG where Yams and shells are not objects but instead extensions of the subject.
I find the discussion concerning the analytical categories of objects and subjects useful when looking at the object (the video for instance). What can we learn about the character of the object? Can we benefit from seeing it as an object travellng and an extension of the subject passing it on? (i.e. would a video that otherwise would have been deleted be watched because it came from someone the receiver knew?)
Two additional analytical tools that I want to use are Latour’s concepts mediators and intermediaries. These are two ways of explaining mediations, thus not distinguishing between humans and nonhuman but instead by the character of the mediations. I will use this to look at the strategies available to the commercial sender before publishing the video on the internet. His or her ideas of what digital environments as well as users to take advantage of.
Theoretically I will look into Roger’s “Diffusion of innovation”, a theory of spreading that ANT is writing up against. (I have not gotten around to this yet, but this will be one of my next reading projects, as I intend it to be one of my central theoretical starting points.)
3+4) The hosts
Responsible for objects to be spread are hosts. These can be the humans, but also the different digital environments as they both facilitate the spreading.
The humans
I will take the object as a kind of boundary object, with an assumption that there exist several simultaneous interests and motivations. Whereas it might be quite clear what the aim from the perspective of the commercial sender is, the interests of the people passing on the video to others might differ. One might do it just because it is funny, another might never do it, except this one time where it has a special meaning. (For instance one might send the speed video to a young guy that just got his drivers license, or someone that moves away from Denmark, just to tease them with what they miss back home.) This approach can explain the success of viral marketing as several things at the same time and provide an explanation for why people pass it around ( The boundary object is strong and manages to stay the same across many sites) But it can also be used to raise questions as to how the commercial creator managed to create is. (There is however no writings concerning HOW one can create such a boundary object)
Digital environments
When the commercial sender chooses where to plant a seed i.e. where to start spreading the video s/he must take into consideration the different environments. Nancy Baym has been studying fan culture on the internet and concludes that often there exists many fan sites for the same bands. However it makes a big difference to which of these communities you belong. Furthermore the infrastructure affects the spreading in different ways. If a user is posting something on Facebook, all his or her friend will get this message. If instead the user sends a video to friends in an email no one but the friends it was sent to will see it. Here I will look at visibility and access. This calls for methodological considerations as to what accesses I can get as a researcher as well as knowledge about how objects can be spread differently depending on the different infrastructures.
Concerning the digital environments I have a project affiliation meaning that I will have to put a special focus on virtual worlds. This combined with my claim to do multisided ethnography calls for considerations concerning how I can approach a virtual world as a site.
When focusing on viral marketing from the perspective of the object, I will pay less attention to the digital environment, whereas when focusing on the hosts, I will pay attention to the different digital environments. But what is an environment and how do I define it?
For instance, World of Warcraft (WoW) is a virtual world whereas Facebook is a social networking site. The primary difference lies in the users being immersed in a world, with 3D representations of them. They are represented by avatars and interaction will often contain items, rules and values existing inside the digital environment (For instance in world of Warcraft and Age of Conan, one is playing a role and rules, ranks and skills will be determined by the game creators). A social networking site will be used as extensions of real world relations. People will be represented as “themselves” with pictures, and input from their lives outside this environment
However there are in-betweens. Second life is a virtual world, the users have to use an avatar and they can be anonymous, living a life in there without any references to the life outside the world. Users can also use this world as an extension of real life relations meeting in there, chatting, or building things. In contrast to WoW there are very few rules. Second Life is more to be seen as an environment where there are tools for building in 3D as well as scripting actions, buying clothes, chatting etc. So an aim that perhaps has more theoretical relevance is to define what would make sense to call a virtual world and consider where lines can be drawn between them and social networking sites. This is not only a question of making analytical distinctions, but also about exploring where these lines are drawn empirically and if they are being challenged or if disagreements about them exist.
Two concepts used to describe users are Immersionist or Augmentationist. Whereas the first group would have an identity not linked to the identity outside the environment, the latter would see it as an extension of their real life identity.
There are other forms of interaction that calls for delimitation: Consider WoW users discussing on a message board or on a wall in a Facebook group. Is this part of a virtual world as these people are discussing things concerning WoW? Are they to be seen as avatars? Or is this kind of discussion to be characterized as social networking?
I hope this has given you an intuition about what I am about to call a project :-)
References:
Baym Nancy K. (2007) “The new shape of online community: The example of Swedish independent music fandom” First Monday, volume 12, number 8 (August 2007)
URL: http://firstmonday.org/issues/issue12_8/baym/index.html
Bowker, Geoffrey & Star, Susan Leigh (1999) ”What a Difference a Name Makes – The Classification of Nursing Work” in Sorting Things Out: Classification and its Consequences. Chapter 7. The MIT Press: London, England & Cambridge, MA.
Callon, Michel & Law, John (1995) “Agency and the hybrid collectif”, South Atlantic Quarterly, Vol. 94 pp.481-507.
Callon, Michel (1999) “Actor-Network Theory – the market test”. Side 181-195 i Law, John og Hassard, John (ed.): Actor-Network Theory and After. Blackwell Publishers/The Sociological Review: Oxford.)
Latour, Bruno (2005) “Reassembling the Social: an Introduction to Actor-Network-Theory.” Oxford: Clarendon
Latour, Bruno (1999) “Science in Action: How to Follow Scientists and Engineers Through Society”, (1987) Cambridge, Mass.: Harvard University Press.
Latour, Bruno (1987) Science in Action. How to Follow Scientists and Engineers through Society. Cambridge: Harvard University Press,. (pp. 103-144)
Latour, Bruno. (1986) “The Powers of Association”. Power, Action and Belief. A new sociology of knowledge? Sociological Review monograph 32. Law, J. (Ed). Routledge & Kegan Paul, London: 264-280.
Star, Susan Leigh, and James R. Griesemer (1989). “Institutional Ecology, ‘Translation,’ and Boundary Objects – Amateurs and Professionals in Berkeley’s Museum of Vertebrate Zoology, 1907-1939.” Social Studies of Science 19 (1989): 387-420.
Strathern, Marilyn (1996) “Cutting the Network”. The Journal of the Royal Anthropological Institute, Vol. 2, No. 3. (1996), pp. 517-535.