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THE BUSINESSOF SOCIAL
Social media tracker 2012
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Contents
Executive summary
What is Wave?
The continuing story of Wave
Social movements
Will data privacy slow social?
The Business Of Social
Connecting with social experiences
The impact: Summary
What does this mean for your business?
About this report
5
7
9
15
27
43
55
67
71
72
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Executive Summary
The story so far in social networking has been the incredible growth in the numbers of people using
them. But Wave 6 shows that in the future the biggest impact will come from the increasing amount
of time people are spending on them. Social networks are now legitimate rivals to all forms of media
and will continue to have a huge effect on online consumption in particular.
Consumers are continuing to move away from increasingly siloed brand websites, viewing it as a one
dimensional experience compared to that offered by social media. Brands will need to reach out to
consumers in the social spaces if they are to connect online.
Attachment to social networks is stronger than ever, with over 40% of people saying they are worried
about missing out if they dont visit their social network. As a result users are fully prepared to share
their data in return for the benefits they bring.
Social experiences deliver very clear value to brands. Understanding the social experiences the
consumer wants AND which of these experiences deliver the brands marketing objectives is the keyto unlocking this value. This is an important part of making social media a legitimate platform for
brand development.
Despite the reluctance of many companies to discuss problems, particularly in social media, our
research has shown that actually responding to a customers issues is one of the most powerful social
experiences a brand can deliver. In the future social CRM should be a fundamental part of any brands
communication strategy.
The consumer has many devices through which they can interact with a brand digitally but not all of
these devices are a suitable environment for every experience. Tablets and smartphones, for example,
have very different strengths. Marrying the right experience to the right device is key to creating a
compelling social strategy.
This report is a brief snapshot of the insight available. You will find contact details if you require further
information at the end of this report.
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What is Wave?
t Wave is a social media study.
t Wave has retained the same methodology from Wave 1 to Wave 6, enabling comparison across
Waves.
t All research is conducted by the EMEA Research team in collaboration with the UM network of
agencies.
t The survey is carried out using UMs in-house research system, Intuition.
t We have surveyed 41,738 16-54 Active Internet Users in 62 countries.
t All surveys are self-completed and the data collected is purely quantitative.
Why the Active Internet User?
t Active Internet Users are those that use the internet every day or every other day.
t Social media is driven by Active Internet Users.
t They drive adoption of platforms and tools and they will determine which tools and platforms
become dominant.
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The business of social | Social media tracker 2012
September 2003: LaunchAugust 2003: Launch
January 2003: Launch
June 2003: Launch
March 2002: Launch
December 2004: Launch
August 2005: Google acquire Android
December 2005: Launch
January 2005: Launch
May 2003: Launch
January 2001: Launch
October 1999: Launch
January 2004: Launch
February 2004: Launch
July 2006: Launch
October 2006: Launch
September 2006: Facebook is opened to everyone
January 2007: iPhone launch
September 2008:
First Android phone launch
April 2005: First video uploaded to Youtube
March 2005: Yahoo acquire Flickr
February 2006: Founded
There are now more than 3.6Bn images on Flickr
June 2009: Launch
February 2010:
Facebook Mobile - 100M users
August 2010: Groupon is the
fastest growing company of all time
December 2010: 100M users
just 2.5 months after launch
September 2011:QQ IM - over
700M active users
October 2010: The Social Network film released
April 2010: iPad released
July 2010: 100M check-ins
August 2009: Xiaonei becomes RenRen
June 2011: Launch
March 2011:100M members
April 2011:Valued at over 3Bn
December 2011:Over 845M active users
June 2011:Over 200M tweets a day
March 2009: Launch
August 2008:Over 100M users
October 2008: Launch
March 2007: Launch
April 2008:
Facebook overtakes
MySpace in popularity
15 countries7,500 respondents
29 countries17,000 respondents
54 countries37,600 respondents
62 countries42,000 respondents
21 countries10,000 respondents
38 countries23,200 respondents
TEXTUAL
INFLUENTIAL
VISUAL
BUSINESS
SOCIAL
Delicious
MOTIVATIONAL
THE BUSINESSOF SOCIALSocial media tracker 2012
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The continuing story of Wave
In 2006, UM embarked on a project to measure the scale and impact of social media across the globe
and to explore the changes occurring in communication technologies. To date, we have surveyed more
than 136,000 Active Internet Users across 64 countries.
Over the course of this project Wave has taught us that growth in social media is unprecedented.
However, the real story has not just been one of growth but also of evolution. In a few short years social
media has made content creators, sharers and influencers of us all.
t Wave 1 (2006): demonstrated that social media was living up to the hype. There was a large and
active community communicating online.
t Wave 2 (2007): showed how social media moved from a text-based medium of bloggers and
posters to a fully audio visual one full of content creators and sharers.
t Wave 3 (2008): charted the democratisation of influence, how social media was driving greater
means and opportunity for consumers to influence their peers.
t Wave 4 (2009): examined the reasons behind the huge growth in social media by understanding
the motivations to use different social media platforms. It showed that consumers engage with a
platform because it meets specific consumer needs and all platforms meet these needs differently.
t Wave 5 (2010): told us that there was huge demand for social interaction with brands. However,
the nature and depth of this interaction varied wildly from person to person and category to
category. But those brands that could create the right experience benefited enormously, driving
brand loyalty, endorsement and sales.
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The expanding Wave universe
41,738RESPONDENTS
62COUNTRIES
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Australia
ChinaFrance
Germany
ItalyPhilippines
RussiaSouth Korea
SpainUK
US
WAVE 1
Australia
BrazilChina
France
Germany
GreeceIndia
ItalyJapan
Malaysia
MexicoPakistan
PhilippinesRussia
Singapore
South KoreaSpain
TaiwanThailand
UKUS
WAVE 2
Australia
AustriaBrazil
Canada
China
Czech RepublicDenmark
France
Germany
GreeceHong Kong
HungaryIndia
ItalyJapan
Korea
MexicoNetherlands
Pakistan
PhilippinesPoland
Romania
Russia
SpainSwitzerland
TaiwanTurkey
UKUS
WAVE 3
AustraliaAustria
Belgium
BrazilCanada
ChinaColombia
Czech RepublicDenmark
Ecuador
FinlandFrance
GermanyHong Kong
HungaryIndia
Italy
JapanLatvia
LithuaniaMalaysia
Mexico
NetherlandsNorway
PeruPhilippines
PolandPortugal
Romania
RussiaSingapore
South AfricaSouth Korea
SpainSweden
Turkey
UKUS
WAVE 4
Algeria
ArgentinaAustralia
AustriaBahrain
BelgiumBrazil
Canada
ChileChina
ColombiaCzech Republic
Denmark
EcuadorEgypt
EstoniaFrance
GermanyHong Kong
Hungary
IndiaItaly
Ireland (ROI)Japan
KSAKuwait
Latvia
LebanonLithuania
MalaysiaMexico
NetherlandsNorway
Oman
PhilippinesPoland
PortugalQatar
Romania
RussiaSerbia
SingaporeSlovakia
South AfricaSouth Korea
Spain
SwedenTaiwan
ThailandTunisia
TurkeyUAE
UK
UkraineUS
WAVE 5 AlgeriaArgentina
AustraliaAustria
BahrainBelgium
BrazilCanadaChile
ChinaColombia
Croatia
Czech RepublicDenmark
EcuadorEgypt
EstoniaFrance
Finland
Germany
GreeceHong KongHungary
IndiaItaly
Ireland (ROI)
JapanKSA
KuwaitLatvia
LebanonLithuania
Malaysia
Mexico
NetherlandsNorwayOman
Philippines
PolandPortugal
Puerto RicoQatar
RomaniaRussia
Serbia
SingaporeSlovakia
South Africa
South KoreaSpainSweden
Switzerland
TaiwanThailand
TunisiaTurkey
UAEUK
Ukraine
USVietnam
WAVE 6
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Welcome to Wave 6 -
The Business of Social
Social media remains at the top of the agenda for many brands. However, it is clear that as a medium
for marketers its still very much in its infancy. Popular measures of success, such as Likes, posts or
Tweets, are no more than proxies for other more meaningful brand objectives. In fact, by definition,
setting these goals suggests you may have already confined yourself to creating a one-dimensional
social experience.
Perhaps this is one reason whyso many social media strategies look the same, using familiar platformsin familiar ways to achieve similar goals. With Wave 6 we intend to address this challenge. Wave 5
The Socialisation Of Brands told us that people want vastly differing social relationships with brands.
Wave 6 The Business Of Social tells us what these social relationships can deliver for brands.
Do they make people want to spend more time with the brand, do they make them feel valued as
customers, or do they encourage people to recommend the brand to others?
Our research has revealed a deeply complex environment where different social experiences meet
different marketing objectives. An experience that drives brand advocacy in one category simplycreates awareness in another. An experience that encourages brand participation for one person does
very little for someone else. Knowing the value of an experience means we can build a social media
strategy designed to meet a marketing objective, rather than starting with how to exploit an existing
social platform.
We believe this knowledge is vital if we are to make social media a legitimate platform for the
development of brands.
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SOCIALMOVEMENTS
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65.2%
GLOBAL
61.4%51.4%45.1%
Wave 6Wave 5
Wave 4Wave 3
Growth in social networkinghas slowed
FIGURE 1:
Thinking about the internet, which of the following have you done in the last 6 months?
- Manage a profile on an existing social network (eg: facebook.com)
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U.S.A.
48.3%33.1% 64.5%58.1%
CHINA
51.4%47.4% 68.9%68.4%
BRAZIL
74.5%63.6% 74.3%53.9%
RUSSIA
66.1%64.8% 77.1%79.8%
U.K.
53.4% 58.6% 62.9%55.5%
SPAIN
59.6%55.5%46.2%29.9%
GERMANY
27.2% 53.1%37.8%36.6%
ITALY
34.4% 61.2%53.9%24%
INDIA
62.8%51.4% 67.1%72.5%
FRANCE
43.4%26.3% 53.5%53.2%
Wave
43 65
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But as profile creation begins toplateau, active management stillgrows
The social network is beginning to reach a plateau amongst the active internet universe (see Figure
2). As a result, we are going to see growth at a much slower rate from now on. This will naturally put
pressure on Facebook as it IPOs. Investors will expect a return on their investment and the growth of
the platform will be a key performance indicator. Facebook will need to find ways to get consumers to
spend more time with them and further commercialise their services.
It is clear however, that active management of a social network profile is continuing to rise (see Figure
2) and time spent on a social networking site will continue to grow, at the expense of other platforms
(see Figures 3 & 5).
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49%
Upload a videoto a video
sharing site
Watch videoclips online
Createa profile
Managea profile
Visit a friendssocial network
page
Wave 1 Wave 2 Wave 3 Wave 4 Wave 5 Wave 6
49%
75%77%
81%
88%
FIGURE 2:
Thinking about the internet, which of the following have you ever done?
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But people are spending moretime than ever on social networks
Television
Radio
Magazines
Newspapers
Internet
Social networks
Microblogging sites
Mobile phone
Blogs
Video sites
Everyone 16 - 24 year olds
109
7
6
6
13
7
9
7
10
6
7
6
4
5
13
7
7
6
8
5
6
FIGURE 3:
Approximately how
much time did you
spend consuming the
following media in the
last 7 days? Hours per
week
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And the number of socialcontacts continues to grow
FIGURE 4:
Approximately how many people do you stay in contact with in your personal life through the following means?
0
10
20
30
40
50
60
70
80
Wave 32008
Wave 42009
Wave 52010
Wave 62011
Averagenumberofpeople
SMS
Social network
Instant messenger
Forum/Message board
My personal blog
Phone
Face to face
Text message (SMS)
Post/Letter
im
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2010 may prove to be the peakfor many other social platforms
FIGURE 5:
Thinking about the internet, which of the following have you ever done?
2010 may have been the high point for many social platforms. Growth in some activities, like blog
reading and creation, has stagnated (see Figure 5). In others, like starting a topic on a forum or visiting
a photo website, we are seeing a marked decrease.
90%
80%
70%
60%
50%
40%
30%
20%Wave 12006
%E
verdone
Wave 22007
Wave 32008
Wave 42009
Wave 52010
Wave 62011
Read blog/weblogs
Start my ownblog/weblogs
Visit a photo sharing
website
Use instant messenger
Visit a message
board/forum
Started a topic on amessage board/forum
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But Microblogging is still risingalthough yet to be universallyadopted
FIGURE 6:
Thinking about using the internet, which of the
following have you used in the past 6 months?
Used a microblogging service (e.g. Twitter, Jaiku)
Since Wave started in 2006 we have tracked the
growth of many emerging technologies and we
often see vast differences in the rate by country.
Microblogs, e.g. Twitter, fit the typical profile of an
emergent social media. Small faltering steps as
the platform begins to grow and then suddenly
the event horizon is reached and they burst into
life drawing in huge numbers of participants.
What is different about microblogging though is
that the Chinese active internet universe is leading
the way with a penetration of 71.5%. Chinese
microbloggers are a highly vocal and active
community. They are more likely to be highly
educated and well paid, viewing microblogging
as a tool for self expression (49% in China vs. 32%
globally) and sharing experiences (46% in China
vs. 30% globally). Its no wonder then that in a
few short years using sites like Sina Weibo, Sohu.
com and Tencent microblogging have reached
mass penetration. Clearly the microblogging
platform is becoming a highly influential form of
media, explaining why the Chinese government is
becoming so heavily involved through new rules
of use and the launch of its own platform.
GLOBAL
42.9%33.2%14.9%
Wave 6
Wave 5
Wave4
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U.S.A.
8.5% 22.1%18.8%
CHINA
26.3% 71.5%53.1%
BRAZIL
43.9% 47.6%13.4%
RUSSIA
14.2% 25.8%19.9%
ITALY
9.4% 17.7%11.1%
INDIA
24.4% 42.9%45.5%
FRANCE
4.1% 12.2%8.8%
Wave
4 65
U.K.
19.3% 62.9%6.4%
SPAIN
24.8%19.1%11.5%
GERMANY
15.9%7.7%6.2%
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WILL DATAPRIVACYSLOW
SOCIAL?
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Wave 4
2009
Wave 5
2010
Wave 6
2011
65%
70%
60%
55%
50%
I am concerned about
the amount of personal
data that goes online
%Agree
Wave 4
2009
Wave 5
2010
Wave 6
2011
45%
50%
55%
40%
35%
30%
Social networking sites
(eg: facebook.com)
are an integral part of
social life
I worry about
missing out on
something if I dont
visit my social network
%Agree
FIGURE 7:
Please indicate how much you agree (definitely or tend
to) with the statement [I am concerned about the amount
of personal data that goes online]
FIGURE 8:
Please indicate how much you agree (definitely or tend
to) with the statements [I worry about missing out on
something if I dont visit my social network] & [Social
networking sites are an integral part of my social life]
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Concern rises but so does
attachment to social networks
Currently, one of the most valuable commodities that a social business can own is data. Many are
commercialising their platforms by delivering targeted advertising based on a users data and
preferences. This has driven much discussion over the privacy policies of both Google and Facebook
in the last 12 months and the knock-on effect is a rise in the concern amongst users (see Figure 7).
However, despite this concern, its clear that social media is becoming an increasingly important
facet of social life. We see a huge rise in the number of people saying that the social networks arefundamental to their social life (see Figure 8).
Our research shows that concern about sharing personal data online is real and building. However, this
concern goes hand in hand with the growing importance that social networks are now playing in users
lives. People are sharing as much data as ever before, be this photos, videos or simply updating their
profile or status (see Figure 9). So it is clear that users are aware that they are sharing data and, while
this is a concern, the perceived benefits brought are too strong or outweigh the risks .
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Makecontactsfor work/professionalreasons
Removedsomeonefrom myfriend list
Join aninterestgroupor cause
Uploadvideos
Write ablog
Affiliatewith orbecome afan of abrand
Sharedyourlocation
Purchasedsomething
Organiseevents
DatingJoin acelebritygroup
19% 19%21% 21%
27%29% 30% 30%
31%
38% 38%
And people are still sharingpersonal data
Updating your profile (62% globally) and status (52% globally) is a fundamental part of the social
networking experience (see Figure 9). Also uploading your own content is continuing at high levels.
FIGURE 9:
What have you done with your social networking profile?, amongst those who have used a social network in the past 6
months
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Update myprofile
Uploadphotos
Find oldfriends
Update mystatus
Find newfriends
Used livechat
Used alikebutton
Playgames
Join agroup
Display myinterests
Messagefriends
43% 44% 44%
47% 47%49%
52%
59% 59%62%
64%
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Sharing personal data is anaccepted risk
FIGURE 10:
Please indicate how much you agree (definitely or tend to) with the statements [I worry about missing out on something if I
dont visit my social network] vs. [I am concerned about the amount of personal data that goes online] amongst those who
have created a profile on a new social network. - Size of bubble represents size of audience
Russia
Germany France ItalyTurkey
35%
40%
45%
50%
55%
60%
65%
70%
75%
50% 55% 60%
%
agreesocialnetworkingisa
nintegralpartofmysociallife
% agree concerned about the
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China
USA
Brazil
UK
Mexico
Egypt
S Korea
Japan
Canada
Spain
India
Poland
65% 70% 75%
amount of personal data that goes online
Social networking
more important
Privacy more
important
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FACEBOOKIS THE MOSTSEARCHED FORWORD ONTHE INTERNET
1. Facebook
2. YouTube
3. Facebook Login
4. Craigslist
5. Facebook.com
6. Yahoo
7. eBay
8. www.facebook.com
9. Mapquest
10. Yahoo.com
SOURCE: EXPERIAN HITWISE US
TOP 10 US SEARCH TERMS
JANUARY 2012
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10.29%OF ALL WEBSITE VISITS
IN THE UNITED STATES,
The rise of social networking is not a self contained phenomenon. It is having a profound effect on
the internet as a whole, way beyond the confines of social media. In 2011, Facebook and YouTube
competed with the search engines and have proven themselves legitimate rivals by becoming the
most searched and visited destinations on the web.
and
A 15% INCREASE FROM 2010
1. google.com
2. facebook.com
3. youtube.com
4. yahoo.com
5. baidu.com
6. wikipedia.org
7. live.com (Windows Live)
8. blogspot.com
9. twitter.com
10. QQ.com
ACCOUNTED FOR
SOURCE: ALEXA.COM
TOP 10
WEBSITES
GLOBALLY
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90%
Wave 3 2008 Wave 4 2009 Wave 5 2010 Wave 6 2011
85%
80%
75%
70%
65%
60%
90%
Wave 3 2008 Wave 4 2009 Wave 5 2010 Wave 6 2011
85%
80%
75%
70%
65%
60%
16-24 25-34 35-44 45-54
FIGURE 11:
Thinking about the internet, have you visited an official company / brand website in the past 6 months?
FIGURE 12:
Thinking about the internet, have you visited an official company / brand website in the past 6 months?
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Is the world abandoning thebrand website?
One casualty of this battle is the brand website, often a considerable investment for many brands.
Since 2008, we have seen a continued decrease in the number of people saying that they visited an
official brand website (see Figure 11).
The exodus is even clearer amongst the youngest audiences
This drop in visiting brand websites is not confined to any one group or demographic. We are seeing
this happening equally amongst men and women and across the age ranges too. But, perhaps most
significantly, it is amongst the youngest audiences that the exodus is most dramatic (see Figure 12). A
fall of 15% points amongst the 16-24s represents the biggest drop of any age group.
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Meet new people
Stay in touchwith friends
9%18%
11%22%
20%
16%12%
24%19%
Make contactsfor work
14%9%
15%15%
Promote myself15%16%
20%24%
23%17%
19%23%
Share knowledge24%
14%23%
29%
Change opinions22%
11%20%
24%
Be creative
14%
19%18%23%
Express myself21%
16%26%
30%
Make money11%
9%10%
16%
9%
14%
13%
25%
13%
12%
12%
9%
16%
Seek otherpeoples opinions
Manage mylife better
13%27%
12%24%28%
16%12%
24%19%
Explore theworld around me
16%19%19%
21%
18%15%
23%22%
Hang outor waste time
19%25%
23%22%
Earn respect14%
10%16%
19%
Share newexperiences
21%15%
24%27%
Feel like I belong15%
10%18%
19%
Have fun/be entertained
16%28%
21%22%
9%
16%
23%
13%
12%
12%
12%
13%
Keep up to date
Learnsomething new
45%
51%
26%
38%
16%
37%
26%
30%
36%
43%
26%
39%
36%
41%
27%
34%
27%
34%
32%
Official brandwebsites
Microblogs
Forums
Blogs
Photo/Videosites
Socialnetworks
FIGURE 13:
Which of these online applications does a good job when you want to...
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So what then is the role of the
brand website?
The question, then, is what role does the brand website play in a socially dominated web? If web users
are naturally migrating to the social platforms, where does the brand website fit in?
The social web is a diverse and multi-dimensional environment allowing people to meet many human
needs. As we saw from Wave 5 The Socialisation Of Brands, people use different platforms to meet
different needs. Blogs are great for self expression, microblogs (e.g. Twitter) are great for keeping in
touch and forums help you seek others opinions.
In comparison, the brand website meets very few. Its primary role is confined to information and
commerce (see Figure 13). This suggests that the brand website is not the right location for creating
an interactive social experience. By comparison the social network platforms are far more powerful
places to provide these needs.
FIGURE 14
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FIGURE 14:
Which of these online applications [Social networks e.g. facebook.com] does a good job when you want to? By country
FUN
CONNECTION
SELF-IMPROVEMENT
ENABLEMENT
Japan
China
South Korea
Australia
India
Thailand
Malaysia
Belgium
Denmark
UK
Canada
USA
Turkey
Hungary
Austria
Germany
Russia
Czech Republic
Sweden
Netherlands
Portugal
Mexico
Argentina
Spain
Italy
Brazil
Tunisia
Algeria
Singapore
Egypt
Hong Kong
Philippines
South Africa
Poland
Lebanon
Norway
UAELithuania
KSA
Ukraine
Macedonia
Serbia
Latvia
Romania
Ecuador
Estonia
Slovakia
Croatia
Switzerland
Vietnam
Taiwan
Finland
IrelandGreece
Chile
Colombia
Puerto RicoQatar
Oman
Kuwait
Bahrain
France
Share knowledge
Be creative
Make contacts for work
Earn respect
Explore the world around me
Learn something new
Make money
Change opinions
Seek other peoples opinions
Hang Out or waste time
Feel like you belong
Meet new people
Have fun/be entertained
Promote yourself
Share new experiences
Express yourself
Keep up to date
Stay in touch with friends
Manage my life better
Th f i l t k
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The power of social networksdiffers across the world
Despite social networking being a truly global phenomenon, this hasnt led to cultural homogeneity
amongst communities. It is evident that understanding the role that social media plays and the needs
they best meet is important and our research shows that these needs are not uniform. As millions of
people across the world flock to join the social networking platforms the nuances between nations
become clear (see Figure 14).
For social networks, the desire to meet new people is the central need that unites everyone but for
other needs cultural differences come into play. In the West, places like the UK and the USA, they are
used for hanging out and having fun. In China and Hong Kong its about learning. In Eastern Europe its
about community and connecting with others, explaining why some of the largest and most engaged
social communities in the world reside here. For example, using local sites such as Vkontakte, social
networking has reached 77.1% penetration in Russia, one of the highest in our study. When we look
at the Middle East, we see that many use social networks for earning respect from others, but also
importantly, changing others opinions. This explains why, during the Arab Spring, users naturally
turned to social media to spread information.
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The value of social experiences
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The value of social experiences
A word that is frequently used in social marketing is Engagement, often when citing the power of
social media and the opportunity it brings for marketers. There is nothing wrong with this; its a worthy
ambition for a brand to try to engage with their consumers. The problem is that engagement is
essentially a meaningless term. It could mean anything or everything and is really just used as a proxy
for more meaningful brand objectives. With Wave 5 The Socialisation Of Brands we asked some
fundamental questions: do consumers want a social relationship with brands and if they do what kind
of relationship do they want? This information has allowed UM to guide clients in the social space by
understanding the needs of the consumer first and foremost.
With Wave 6 The Business Of Social we have taken things a step further. Not just understanding
the social experience that consumers want but also, crucially, defining the marketing value that these
experiences can deliver to brands. This means we can not only identify the right experiences but also
those that best meet our marketing objectives. The results of this research have truly been surprising
and allowed us to further understand the incredibly diverse world of social media. Also, in the space of
social CRM, the results have some profound things to say about how brands connect with consumers
to create the most compelling experiences of all.
Social needs vary by category
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Social needs vary by category...
FIGURE 15:
Thinking about companies that make computer software, which of following statements describes the kind of
interaction you would like to have with these companies?
Consumers want varying degrees of social relationship with brands. This can range from very superficial
relationships, such as wanting discount vouchers or access to entertaining content, to very deep ones
such as helping with product development or being part of a brand community (see Figure 15).
0 10 20 30 40 50
Access to news aboutnew developments &software upgrades
The ability to contactcomputer software companiesand influence product development
The opportunity to learnsomething new aboutdifferent applications
An opportunityto develop mysoftware skills
The ability to communicateand share experienceswith other users
Tools and help to expressmy creativity and makesomething worth sharing
A personal response tomy issues / complaints
Access to fun and
entertaining content
Access to uniquesponsored events
or competitions
Discount vouchers forcomputer software or
free software downloads
To be part of abrand community
0 10 20 3
And these experiences deliver
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20% 30% 40% 50% 60% 70%
Awareness
Education
Desire
Seek More
Trial
Transaction
Commitment
Involvement
Recommendation
Access to news
about new
developments &
software upgrades
The abilityto contact
computer software
companies and
influence product
development
Discount vouchers
for computer
software companies
or free software
downloads
Letting you know about the company
Giving a detailed understanding
of the company and its products
Making the company seem more desirable
Making you feel closer to the company
Encouraging you to at least try out
the company or its products for yourself
Encouraging you to buy a product
from the company
Making you feel valued as a customer
Makes you want to spend more time
with the company or brand
Encouraging you to recommend
the brand to others
And these experiences deliververy different outcomes
FIGURE 16:
Thinking about the interactions that you have indicated you would like to have with companies that make computer
software, which interaction is best?
What is very interesting is that each of these experiences deliver very different outcomes. Figure 16
shows that giving people access to new news about a computer software brand drives awareness and
education but very little else. Again discount vouchers stimulate transaction and trial but do very little
for a computer software brand elsewhere. However a much deeper relationship, such as cooperating
in new product development, drives commitment and prompts people to find out more.
The same experiences deliver
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The same experiences deliverdifferent outcomes by category
FIGURE 17:
Thinking about the interactions that you have indicated you would like to have with companies thatmake computer software
and with companies thatproduce and distribute movies, which interaction is best?
The same experiences can deliver very different outcomes by category. Let consumers help you
develop products in the movie category and it drives awareness and education but not much else (see
Figure 17). Create the same experience in the computer software category and it drives loyalty and
prompts people to find out more about the brand.
Awareness
Education
Desire
Seek More
Trial
Transaction
Commitment
Involvement
Recommendation
The ability to contactcomputer software
companies and influenceproduct development
The ability to contactfilm makers / movie studios
and influence moviedevelopment
25% 30% 35% 40% 45% 50%
This allows us to be far more
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This allows us to be far morefocussed on delivering social
experiences that meet ourobjectivesFIGURE 18:
Thinking about the interactions that you have indicated you would like to have with companies that make computer software,
companies that make computer hardware, companies that are involved in the fashion industry and companies & artists that
make & distributemusic, which interaction is best?
20%
25%
30%
35%
40%
45%
50%
Computersoftware
Computerhardware
MusicFashion
Access tobreakingnews orproductlaunches
Ability tocontact
companies& influence
productdevelopment
Opportunityto learnmore
Opportunityto develop
skills
Communicate& share
experiences
Tools toexpress mycreativity &
makesomething
worth sharing
A personalresponse tomy issues /complaints
Access tofun &
entertainingcontent
Access tounique
events orcompetitions
Discountvouchers
To be part ofa brand
community
Objective - Making you feel closer to the company
The most powerful social
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The most powerful socialexperience?
Brands and companies no longer
find themselves in complete
control of either the conversation
or content being shared about
them. While many brands see
this as an opportunity, using paid
and owned brand assets to drive
earned media, just as many dont.
A natural fear of amplifying issues
around the brand are a legitimate
concern. One negative comment
can quickly grow to become a
real threat to a brands reputation.
However, Wave 6 has shown
us this is possibly the biggest
opportunity that brands have to
connect with consumers. If you
want to make a customer feel
valued, dont give them rewards,
simply respond to their issues
and complaints (see Figure 19).
FIGURE 19:
Thinking about the interactions that you have indicated you would like to
have with companies in these categories, [A personal response to issues and
complaints] is best at?
Awareness
Education
Desire
Seek More
Trial
Transaction
Commitment
Involvement
Recommendation
25% 30% 35% 40% 45% 50% 55%
Fashion Computer
hardwareTravel Movies Health &
beauty
Luxury Telecoms
A personal response to issues /
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A personal response to issues /complaints
Again and again as we analyse the results from Wave 6 we see the power of social media to create
loyalty. What is even more apparent is amongst influencers, those people who often talk about the
category, we can see that it not only drives loyalty it creates desire for the brand too (See Figure 20).
Responding to a customers problem is a natural behaviour for a truly social brand and consumers
clearly respect and respond to this.
FIGURE 20:
Thinking about the
interactions that you have
indicated you would like
to have with companies
in the computer software
category, [A personal
response to issues and
complaints] is best at?
By which statement
best describes your
relationship with thecomputer software
category
20% 30%30% 40% 50% 60% 70%
Awareness
Education
Desire
Seek More
Trial
Transaction
Commitment
Involvement
Recommendation
Consider myself a
fan of a brand
in this category
Need lots of
information before
buying
I often talk
about this
category
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The Power of Social Experiences
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The Power of Social Experiences
A key element for making the social network platforms accountable tools for marketers is being able
to evaluate the value they bring to brands. This effort begins with understanding the intrinsic values of
the social media platforms and the power of the experiences they can deliver. Wave 6 The Business
Of Social has begun to answer this question and now allows UM to plan social strategies from the
starting point of brand or business objective. We think this is an important step towards using social
media in a more focussed and value driven way.
This approach also has implications for social CRM. Social media platforms, such as Twitter, are
incredibly powerful tools for customer feedback. Using them in pro-active way to deal with problems
very quickly is a proven and powerful driver of loyalty. However, responding quickly isnt always easy
and many marketing teams require input from many other areas of the organisation before dealing
with a problem. This suggests that a social media strategy should not just be the sole domain of the
marketing department, but rather part of a company wide effort including legal, PR, customer support
and others. This requires commitment and investment but our research has shown that those brands
that accomplish this will benefit greatly.
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CONNECTING
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CONNECTINGWITH SOCIALEXPERIENCES
Devices
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Creating a compelling social experience is one part of the challenge. The second is understanding
the means with which consumers want to connect with brands. There are now so many ways that
a consumer can interact in the social space and many devices through which they can do it. So the
question is which is the most appropriate? An app, a website, a widget? Or do they want to access these
via a mobile phone, a desktop computer, a laptop computer, a tablet device or an internet connected
TV? Each of these devices is used very differently and has different strengths and weaknesses.
Wave 6 The Business Of Social tracks the usage and power of these technologies and helps us to
identify the key way to deliver social experiences to consumers.
People now have many ways to
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p y yconnect with the internet
FIGURE 21:
Which devices do you own and which
have you used to access the internet in
the past 6 months?
Consumers have many means with which to connect with the internet. On average they own four
devices of which the majority of them are used to access the internet (see Figure 21).
0
1
2
3
4
5
Own Have used to
access the internet
Laptop /netbook PC
Smartphone(eg: iPhone)
Mobile phone
Internet-
connected TV
Portable MP3 /video player
DesktopPC
Tablet device(eg: iPad)
E-book reader(eg: Kindle)
Games
console
Portablegames console
4.1
2.9
Average number of devices owned
and used to access the internet
PC, laptop and mobile devices
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are still the main ways to connect
FIGURE 22:
Which devices do you own and which have you used to access the internet in the past 6 months?
Size of the bubble represents % who own device.
Despite the rise of the smartphone for many the laptop and desktop remain the primary means of
connection.
0%
10%
20%
30%
40%
50%
60%
70%
0% 10% 20% 30% 40% 50% 60%
%
OwnDev
ice
% Use Device to Go Online
Desktop PC
Mobile phone
SmartphonePortable
games console
PortableMP3 / video player
Games console
Internet-connectedTV
Tablet
e-book Reader
Laptop /Netbook
As the PC remains the most
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0 20 40 60 80 100
Readblogs
Post /write ona blog
Upload photos to aphoto sharing site
Watch videoclips online
Shared a videowith a friend
Downloada podcast
Download avideo podcast
Managed a socialnetwork profile
Visited a friendssocial network page
Used instantmessenger
Visited a company/ brand website
Used a search engine
Visiteda
forum
Senta text
message
Wrote / sent a messageon a microblog
Read a messageon a microblog
Used a cloud-basedmusic recommendation service
Take part in multi-player
game online
Visited a professionalsocial network
Joined an onlinecommunity
Made a purchase
Watched live TV
Searched fora location
Read a digitalnewspaper / magazine
Read a book
Shared your location vialocation-based social network
Browsed the internet
Joined agroup buying
community
Downloaded& used an app
0 40
Laptop /netbook PC
Smartphone(eg: iPhone)
Mobile phone
Internet-connected TV
Portable MP3 /video player
DesktopPC
Tablet device(eg: iPad)
E-book reader(eg: Kindle)
Gamesconsole
Portablegames console
versatile internet enabled device
FIGURE 23:
Which activities have
you carried out using
each device in the past 6
months?
Although we can start to see the areas where smartphones (e.g. iPhone, Blackberry etc.) are encroaching
on this dominance. Searching for a location, using a search engine and microblogging are all activities
where the smartphone is particularly powerful (see Figure 23).
Although we can see that
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smartphone penetration is
growing rapidly
% own a smartphone
>60%
50-60%
40-50%
30-40%
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catching up
% own a tablet device
>20%
15-20%
10-15%
5-10%
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better at doing different things
FIGURE 26:
You have indicated you own these devices, which of these devices do
you think does a good job when you to Smartphone Owners vs. Tablet
Owners.
Different devices have different
strengths. When we compare
smartphones and tablet devices we
see that they offer very different
environments for communication. A
smartphone (e.g. iPhone, Blackberry
etc.) is about fun and function.
Helping you manage your life and
fill in down time. A tablet device
(e.g. iPad, Samsung Galaxy etc.) is
very good at allowing more leisurely
experiences such as creativity and
learning (See Figure 26).
Even more importantly, the tablet
is seen as a better environmentfor making a purchase. This shows
us that when we consider the
experience we want to create we
must understand which screen is
more suited to deliver it.
Smartphones arebetter whenyou want to...
Tablets arebetter when
you want to...20%
25%
30%
35%
40%
45%
50%
55%
20% 25% 30% 35% 40% 45% 50% 55%
% Tablet owners
%
Smartphoneowners
Socialisewith others
Hang out orwaste time
Find yourway
Managemy life
Organisesomething
Get somethingdone
Be creative
Access informationquickly
Have fun /Be entertained
Relax
Read content
Play a gameExplore the world
Learn something new
Watch content
Make a purchase
Research somethingthoroughly
Ward offboredom
What impact do multiple devicesh di ti ?
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have on media consumption?
FIGURE 27:
Approximately how much time have you spent consuming the
following media in the last 7 days by the number of devices used
to access the internet
As the number of devices that the consumer
can use to access the internet grows,
unsurprisingly, time spent online, including
time spent on social networks, also grows
dramatically (see Figure 27). Clearly the
rise in mobile devices will transform our
daily media consumption and this is already
having an detrimental effect on traditional
print media, although not an immediately
catastrophic one.
The interesting fact, though, is that
television seems unaffected. This data
suggest that TV, rather than being a rival
to social media consumption, is a perfect
partner through second screening, peopleaccessing media via another screen (either
a P.C. or mobile device) whilst watching
TV. This data again suggests that not only
should we consider the device best suited
to deliver the social experience but how we
should also consider using multiple screens
in combination to deliver it.0
2
4
6
8
10
12
14
16
Averagehoursspe
ntconsumingmediainlas
t7days
Number of devices used to access the internet1 2 3
TV NewspapersMagazinesSocial
networks
Browsing
the internet
Connecting devices toi
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experiences
FIGURE 28:
You have
indicated you own
these devices,
which of these
devices do you
think does a good
job when you to
FUN
ORGANISATION
INFORMATION
ACTION
Learn Something New
Get Something Done
Find My Way
Manage My Life
Research SomethingThoroughly
Make a Purchase
Ward Off Boredom
Relax
Socialise With Others
Organise Something
Read Content
Explore the World Around Me
Have Fun/ BeEntertained
Play a Game
Access Information
Quickly
Be Creative
Watch Content
Hang Out orWaste Time
Laptop/Netbook P.C.
e-book Reader
SmartphoneInternet
connectedTV
Portable Games Console
Desktop P.C.
Tablet device
Portable
MP3 / videoplayer
Games Console
Mobile Phone
Connecting experiences toscreens
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screens
Marketers are now faced with enormous choice when thinking about how to connect with consumers.
Never mind the fragmentation in traditional media, the growth of internet connected devices means
that we cannot just think about the media itself, social or otherwise, but also the screen through which
it is delivered.
Penetration of these devices differs enormously (see Figures 24 & 25), and video-on-demand services
delivered by smart TVs are fast growing. In South Korea, South Africa and Russia the mobile device
is king. But its not just the penetration of these technologies we must consider but also their relativestrengths. As we try harder and harder to create powerful social experiences its clear that the ability
of these screens to deliver them differs enormously.
Wave 6 The Business Of Social, delves into these attributes in far more depth than is available in this
report. We also look at the power of apps and the role of m-commerce. We think that understanding
where to best deliver the experience will become increasingly important as these technologies grow.
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THE IMPACT:
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THE IMPACT:
SUMMARY
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The impact: summary
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Our research shows that social experiences can be very powerful, creating strong connections with
the consumer. However, it also shows that knowing this is not enough. We also need to know the
value that these bring. These experiences need not be complicated. The consumer is often the most
powerful advocate and ally of a brand: Wave 6 - The Business Of Social demonstrates that even
simply responding to a customers problems creates more loyalty and advocacy than any reward
programme could.
So it is no good spending time and investment on a social experience that you dont know the value ofor doesnt meet your brands challenges. Its necessary to look at both the consumers needs and your
own objectives if you are to build something that not only connects to the consumer but also helps
build value for your brand.
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What does this mean for yourbusiness?
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business?
t What are the social dynamics of your category?
t How are your consumers currently behaving in social media?
t What kind of social media experience are they looking for?
t Which of these experiences best deliver against your brands marketing objectives?
t Which devices and social platforms are best able to deliver this experience?
Wave 6 The Business Of Social is an in-depth study and there are many other aspects that we are
unable to cover in this report.
If you want to know how to operate in the new social media landscape and what this means for your
business please contact:
EMEA
Glen Parker
Research Director - EMEA
Glen.Parker@umww.com
APAC
Natalie Pidgeon
Director IQ and Insights - APAC
Natalie.Pidgeon@umww.com
NORTH AMERICAHuw Griffiths
EVP Global Director of Research
Huw.Griffiths@umww.com
LATIN AMERICAMario Mejia
Strategic Director - Colombia / LatAm
Mario.Mejia@umww.com
About this report
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Wave 6 - The Business Of Social is part of UMs on-going research programme aimed at exploring the
massive changes occurring in communication technologies
The studies have been conducted annually since 2006.
The research is conducted by the UM EMEA research team in collaboration with the UM global network
of agencies.
If you have any questions about the research or future Wave projects please contact the authors of
this report:
Glen Parker
Research Director EMEA
glen.parker@umww.com
Lindsey Thomas
Senior Research Executive EMEA
lindsey.thomas@umww.com
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This report is printed on Cocoon Silk 100: a paper produced using
eco-sensitive technology from 100% recycled & de-inked waste paper (FSC certified)
Designed & illustrated with love by
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