Use Behaviors and Website Experiences of Facebook Community
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2010 International Conference on Electronics and Information Engineering (ICEIE 2010) Use Behaviors and Website Experiences of Facebook Community Ho, Hui-Yi Pan, Hung-Yuan Dept. of Business Administration Dept. of Graphic Communications & Digital Publishing Chinese Culture University Shih Hsin University Taipei City, Taiwan Taipei City, Taiwan huyho@sce.pccu.edu.tw ilovesmalllove@yahoo.com.tw Abstract—With the rapid growth of internet-generation, online accounting for about 28.33% of total population in Taiwan, friend-making pattern has gradually grown up, wherein, one third of the population is Facebook users on average. It Facebook is one of the global social networking community is also shown by statistics that in the last three months from that develops fastest in recent years. Therefore, this research February 2010 to May 2010, Facebook users rose from attempts to investigate online friend-making pattern of Facebook users and compare the relevancy between the use about 5,745,974 to about 6,494,140 people with an increase behavior and website experience of Facebook users on the of 748,166 users in just three months, showing the theoretical basis of “experiential marketing” and in view of the popularity rate and growth rate of Facebook in Taiwan is experience modules such as “sense experience”, “feel quite considerable (see Fig.2). experience”, “think experience”, “act experience” and “relate Rich interconnections in Facebook also promotes users experience.” The research findings indicate that in the to link messages of other platforms with Facebook, so that experiential marketing module, some factors among the connectivity between communities is more strong, for Facebook users’ demographic variables and use behaviors of instance, microblogging Plurk is a link connecting real-time Facebook really have significant differences in website short message information with Facebook. Nyland experience. This research provides operation mentioned that the message interaction behavior depended recommendations related with on-line community platforms, on by high-level network community mode that is gradually and hopefully provides reference about making future website growing at present is more popular than entertainment, strategies or planning marketing activities for website therefore, the society needs these online communities to operators. strengthen community connection, and enhance the convenience of communication in order to achieve the Keywords—component; facebook; social networking; experiential marketing; virtual community purpose of linking the whole society by means of network [2]. Facebook has higher connectivity in current internet world, no matter the sub-communities gathered with I. INTRODUCTION common interests, or fan groups of various brands can be In recent years, virtual community has developed tracked and followed up through tendencies of Facebook prosperously on the Internet, users can make friends with friends. Facebook also connects internal communities with people sharing common interests, post up messages or external network communities by such higher community comment on viewpoints of each other by means of online connectivity, so as to achieve the purpose of integrating the community platform. Furthermore, users can also transcend community network society. national boundaries, and further find friends with common Present society is a huge experiential context, each interests all over the world. At present, several well-known article existing in our lives has experiential elements, the global online community platforms such as Facebook, process of buying these articles by consumers is also an Twitter, MySpace and Friendster, have already shown the experiential act. Schmitt explained “experience” as trend of rapid growth in the past few years. Hitwise, a individual events occurred in response to certain famous website for Internet research, announced in May, stimulations, which is an induced, instead of spontaneous, 2010 that at present, the top three global online community phenomenon through creation of a special medium. Schmitt platforms are respectively Facebook (54.76%), Youtube also put forward the strategic experiential modules, showing (15.33%) and Myspace (12.44%). It is shown by the result that experiential marketing is respectively composed of the that current utilization rate of Facebook is far more than that “sense experience”, “feel experience”, “think experience”, of other online community platforms (see Fig.1). “act experience” and “relate experience”, these elements Upon the foundation of Facebook, only the users constitute a core concept of experiential marketing, and with .edu email address can apply for accounts, but now it create different experiential forms for customers [3]. Chen is no longer limited to be used by college students. In pointed out that the online retail industry that is gradually September 2006, Facebook began to be popularized, and growing in recent years affects the orientations such as gradually becomes a popular online community platform consumption context and time limitation and so on of [1]. It is shown according to latest statistics of consumers’ online shopping utilizing a variety of Facebakers.com, a network study institution, that at present, characteristics of the online virtual world [4]. a population of about 6,494,140 in Taiwan uses Facebook, 978-1-4244-7681-7/$26.00 C 2010 IEEE V1-379 Volume 1
2010 International Conference on Electronics and Information Engineering (ICEIE 2010) tremendous trend. For example, the behavior of stealing the vegetables that used to be very popular in Taiwan society is a virtual stealing behavior induced from the overimmersion of the Facebook community in the HappyFarm game of the Facebook. And these various website experiences generated in Facebook are also the important causes of rapid development of Facebook in Taiwan. Therefore, this study aims at understanding whether the strategic experiential modules of Facebook have certain influence on user's behavior. In this study, whether the five website experiences have influence on the use behavior of Facebook is respectively discussed by means of the user’s experiences in Facebook community. Research questions of this study are as follows. 1) Are there differences among user's demographic variables in the website experience of Facebook? 2) Are there differences among user's behavior on Facebook in the website experience of Facebook? II. LITERATURE REVIEW A. Facebook Wu(2008) considered that virtual community arises from placing the real world community into the virtual cyberspace [5]. Facebook, one of the most popular social networking Figure 1. Top 20 Social Networking Websites in the World websites at present and originated in February 2004, was Sources: http://www.hitwise.com/us/datacenter/main/dashboard- founded by Mark Zuckerberg, a non-graduate alumni in 10133.html Harvard University, who originally only wanted to establish an online directory for dorm mates, which then gradually develops into services with the social networking function as the main orientation. At first, Facebook only allowed Harvard students to register, and could only be joined to use through recommendation by MySpace users. After the number of users was increasing, Facebook was opened to other universities in the United States, and later even be opened to general users without recommendations. Users can build up personal information pages including photos, interests and so on, exchange private or public messages, and join in friends’ community through Facebook [6]. While searching personal information of a wide range of users, Facebook users can post up selective information such as birthday, e-mail address, residential address, hometown, Figure 2. Facebook User Growth in Taiwan school information, interests, gender, relationship status, calendar, favorite movies, music, books, online associations, Sources: photos and so on, and exchange with other users [7]. http://www.facebakers.com/countries-with-facebook/TW/chart- Besides basic functions, Facebook also has functions interval-1/ including The Wall, Pokes, Status, Gift, Marketplace, Events and so on, in order to promote the interactions with Facebook is a social networking community involving friends. In addition, the open platform of Facebook not too many fiscal transactions, however, it can link and (http://developers.facebook.com/) started on May 24, 2007 interact with friends in real world or virtual world through can allow the third-party software developers to increase many applications and interactive functions such as chat interconnection and interest by creating psychological tests, rooms, Blogs, games, and photo albums, so as to induce games and interactive functions [8]. With the starting up of different behaviors and concepts. These diversified “open applications platforms of Facebook”, games that interactive functions may also probably induce different accounts for largest proportion of these applications at effects, the dynamics of finding old friends or browsing boy- present allow users of Facebook to expand from students or girl- friends form a special phenomenon as a result of the and traditional ethnic groups to attract social white collars convenience of browsing Facebook. Online virtual exchange [9]. Through application programs, Facebook users again of users with friends through a variety of games is also a V1-380 Volume 1
2010 International Conference on Electronics and Information Engineering (ICEIE 2010) link with more friends sharing common interests, showing “strongly disagree”, “disagree”, “neither agree or disagree”, that Facebook develops from the initial simplex list “agree” and “strongly agree”, which are respectively integration orientation to functional orientation of making calibrated as 1 to 5 points. Section VI is devoted to the friends. At present, interactive function model is further demographic variables, in which five questions are designed induced by virtue of application programs, wherein, the in total including the user's gender, age, educational level, contained patterns of alliance across industries make the occupation, and monthly income. Section VII is devoted to future substantial development space of Facebook to have the use behavior of Facebook, in which four questions are more competitively. designed in total including the everyday use time of Facebook, group allowed to browse, use intention, invitation B. Experiential Marketing frequency for making friends. Holbrook and Hirschman defined “experience” as the behavior of individual’s emotional expression induced from the stimulation brought about by a product or brand [10] . Schmitt believed that “experience” is a behavior that is induced instead of spontaneous, which contains the whole life essence and is usually caused by direct observation of or participation in an event no matter the event is real or virtual. Therefore, experience is accompanied with stimulation sources, and these stimulations cover many inducing factors in daily life, no matter visible or invisible, and individual‘s experiential acts are induced from incentives [3]. Schmitt had designed a group of strategic experiential marketing modules for experiential acts, which includes the external stimulation of five senses, namely the “sense marketing” providing aesthetic pleasure or satisfaction; “feel marketing” that induces individuals to generate feelings toward a company and brand by providing experience; “think marketing” that promotes individuals to evaluate enterprise and products through more elaborative and Figure 3 Research framework creative thinking; “act marketing” including the results arising from the interactions with others, or experiences of creating lifestyle-related behavior patterns; and “relate Issuing forms of questionnaires in this study are marketing” that is generated by relating an individual to the classified into pre-testing and formal measurement, samples broader social and cultural context reflected in a brand [3]. are selected mainly using convenience sampling method, The greatest difference of “experiential marketing” from and whether the questionnaire content is modified or not is “traditional marketing” lies in the narrow view on functional determined by the pre-testing. In the pre-testing of this study, benefit of the product extended to general consumption a total of 81 questionnaires were issued to two classes of context and brand experience [11]. With the progress of junior students of “A” University in accordance with actual Internet in recent years, the global online retail industry is users of Facebook. And after the reliability of measurement providing extremely great opportunity for future commerce tool was assured (Cronbach's α> 0.7), formal measurement with planned growth, online experiential acts have become a was started. The process of collecting data of this study was trend for modern people in new marketing times [4] from May 7 to May 17, 2010, issuing objects were Facebook users in Taiwan, a total of 590 questionnaires were III. RESEARCH METHODS recovered, 578 valid questionnaires were obtained with the effective response rate as high as 98.0% after deletion of the In this study, the following research framework (see Fig. questionnaires that were invalidly filled in. 3) is put forward with questionnaire survey method and by reference to the conclusions of previous literatures, and the IV. RESULTS difference of user’s demographic variables and use behavior of Facebook in five website experiences of Facebook is A. Descriptive Statistics of Demographic Variables and mainly discussed. Use Behavior of Facebook Questionnaire in this study is classified into seven Among effective samples of this research, female users sections, in section I to section V, 5 questions are designed are slightly more than male ones, wherein, female users respectively in the light of five orientations, namely “sense account for 59%, and male ones account for 41%. In respect experience”, “feel experience”, “think experience”, “act of age, people aged 19 to 22 occupy the highest proportion experience” and “relate experience” of the “strategic (58.7%), followed by those aged 23 to 30, who account for experiential modules” put forward by Schmitt [3], with a 23.9%. As to the educational level, people with the total of 25 questions, according to the modified educational level of university (college) take the first place, questionnaires of strategic experiential modules of Ho [12]. who account for 79.2%. In terms of occupation, students This section is differentiated into five scales, namely V1-381 Volume 1
2010 International Conference on Electronics and Information Engineering (ICEIE 2010) occupy the majority (73.0%). In the aspect of average C. Analysis of Variance of Facebook Use Behavior in monthly income, the majority of people have the monthly Facebook Experiences income of below 625 US dollars (69.7%), followed by those It is discovered through this research that Facebook users with the monthly income of 626 to 1250 US dollars (21.1%), allowing to be browsed by different groups will have showing that users’ average income is low. significant differences in website experience. The significant In the use behaviors of Facebook, the average time spent difference is found in feel experience (p
2010 International Conference on Electronics and Information Engineering (ICEIE 2010) In addition, it is discovered in this research that besides increase users’ setup of opening their browsing right to relate experience, other four website experiences have others, and enhance their website experience. significant differences in invitation frequency of unreal Finally, this research mainly discusses the practical friends. Invitation frequency of unreal friends has significant research of experiential marketing on Facebook, if it needs difference in sense experience (P
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