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    TranslateUsersoftheworld,unite!ThechallengesandopportunitiesofSocialMediaAndreasM.Kaplan*,MichaelHaenleinESCPEurope,79AvenuedelaRepublique,F-75011Paris,FranceAbstractTheconceptofSocialMediaistopoftheagendaformanybusinessexecutivestoday.Decisionma

    ers,aswellasconsultants,trytoidentifywaysinwhichfirmscanma

    eprofitableuseofapplicationssuchasWi

    ipedia,YouTube,Faceboo

    ,SecondLife,andTwitter.Yetdespitethisinterest,thereseemstobeverylimitedunderstandingofwhatthetermSocialMediaexactlymens;thisarticleintendstoprovidesomeclarification.WebeginbydescribingtheconceptofSocialMedia,anddiscusshowitdiffersfromrelatedconceptssuchasWeb2.0andUserGeneratedContent.Basedonthisdefinition,wethenprovideaclassificationofSocialMediawhichgroupsapplicationscurrentlysubsumedunderthegeneralizedtermintomorespecificcategoriesbycharacteristic:collaborativeprojects,blogs,contentcommunities,socialnetwor

    ingsites,virtualgameworlds,andvirtualsocialworlds.Finally,wepresent10piecesofadviceforcompanieswhichdecidetoutilizeSocialMedia.#2009KelleySchoolofBusiness,IndianaUniversity.Allrightsreserved.1.ThespecterofSocialMediaAsofJanuary2009,theonlinesocialnetwor ingapplicationFaceboo registeredmorethan175millionactiveusers.Toputthatnumberinperspective,thisisonlyslightlylessthanthepopulationofBrazil(190million)andovertwicethepopulationofGermany(80million)!Atthesametime,everyminute,10hoursofcontentwereuploadedtothevideosharingplatformYouTube.And,theimageho

    stingsiteFlic

    rprovidedaccesstoover3billionphotographs,ma

    ingtheworld-famousLouvreMuseumscollectionof300,000objectsseemtinyincomparison.AccordingtoForresterResearch,75%ofInternetsurfersusedSocialMediainthesecndquarterof2008byjoiningsocialnetwor s,readingblogs,orcontributingreviewstoshoppingsites;thisrepresentsasignificantrisefrom56%in2007.Thegrowthisnotlimitedtoteenagers,either;membersofGenerationX,now3544yearsold,increasinglypopulatetheran

    sofjoiners,spectators,andcritics.ItisthereforereasonabletosaythatSocialMediarepresentarevolutionarynewtrendthatshouldbeofinteresttocompaniesoperatinginonlinespaceoranyspace,forthatmatter.Yet,notoverlymanyfirmsseemtoactcomfortablyinaworldwhereconsumerscanspea

    sofreelywitheachotherandbusinesseshaveincreasinglylesscontrolovertheinformationavailableaboutthemincyberspace.Today,ifanInternetusertypesthenameofanyleadingbrandintotheGooglesea

    rch,whatcomesupamongthetopfiveresultstypicallyincludesnotonlythecorporatewebpage,butalsothecorrespondingentryintheonlineencyclopediaWi

    ipedia.Here,forexample,customerscanreadthatthe2007modelofHasbrosEasy-Ba

    eOvenmayleadtoseriousburnsonchildrenshandsandfingersduetoapoorly-designedovendoor,andthattheFirestoneTireandRubberCompanyhasbeenaccusedofusingchildlaborinitsLiberianrubberfactory.Historically,companieswereabletocontroltheinformationavailableaboutthemthroughstrategicallyplacedpressannouncementsandgoodpublicrelationsmanagers.Today,however,firmshavebeenincreasinglyrelegatedtothesidelinesasmereobservers,havingneitherthe

    nowledgenorthechanceor,sometimes,eventherighttoalterubliclypostedcommentsprovidedbytheircustomers.Wi

    ipedia,forexample,expresslyforbidstheparticipationoffirmsinitsonlinecommunity.Suchanevolutionmaynotbesurprising.Afterall,theInternetstartedoutasnothingmore

    thanagiantBulletinBoardSystem(BBS)thatalloweduserstoexchangesoftware,data,messages,andnewswitheachother.Thelate1990ssawapopularitysurgeinhomepages,wherebytheAverageJoecouldshareinformationabouthisprivatelife;todaysequivalentwouldbetheweblog,orblog.Theeraofcorporatewebpagesande-commercestartedrelativelyrecentlywiththelaunchofAmazonandeBayin1995,andgotarighttic

    ing-offonly6yearslaterwhenthedot-combubbleburstin2001.ThecurrenttrendtowardSocialMediacanthereforebeseenasanevolutionbac

    totheInternetsroots,sinceitretransformstheWorldWideWebtowhatitwasinitiallycreatedfor:aplatformtofacilitateinformationexchangebetweenusers.ButdoesthatmeanthatSocialMediaisjustoldwineinne

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    wbottles?Probablynot!Aswewilldelveintofurther,thetechnicaladvancesthathavebeenmadeoverthepast20yearsnowenableaformofvirtualcontentsharingthatisfundamentallydifferentfrom,andmorepowerfulthan,theBBSofthelate1970s.Thisarticlediscussesthechallengesandopportunitiesthatemergefromthisevolutionforfirms,andprovidesstructuretobetterunderstandtherapidlyevolvingfieldofSocialMedia.WebeginbyprovidingadefinitionandclassificationofSocialMediabyloo

    ingattheirhistoricalroots,technicalspecificities,anddifferencesfromotherentitiessuchasWeb2.0andUserGeneratedContent.WethenfocusonsixtypesofSocialMediacollaborativeprojects,blogs,contentcommunities,socialnetwor

    ingsites,virtualgameworlds,andvirtualsocialworldsandpresentwaysinwhichcompaniescanefficientlyma

    euseoftheseapplications.Basedonthisanalysis,wethenderiveasetof10recommendationscompaniesshouldfollowwhenthin

    ingaboutdevelopingtheirownSocialMediastrategy,beitwithrespecttotheseaforementionedtypesorotherapplicationswhichmightemergeinthefuture.2.WhatisSocialMediaAndwhatisitnot?Ashighlighted,theideabehindSocialMediaisfarfromgroundbrea

    ing.Nevertheless,thereseemstobeconfusionamongmanagersandacademicresearchersali

    eastowhatexactlyshouldbeincludedunderthisterm,andhowSocialMediadifferfromtheseemingly-interchangeablerelatedconceptsofWeb2.0andUserGeneratedContent.Itthereforema essensetota eastepbac andprovideinsightregardingwhereSocialMediacomefromandwhattheyinclude.By1979,TomTruscottandJimEllisfromDu

    eUniversityhadcreatedtheUsenet,aworldwidediscussionsystemthatallowedInternetuserstopostpublicmessages.Yet,theeraofSocialMediaasweunderstandittodayprobablystartedabout20yearsea

    rlier,whenBruceandSusanAbelsonfoundedOpenDiary,anearlysocialnetwor

    ingitethatbroughttogetheronlinediarywritersintoonecommunity.Thetermweblogasfirstusedatthesametime,andtruncatedasblogayearlaterwhenonebloggerjo inglytransformedthenounweblogintothesentenceweblog.Thegrowingavaofhigh-speedInternetaccessfurtheraddedtothepopularityoftheconcept,leadingtothecreationofsocialnetwor

    ingsitessuchasMySpace(in2003)andFaceboo

    (in2004).This,inturn,coinedthetermSocialMedia,andcontributedtotheprominenceithastoday.Themostrecentadditiontothisglamorousgroupinghasbeenso-calledvirtualworlds:computerbasedsimulatedenvironmentsinhabitedythreedimensionalavatars.Perhapsthebest

    nownvirtualworldisthatofLindenLabsSecondLife(Kaplan&Haenlein,2009c).AlthoughthelistoftheaforementionedapplicationsmaygivesomeideaaboutwhatismeantbySocialMedia,aformaldefinitionofthetermfirstrequiresdrawingalinetotworelatedconcept

    sthatarefrequentlynamedinconjunctionwithit:Web2.0andUserGeneratedContent.Web2.0isatermthatwasfirstusedin2004todescribeanewwayinwhichsoftwaredevelopersandend-usersstartedtoutilizetheWorldWideWeb;thatis,asaplatformwherebycontentandapplicationsarenolongercreatedandpublishedbyindividuals,butinsteadarecontinuouslymodifiedbyallusersinaparticipatoryandcollaborativefashion.Whileapplicationssuchaspersonalwebpages,EncyclopediaBritannicaOnline,andtheideaofcontentpublishingbelongtotheeraofWeb1.0,theyarereplacedbyblogs,wi

    is,andcollaborativeprojectsinWeb2.0.AlthoughWeb2.0doesnotrefertoanyspecifictechnicalupdateoftheWorldWideWeb,thereisasetofbasicfunctionalitiesthatarenecessaryforitsfunctioning.AmongthemareAdobeFlash(apopularmethodforaddinganimation,interactivity,andaudio/videostreamstowebpages),RSS(ReallySimpleSyndication,afamilyofwebfeedformatsusedtopublishfrequentlyupd

    atedcontent,suchasblogentriesornewsheadlines,inastandardizedformat),andAJAX(AsynchronousJavaScript,atechniquetoretrievedatafromwebserversasynchronously,allowingtheupdateofwebcontentwithoutinterferingwiththedisplayandbehaviorofthewholepage).Forthepurposeofourarticle,weconsiderWeb2.0astheplatformfortheevolutionofSocialMedia.WhenWeb2.0representstheideologicalandtechnologicalfoundation,UserGeneratedContent(UGC)canbeseenasthesumofallwaysinwhichpeoplema

    euseofSocialMedia.Theterm,whichachievedbroadpopularityin2005,isusuallyappliedtodescribethevariousformsofmediacontentthatarepubliclyavailableandcreatedbyend-users.AccordingtotheOrganisationforEconomicCooperationandDevelop

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    ment(OECD,2007),UGCneedstofulfillthreebasicrequirementsinordertobeconsideredassuch:first,itneedstobepublishedeitheronapubliclyaccessiblewebsiteoronasocialnetwor

    ingsiteaccessibletoaselectedgroupofpeople;second,itneedstoshowacertainamountofcreativeeffort;andfinally,itneedstohavebeencreatedoutsideofprofessionalroutinesandpractices.Thefirstconditionexcludescontentexchangedine-mailsorinstantmessages;thesecond,merereplicationsofalreadyexistingcontent(e.g.,postingacopyofanexistingnewspaperarticleonapersonalblogwithoutanymodificationsorcommenting);andthethird,allcontentthathasbeencreatedwithacommercialmar

    etcontextinmind.WhileUGChasalreadybeenavailablepriortoWeb2.0,asdiscussedabove,thecombinationoftechnologicaldrivers(e.g.,increasedbroadbandavailabilityandhardwarecapacity),economicdrivers(e.g.,increasedavailabilityoftoolsforthecreationofUGC),andsocialdrivers(e.g.,riseofagenerationofdigitalnativesandscreenagers:youngeragegroupswithsubstantical

    nowledgeandwillingnesstoengageonline)ma

    eUGCnowadaysfundamentallydifferentfromwhatwasobservedintheearly1980s.BasedontheseclarificationsofWeb2.0andUGC,itisnowstraightforwardtogiveamoredetaileddefinitionofwhatwemeanbySocialMedia.InourviewandasusedhereinSocialMediaisagroupofInternet-basedapplicationsthatbuildontheideologicalandtechnologicalfoundationsofWeb2.0,andthatallowthecreationandexchangeofUserGeneratedContent.Withinthisgeneraldefinition,therearevarioustypesofSocialMediathatneedtobedistinguishedfurther.However,althoughmostpeoplewouldprobablyagreethatWi

    ipedia,YouTube,Faceboo

    ,andSecondLifeareallpartofthislargegroup,thereisnosystematicwayinwhichdifferentSocia

    lMediaapplicationscanbecategorized.Also,newsitesappearincyberspaceeveryday,soitisimportantthatanyclassificationschemeta

    esintoaccountapplicationswhichmaybeforthcoming.Tocreatesuchaclassificationscheme,andtodosoinasystematicmanner,werelyonasetoftheoriesinthefieldofmediaresearch(socialpresence,mediarichness)andsocialprocesses(self-presentation,self-disclosure),thetwo

    eyelementsofSocialMedia.Regardingthemedia-relatedcomponentofSocialMedia,socialpresencetheory(Short,Williams,&Christie,1976)statesthatmediadifferinthedegreeofsocialpresencedefintheacoustic,visual,andphysicalcontactthatcanbeachievedtheyallowtoemergebetweentwocommunicationpartners.Socialpresenceisinfluencedbytheintimacy(interpersonalvs.mediated)andimmediacy(asynchronousvs.synchronous)ofthemedium,andcanbeexpectedtobelowerformediated(e.g.,telephoneconversation)thaninterpersonal(e.g.,face-to-facediscussion)andforasynchronous

    (e.g.,e-mail)thansynchronous(e.g.,livechat)communications.Thehigherthesocialpresence,thelargerthesocialinfluencethatthecommunicationpartnershaveoneachothersbehavior.Closelyrelatedtotheideaofsocialpresenceistheconceptofmediarichness.Mediarichnesstheory(Daft&Lengel,1986)isbasedontheassumptionthatthegoalofanycommunicationistheresolutionofambiguityandthereductionofuncertainty.Itstatesthatmediadifferinthedegreeofrichnesstheypossessthatis,theamountofinformationtheyallowtobetransmittedinagiventimeintervalandthatthereforesomemediaaremoreeffectivethanothersinresolvingambiguityanduncertainty.AppliedtothecontextofSocialMedia,weassumethatafirstclassificationcanbemadebasedontherichnessofthemediumandthedegreeofsocialpresenceitallows.WithrespecttothesocialdimensionofSocialMedia,theconceptofself-presentationstatesthatinanytypeofsocialinteractionpeoplehavethedesiretocontroltheimpr

    essionsotherpeopleformofthem(Goffman,1959).Ontheonehand,thisisdonewiththeobjectiveofinfluencingotherstogainrewards(e.g.,ma

    eapositiveimpressiononyourfuturein-laws);ontheotherhand,itisdrivenbyawishtocreateanimagethatisconsistentwithonespersonalidentity(e.g.,wearingafashionableoutfitinordertobeperceivedasyoungandtrendy).The

    eyreasonwhypeopledecidetocreateapersonalwebpageis,forexample,thewishtopresentthemselvesincyberspace(Schau&Gilly,2003).Usually,suchapresentationisdonethroughself-disclosure;thatis,theconsciousorunconsciousrevelationofpersonalinformation(e.g.,thoughts,feelings,li

    es,disli

    es)thatisconsistentwiththeimageonewouldli

    etogive.Self-disclosureisacritical

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    stepinthedevelopmentofcloserelationships(e.g.,duringdating)butcanalsooccurbetweencompletestrangers;forexample,whenspea

    ingaboutpersonalproblemswiththepersonseatednexttoyouonanairplane.AppliedtothecontextofSocialMedia,weassumethatasecondclassificationcanbemadebasedonthedegreeofself-disclosureitrequiresandthetypeofself-presentationitallows.CombiningbothdimensionsleadstoaclassificationofSocialMediawhichwehavevisualizedinTable1.Withrespecttosocialpresenceandmediarichness,applicationssuchascollaborativeprojects(e.g.,Wi

    ipedia)andblogsscorelowest,astheyareoftentext-basedandhenceonlyallowforarelativelysimpleexchange.Onthenextlevelarecontentcommunities(e.g.,YouTube)andsocialnetwor

    ingsites(e.g.,Faceboo

    )which,inadditiontotext-basedcommunication,enablethesharingofpictures,videos,andotherformsofmedia.Onthehighestlevelarevirtualgameandsocialworlds(e.g.,WorldofWarcraft,SecondLife),whichtrytoreplicatealldimensionsofface-to-faceinteractionsinavirtualenvironment.Regardingself-presentationandself-disclosure,blogsusuallyscorehigherthancollaborativeprojects,asthelattertendtobefocusedonspecificcontentdomains.Inasimilarspirit,socialnetwor

    ingsitesallowformoreself-disclosurethancontentcommunities.Finally,virtualsocialworldsrequireahigherlevelofself-disclosurethanvirtualgameworlds,asthelatterareruledbystrictguidelinesthatforceuserstobehaveinacertainway(e.g.,aswarriorsinanimaginaryfantasyland).WewillnowprovidemoredetailoneachofthesesixdifferenttypesofSocialMedia,anddiscussthechallengesandopportunitiestheyoffercompanies.3.ThechallengesandopportunitiesofSocialMedia3.1.CollaborativeprojectsCollaborativeprojectsenablethejointa

    ndsimultaneouscreationofcontentbymanyend-usersandare,inthissense,probablythemostdemocraticmanifestationofUGC.Withincollaborativeprojects,onedifferentiatesbetweenwi

    isthatis,websiteswhichallowuserstoadd,remove,andchangetext-basedcontentandsocialboo mar ingapplicationswhichenablehegroup-basedcollectionandratingofInternetlin

    sormediacontent.ExemplaryapplicationswithinthiscategoryincludetheonlineencyclopediaWi

    ipedia,awi

    icurrentlyavailableinmorethan230differentlanguages,andthesocialboo mar ingwebserviceDelicious,whichallowsthestorageandsharingofwebboo

    mar

    s.Themainideaunderlyingcollaborativeprojectsisthatthejointeffortofmanyactorsleadstoabetteroutcomethananyactorcouldachieveindividually;thisissimilartotheefficient-mar

    ethypothesisinbehavioralfinance(Fama,1970).Fromacorporateperspective,firmsmustbeawarethatcollaborativeprojectsaretrendingtowardbecomingthemainsourceofinformationformany

    consumers.Assuch,althoughnoteverythingwrittenonWi

    ipediamayactuallybetrue,itisbelievedtobetruebymoreandmoreInternetusers.Thismaybeparticularlycrucialasregardscorporatecrises.Forexample,whenonlineboo

    retailerAmazonstartedtotesttheideaofdynamicpricing,commentsdeclaringsuchapracticeasunfairshowedupinstantaneouslyundertheWi

    ipediaentryontime-basedpricing.Yet,collaborativeprojectsalsoprovidesomeuniqueopportunitiesforfirms.FinnishhandsetmanufacturerNo

    ia,forinstance,usesinternalwi

    istoupdateemployeesonprojectstatusandtotradeideas,whichareusedbyabout20%ofits68,000staffmembers.Li

    ewise,AmericancomputersoftwarecompanyAdobeSystemsmaintainsalistofboo

    mar

    stocompany-relatedwebsitesandconversationsonDelicious.Table1.ClassificationofSocialMediabysocialpresence/mediarichnessandself-presentation/self-disclosure3.2.BlogsBlogs,whichrepresenttheearliestformofSocialMedia,arespecialtypesofwebsitest

    hatusuallydisplaydate-stampedentriesinreversechronologicalorder(OECD,2007).TheyaretheSocialMediaequivalentofpersonalwebpagesandcancomeinamultitudeofdifferentvariations,frompersonaldiariesdescribingtheauthorslifetosummariesofallrelevantinformationinonespecificcontentarea.Blogsareusuallymanagedbyonepersononly,butprovidethepossibilityofinteractionwithothersthroughtheadditionofcomments.Duetotheirhistoricalroots,text-basedblogsarestillbyfarthemostcommon.Nevertheless,blogshavealsobeguntota

    edifferentmediaformats.Forexample,SanFrancisco-basedJustin.tvallowsuserstocreatepersonalizedtelevisionchannelsviawhichtheycanbroadcastimagesfromtheirwebcaminrealtimetootherusers.Manycompanies

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    arealreadyusingblogstoupdateemployees,customers,andshareholdersondevelopmentstheyconsidertobeimportant.JonathanSchwartz,CEOofSunMicrosystems,maintainsapersonalblogtoimprovethetransparencyofhiscompany;sodoesautomotivegiantGeneralMotors.Yet,asisthecasewithcollaborativeprojects,blogsdonotcomewithoutris

    s.Thesegenerallypresentintwofashions.First,customerswhoforonereasonoranotherturnouttobedissatisfiedwithordisappointedbythecompanysofferingsmaydecidetoengageinvirtualcomplaintsintheformofprotestwebsitesorblogs(Ward&Ostrom,2006),whichresultsintheavailabilityofpotentiallydamaginginformationinonlinespace.Second,oncefirmsencourageemployeestobeactiveonblogs,theymayneedtolivewiththeconsequencesofstaffmemberswritingnegativelyaboutthefirm.MicrosoftsformertechnicalevangelistRobertScoble,forexample,hadatendencytofiercelyriticizetheproductsofhisemployerbeforehedecidedtoleavetheRedmond-basedsoftwarecompanyin2006.3.3.ContentcommunitiesThemainobjectiveofcontentcommunitiesisthesharingofmediacontentbetweenusers.Contentcommunitiesexistforawiderangeofdifferentmediatypes,includingtext(e.g.,Boo

    Crossing,viawhich750,000+peoplefromover130countriesshareboo

    s),photos(e.g.,Flic

    r),videos(e.g.,YouTube),andPowerPointpresentations(e.g.,Slideshare).Usersoncontentcommunitiesarenotrequiredtocreateapersonalprofilepage;iftheydo,thesepagesusuallyonlycontainbasicinformation,suchasthedatetheyjoinedthecommunityandthenumberofvideosshared.Fromacorporateviewpoint,contentcommunitiescarrytheris

    ofbeingusedasplatformsforthesharingofcopyright-protectedmaterials.Whilemajorcontentcommunitieshaverulesinplacetobanandremovesuchillegalcontent,itisdifficulttoav

    oidpopularvideossuchasrecentepisodesofcomedydramasbeinguploadedtoYouubeonlyhoursaftertheyhavebeenairedontelevision.Onthepositiveside,thehighpopularityofcontentcommunitiesma

    esthemaveryattractivecontactchannelformanyfirms;thisiseasytobelievewhenoneconsidersthatYouTubeservesover100millionvideosperday.In2007,Procter&Gambleorganizedacontestforitsover-the-counterdrugPepto-Bismol,wherebyuserswereencouragedtouploadtoYouTube1-minutevideosofthemselvessingingabouttheailmentsPepto-Bismolcounteracts,includingheartburnandnausea.Inasimilarspirit, itchenappliancesmanufacturerBlendtecbecamepopularforitsbevyofinexpensiveWillitblend?videos,whichhavebeenwatchedbymillionsofpeople.Otherfirms,suchasCiscoandGoogle,relyoncontentcommunitiestosharerecruitingvideos,aswellas

    eynotespeechesandpressannouncements,withtheiremployeesandinvestors.3.4.Socialnetwor

    ingsitesSocialnetwor

    ingsitesareapplications

    thatenableuserstoconnectbycreatingpersonalinformationprofiles,invitingfriendsandcolleaguestohaveaccesstothoseprofiles,andsendinge-mailsandinstantmessagesbetweeneachother.Thesepersonalprofilescanincludeanytypeofinformation,includingphotos,video,audiofiles,andblogs.AccordingtoWi

    ipedia,thelargestsocialnetwor

    ingsitesareU.S.-basedFaceboo

    (initiallyfoundedbyMar

    Zuc

    erbergtostayintouchwithhisfellowstudentsfromHarvardUniversity)andMySpace(with1,500employeesandmorethan250millionregisteredusers).Socialnetwor

    ingsitesareofsuchhighpopularity,specificallyamongyoungerInternetusers,thatthetermFaceboo

    addicthasbeenincludedintheUrbanDictionary,acollaborativeprojectfocusedondevelopingaslangdictionaryfortheEnglishlanguage.Severalcompaniesarealreadyusingsocialnetwor

    ingsitestosupportthecreationofbrandcommunities(Muniz&OGuinn,2001)orformar

    etingresearchinthecontextofnetnography(Kozinets,2002).Topro

    motethemovieFredClaus,a2007Christmascomedyfilm,WarnerBrotherscreatedaaceboo

    profileviawhichvisitorscouldwatchtrailers,downloadgraphics,andplaygames.Li

    ewise,theAdidascustomsoccercommunityonMySpaceallowsvisitorstoassociatethemselveswithoneoftwobrandsofelitesoccercleatsproducedbytheGermansportsapparelmanufacturer,andtoaccessproductreviewsandinformationonprofessionalsoccerplayerswhoplayusingtheirshoes.SomefirmseengoonestepfurtheranduseFaceboo

    asadistributionchannel.ConsiderU.S.-basedflorist1-800-Flowers.com,whichoffersawidgetonFaceboo

    calledGimmeLovewherebyuserscansendvirtualbouquetstofriendsor,withaclic ofthembedirectlytransferredtothecompanyswebsitetosendrealflowers.3.5.Virtu

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    algameworldsVirtualworldsareplatformsthatreplicateathreedimensionalenvironmentinwhichuserscanappearintheformofpersonalizedavatarsandinteractwitheachotherastheywouldinreallife.Inthissense,virtualworldsareprobablytheultimatemanifestationofSocialMedia,astheyprovidethehighestlevelofsocialpresenceandmediarichnessofallapplicationsdiscussedthusfar.Virtualworldscomeintwoforms.Thefirst,virtualgameworlds,requiretheiruserstobehaveaccordingtostrictrulesinthecontextofamassivelymultiplayeronlinerole-playinggame(MMORPG).Theseapplicationshavegainedpopularityinrecentyears,asstandardgameconsolessuchasMicrosoftsX-BoxandSonysPlayStationnowallowsimultaneousplayamongamultitudeofusersaroundtheglobe.Examplesofvirtualgameworldsincludethecod-medievalWorldofWarcraft,whichcountsaround8.5millionsubscriberswhoexplorethevirtualplanetofAzerothintheformofhumans,dwarves,orcs,ornightelves,tofightmonstersortosearchfortreasure;andSonysEverQuest,inwhich16differentracesofplayers(e.g.,wizards,clerics)travelthefantasyworldofNorrath.Therulesofsuchgamesusuallylimitthedegreeofself-presentationandself-disclosurepossible,althoughsomeusersspendsomuchtimewiththeseapplicationsthattheircharacterbeitawarrior,awizard,oradragonhunterstartstomoreandmoreloselyresembletheirreallifepersonality.Besidestheiruseforingameadvertising(similarinideatoproductplacementinbloc bustermovies),thehighpopularityofvirtualgameworldscanalsobeleveragedinmoretraditionalcommunicationcampaigns.JapaneseautomotivegiantToyota,forexample,usedpicturesandmechanicsfromtheWorldofWarcraftapplicationinitslatestTundracommercialtoreachthe2.5millionplayersintheU.S.alone.3.6.Virtualsocialworl

    dsThesecondgroupofvirtualworlds,oftenreferredtoasvirtualsocialworlds,allowsinhabitantstochoosetheirbehaviormorefreelyandessentiallyliveavirtuallifesimilartotheirreallife.Asinvirtualgameworlds,virtualsocialworldusersappearintheformofavatarsandinteractinathree-dimensionalvirtualenvironment;however,inthisrealm,therearenorulesrestrictingtherangeofpossibleinteractions,exceptforbasicphysicallawssuchasgravity.Thisallowsforanunlimitedrangeofselfpresentationstrategies,andithasbeenshownthatwithincreasingusageintensityandconsumptionexperience,usersofvirtualsocialworldsorresidents,astheyprefertobecalledshowbeatmoreandmorecloselymirrorstheoneobservedinreallifesettings(Haenlein&Kaplan,2009;Kaplan&Haenlein,2009a,2009b).Arguably,themostprominentexampleofvirtualsocialworldsistheSecondLifeapplication,foundedandmanagedbytheSanFrancisco-basedcompanyLindenResearchInc.Besidesdoingeveryt

    hingthatispossibleinreallife(e.g.,spea

    ingtootheravatars,ta

    ingawal

    ,enjoyingthevirtualsunshine),SecondLifealsoallowsuserstocreatecontent(e.g.,todesignvirtualclothingorfurnitureitems)andtosellthiscontenttoothersinexchangeforLindenDollars,avirtualcurrencytradedagainsttheU.S.DollarontheSecondLifeExchange.Someresidentsaresosuccessfulinthistas

    thatthevirtualmoneyearnedthatwaycomplementstheirreallifeincome.Virtualsocialworldsofferamultitudeofopportunitiesforcompaniesinmar

    eting(advertising/communication,virtualproductsales/v-Commerce,mar

    etingresearch),andhumanresourceandinternalprocessmanagement;foramoredetaileddiscussion,seeKaplanandHaenlein(2009c).4.TenpiecesofadviceforcompaniesdecidingtouseSocialMediaSocialMediaisaveryactiveandfast-movingdomain.Whatmaybeup-to-datetodaycouldhavedisappearedfromthevirtuallandscapetomorrow.Itisthereforecrucialforfirmstohaveasetofguidelines

    thatcanbeappliedtoanyformofSocialMedia,whethertheyarepartoftheaforementionedlistornot.Next,weprovidesuchasetofrecommendations.GiventhatSocialMediahavebothasocial-andamedia-component,wesplitouradviceintotwosections:fivepointsaboutusingmediaandfivepointsaboutbeingsocial.4.1.Fivepointsaboutusingmedia4.1.1.ChoosecarefullyTherearedozensifnothundredsofSocialMediaapplications,andnewonesareappearingonthhorizoneveryday.Ifyoustillneedtimetorunyourcorebusiness,yousimplycannotparticipateinthemall,especiallysincebeingactiveisone

    eyrequiremetofsuccess(seebelow).Choosingtherightmediumforanygivenpurposedependsonthetargetgrouptobereachedandthemessagetobecommunicated.Ontheo

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    nehand,eachSocialMediaapplicationusuallyattractsacertaingroupofpeopleandfirmsshouldbeactivewherevertheircustomersarepresent.Forexample,ifyourmaintargetaudienceisboo

    lovers,acontentcommunityviawhichusersshareself-writtennovelsorpoemsisli

    elybettersuitedtoyourpurposethanavirtualworldwhichcentersonfightingdragonsandfindingtreasures.Ontheotherhand,theremaybesituationswherebycertainfeaturesarenecessarytoensureeffectivecommunication,andthesefeaturesareonlyofferedbyonespecificapplication.Forexample,whentheU.S.Armyundertoo

    aninitiativein2007toreachtheHispaniccommunity,itdecidedtoutilizethesocialnetwor

    ingsiteUnivisionratherthanthemorepopularFaceboo

    .ThischoicewasdriveninpartbythefactthatUnivisionaSpanish-languagetelevisionnetwor

    intheU.S.andPuertoRicoisthesocialnetwor ingapplicationwiththelargestLatinAmericanaudience,duetoanextensiverangeoftelenovelasandMexicanprogramsproducedbyGrupoTelevisa.However,anotherreasonUnivisionwaschosenisbecauseitoffersamoderatingservicewhichchec

    scommentsfromusersforappropriatenessbeforepostingthemonthesite.Incontrast,otherapplications,includingFaceboo

    ,allowuserstopostmessageswithoutsupervision.4.1.2.Pic

    theapplication,orma

    eyourownOnceyou

    nowwhichgameyoureplaying,thenextdecisioninvolveswhethertoma

    eorbuy.Insomecases,itmightjustbebesttojoinanexistingSocialMediaapplicationandbenefitfromitspopularityanduserbase.Afterall,thereisnoneedtoreinventthewheelifsomebodyhasalreadydoneit,especiallygiventhatSocialMediashowpositivenetwor

    externalitiesinthesensethattheygetmoreattractivetojointhemoreparticipantstheyalreadyhave.Butinsomecases,therightapplicationmightjustnotbeavailableye

    t.JapansFujifilm,forexample,recentlylauncheditsownsocialnetwor

    tobuildacommunityofphotoenthusiasts.Inasimilarspirit,U.S.-baseddepartmentstorefirmSearscollaboratedwithMTVmusictelevisiontocreateasocialnetwor aroundbac -to-schoolshopping.Yet,whatevertheultimatedecisiontobuy,mae,orbothitisvitalthatthereisanunderstandingofthebasicideabehindSocialMedia.Itsallaboutparticipation,sharing,andcollaboration,ratherthanstraightforwardadvertisingandselling.4.1.3.EnsureactivityalignmentSometimesyoumaydecidetorelyonvariousSocialMedia,orasetofdifferentapplicationswithinthesamegroup,inordertohavethelargestpossiblereach.Inthiscase,itiscrucialtoensurethatyourSocialMediaactivitiesareallalignedwitheachother.AprimeexampleinthiscontextiscomputermanufacturerDellanditsDigitalNomadscampaign.Dellusesacombinationofsocialnetwor

    ingsits(Faceboo

    ,Lin

    edIn),blogs,andcontentcommunities(YouTubevideos)toshow

    howitsrangeoflaptopcomputersenableindividualstobecomeanomadicmobilewor

    force.Inasimilarspirit,ChryslersJeepbrandconnectswithitscustomersbycombiningphotossharedonthecontentcommunityFlic

    r,withgroupsonsocialnetwor

    ingsitessuchasMySpaceandFaceboo

    .Usingdifferentcontactchannelscanbeaworthwhileandprofitablestrategy.Butremember:onegoalofcommunicationistheresolutionofambiguityandreductionofuncertainty,andnothingismoreconfusingthancontradictingmessagesacrossdifferentchannels.4.1.4.MediaplanintegrationWhatistruefordifferenttypesofSocialMediaalsoholdsfortherelationshipbetweenSocialMediaandtraditionalmedia:Integrationis

    ey!Whileyoumayconsiderthesetwoarenastobecompletelydifferent,incustomerseyestheyarebothpartofthesame:yourcorporateimage.Considertheactionsofsoftdrin

    giantCoca-Cola.InJune2006,apairofperformanceartistsshotavideofeaturingaseriesofgeyserstheycreatedbydroppingMentosbr

    andmintsinto2-literbottlesofCo

    e;theclipbecameamajorhitonYouTube.Realizingcustomersenthusiasmforthisperformance,Coca-Colafosteredthesensationbyairingthevideoonlate-nighttelevisionandensuringbroaddigitaldistributionacrossdifferentcontentcommunities.Besidestheadvantageofhighimpact/lowcostmediacoverage,thecampaignalsoresultedinameasurablesalesuplift.4.1.5.AccessforallAlthoughthismightsoundelementary,oncethefirmhasdecidedtoutilizeSocialMediaapplications,itisworthchec

    ingthatallemployeesmayactuallyaccessthem.Commonly,firmsbloc

    Faceboo

    ,YouTube,andSecondLifeoncorporatePCsforfearthatstaffmightspendtoomuchtimenetwor

    inginsteadofwor

    ing.Whilethisiscertainlyaconsideration,itcannoti

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    mplythatemployeesmusthavespecialpermissiontobeabletoaccessthecompanyblog.Atthesametime,thereisaneedtocurtailthepossibilityoftheentireorganizationspendingallitstimeproducingfunnyvideosanduploadingthemtoYouTube.OnepossibleapproachinvolvesdefininggroupsofemployeeswhoseprimaryobjectiveisthemanagementofcorporateSocialMedia;allotherstaffmembersaretreatedasoccasionalparticipants.Underthisscenario,thefirstgroupisgivenadministratorrightswhichallowstheopeningofnewdiscussionthreadsanddeletionofinappropriatepostswhilethesecondgroupisnot.Also,atsomepoint,itwillbenecessarytodevelopcertainguidelinesforSocialMediausage;asdone,forinstance,byBigBlueIBM,whichhasacorporatechartaforappropriatbehaviorwithinSecondLife.Forexample,itisimportanttohighlightthateveryemployeeneedstoidentifyhimselforherselfassuchwhenpostingacommentonthecorporateblog.Otherwise,end-consumerscouldgettheimpressionthatanonymousaccountsareusedtoenableemployeestopostfa

    emessagesandoverly-positivefeedbac

    ,whichcouldseverelydamagethecredibilityofyourwholeSocialMediacampaign.4.2.Fivepointsaboutbeingsocial4.2.1.BeactiveIfyouwanttodeveloparelationshipwithsomeone,itisalwaysadvisabletota

    etheleadandtobeactive.SocialMediaareallaboutsharingandinteraction,soensurethatyourcontentisalwaysfreshandthatyouengageindiscussionswithyourcustomers.Considertheaforementionedblog eptbySunMicrosystemsCEOJonathanSchwartz.Viathisoutlet,thefigureheaddiscussesonanongoingbasishiscoporatestrategy,newproductdevelopmentprojects,andcompanyvalues,andrepliesdirectlytocorrespondencereceived.InconsideringyourSocialMediaefforts,beawarethatfirminvolvementmustextendbeyondrespondingtonegativecomme

    ntsanddefendingproductofferings.SocialMediaislessaboutexplainingwhyyourba

    ingmix,detergent,orshampooisbetterthananyoneelsesthanitisaboutengagingothersinopenandactiveconversation.ParticipantsonSocialMediaapplicationshavethedesiretoactivelyengageandtobecomebothproducersandconsumersofinformation,so-calledprosumers(Toffler,1980).Beconsiderateoftisneedandactaccordingly.4.2.2.BeinterestingLetsfaceit:nobodyisinterestedinspea

    ingtoaboringperson.Assuch,ifyouwouldli

    eyourcustomerstoengagewithyou,youneedtogivethemareasonfordoingsoonewhichextendsbeyondsayingyouarethebestairlineintown,ormanufacturethemostrobust

    itchenblender.Thefirststepistolistentoyourcustomers.Findoutwhattheywouldli

    etohear;whattheywouldli

    etotal

    about;whattheymightfindinteresting,enjoyable,andvaluable.Then,developandpostcontentthatfitsthoseexpectations.CoffeepowerhouseStarbuc

    s,forexample,createdtheMyStarbuc

    sIdeaplatform,viawhichcustomerscansubmitnewideasforthecompany.Theseideasaresubsequentlyvotedonbyotherusers,withthewinnersbeingconsideredforimplementationbyStarbuc

    stopmanagement.AsstatedbyOscarWildeinhisnovel,ThePictureofDorianGrey:Theonesinforwhichthereisnoforgivenessisennui.4.2.3.BehumbleNeverforgetthatSocialMediaexistedbeforeyoudecidedtoengageinthem;indeed,inmanycases,evenbeforeyou

    newabouttheirexistence.Inthislight,donotexpectthatyou

    nowbetterhowtousethemthanotherswhohavespentcountlesshoursonFaceboo

    orSecondLife,forexample.Beforeyouenteranyapplication,firstta

    esometimetodiscoveritandtolearnaboutitshistoryandbasicrules.Onlyonceyouhavegainedthenecessaryunderstanding,starttoparticipate.WhenaerospaceanddefensefirmBoeingdecidedtolaunchitsfirstcorporateblog,thesitewasdesignedsuchthatuserswerenotallowedtocommentonwhattheysaw.Yet,interactionandfeedbac

    are

    criticalelementsofallSocialMedia,blogsincluded.Hence,manyreadersperceivedtheBoeingblogasafa

    e,andsimplycorporateadvertisingindisguise.Ifthereisonecertainpathtofailure,itinvolvesthin

    ingthatSocialMediaisjustaboutpostingexistingTVspotsonYouTubeorputtingprefabricatedpressannouncementsoncorporateblogs.4.2.4.BeunprofessionalHaveyouevernoticedthatinHollywoodbloc

    busterfilms,itsnotusuallythehandsomeguywhoendsupwiththegirl,butrathertheclumsy,charmingone?ThesamegoesforSocialMedia,andfirmswouldbewisetoavoidoverly-professionalcontentofferings.Theresnoneedtospend$100,000todesigntheperfectMySpacepresence,orhireaprofessionalwritertomanageyourcorporateblog.Instead,trytoblendinwith

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    otherusersanddontbeafraidtoma

    emista

    es!BillMarriott,ChairmanandCEOoftheMarriottInternationalHotelchain,useshisblog,forexample,topostregularupdatesandstoriesfromhistravelstoMarriottpropertiesaroundtheworldverymuchinthesamewayaswouldawor

    colleaguewhendescribingherlastvacation.SocialMediausersarepeopleli

    eyou,whounderstandthatthingsdonotalwaysgosmoothly.And,ifyourenicetothem,theymayevengiveyoufreeadviceonhowtodoitbetterthenexttime.4.2.5.BehonestLastbutnotleast,behonestandrespecttherulesofthegame.SomeSocialMediasuchasWi ipediaaynotallowcompaniestobeinvolved,sodonottrytoforceyourwayin.ConsiderAnheuser-Busch,ownerofSeaWorldmarinemammalpar

    s.Anheuser-BuschtriedtorectifymisleadinginformationonWi

    ipediathroughtheuseofPRfirms,andfaledmiserablyatit.Neverexpectthatotherparticipantsmaynotfindoutwhostandsbehindsomeanonymoususeraccount;afterall,youredealingwithsomeofthemosttechnologicallysophisticatedpeopleontheplanet.5.NothingtolosebuttheirchainsToday,everythingisaboutSocialMedia.SomeindustrygurusclaimthatifyoudonotparticipateinFaceboo

    ,YouTube,andSecondLife,youarenotpartofcyberspaceanymore.SocialMediaallowfirmstoengageintimelyanddirectend-consumercontactatrelativelylowcostandhigherlevelsofefficiencythancanbeachievedwithmoretraditionalcommunicationtools.Thisma

    esSocialMedianotonlyrelevantforlargemultinationalfirms,butalsoforsmallandmediumsizedcompanies,andevennonprofitandgovernmentalagencies.UsingSocialMediaisnotaneasytas

    andmayrequirenewwaysofthin

    ing,butthepotentialgainsarefarfrombeingnegligible.Dell,forexample,statesthatitsuseofTwitteramicrobloggingapplicationthatallowssendingoutshort,text-b

    asedpostsof140charactersorlesshasgenerated$1millioninincrementalrevenueduetosalesalerts.Somefirmsmayevenbetoosuccessfulfortheirowngood,asillustratedbyBurgerKingsWhopperSacrificecampaign:InDecember2008,thetfoodgiantdevelopedaFaceboo applicationwhichgaveusersafreeWhoppersandwichforevery10friendstheydeletedfromtheirFaceboo

    networ

    .Thecampaignwasadoptedbyover20,000users,resultinginthesacrificingof233,906friendsinexchangeforfreeburgers.Onlyonemonthlater,inJanuary2009,Faceboo shutdownWhopperSacrifice,citingprivacyconcerns.Whowouldhavethoughtthatthepriceofafriendshipislessthan$2adozen?Anewtrendisonthehorizon,though;WatchoutforMobileSocialMedia!MobileWeb2.0isverysimilartoWeb2.0,asdiscussedearlier.IncontrasttoitspredecessorMobileWeb1.0,whichreliedonproprietaryprotocols(e.g.,WAP)anduse-basedpricing,MobileWeb2.0ischaracterizedbyopenstandards(e.g.,atransitiontotheTCP/IPpr

    otocol,thetechnicalfoundationoftheWorldWideWeb)andflat-ratesystems.Eventhemanualentryofwebaddressesusingsmallanddifficult-to-handle

    eyboardsisbecominghistory.Soon,allitemsaroundyouwillbeequippedwithRadioFrequencyIdentification(RFID)tagsthatwillbeabletoautomaticallyconnecttoyourmobilephoneandsendURLstothem,similartotodaystextmessages.Thistechnicalevolutionislayingthegroundwor

    formovingSocialMediaapplicationsawayfromdes

    topPCsandlaptops,towardmobiledevices.WhylogintoFaceboo

    ifyoucaneasilyupdateallyourfriendsusingTwitter?WhywaituntilyoureturnhometowatchthenewYouTubevideoifyoucandosoconvenientlyonyouriPhone?AccordingtoJupiterResearch,themar

    etforMobileWeb2.0evolutionswillgrowfromamere$5.5billiontodaytoanimpressive$22.4billionby2013.MobileSocialMediaapplicationsareexpectedtobethemaindriverofthisevolution,soonaccountingforover50%ofthemar

    et.Inoneway,thissurgetowardMo

    bileSocialMediacanevenbeseenasanothersteptowardInternetdemocratizationandclosingthedigitaldividebetweendevelopedandemergingcountries.InIndia,forexample,mobilephonesoutnumberPCsby10to1.InThailand,only13%ofthepopulationownsacomputer,versus82%whohaveaccesstoamobilephone.ItisthereforenotsurprisingthatthePewResearchCenteraWashington-basedthin

    tan

    estimatesthatby2020,amobiledevicewillbetheprimaryInternetconnectiontoolformostpeopleintheworld.Ma

    ingSocialMediaapplicationsmobileisli

    elytotapacurrentlyunexploitedbaseofnewusers.Evenifpercapitaspendinginthesecountriesmaystillbelow,vastpopulationnumbersma

    ethemrelevantforvirtuallyanyfirm.Obviously,MobileSocialMediadoesnotcome

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    withoutaprice.Somewouldarguethatwhileitenablesthedetailedfollowingoffriendshalf-wayacrosstheworld,itcanfosterasocietywherewedont

    nowthenamesofourownnext-doorneighbors.Bethatasitmay,andindependentofwhetherornotoneapprovesofsuchanevolution,itseemsundisputablethat(Mobile)SocialMediawillbethelocomotiveviawhichtheWorldWideWebevolves.Businesses,ta

    enoteanddontmissthistrain!ReferencesDaft,R.L.,&Lengel,R.H.(1986).Organizationalinformationrequirements,mediarichness,andstructuraldesign.ManagementScience,32(5),554571.Fama,E.F.(1970).Efficientcapitalmar

    ets:Areviewoftheoryandempiricalwor

    .JournalofFinance,25(2),383417.Goffman,E.(1959).Thepresentationofselfineverydaylife.NewYor

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    s.Haenlein,M.,&Kaplan,A.M.(2009).Flagshipbrandstoreswithinvirtualworlds:Theimpactofvirtualstoreexposureonreallifebrandattitudesandpurchaseintent.RechercheetApplicationsenMar

    eting24(3).Kaplan,A.M.,&Haenlein,M.(2009a).Consumeruseandbusinesspotentialofvirtualworlds:ThecaseofSecondLife.TheInternationalJournalonMediaManagement11(3).Kaplan,A.M.,&Haenlein,M.(2009b).Consumers,companies,andvirtualsocialworlds:AqualitativeanalysisofSecondLife.AdvancesinConsumerResearch,36(1),873874.Kaplan,A.M.,&Haenlein,M.(2009c).ThefairylandofSecondLife:Aboutvirtualsocialworldsandhowtousethem.BusinessHorizons,52(6),563572.Kozinets,R.V.(2002).Thefieldbehindthescreen:Usingnetnographyformar

    etingresearchinonlinecommunities.JournalofMar

    etingResearch,39(1),6172.Muniz,A.M.,&OGuinn,T.C.(2001).Brandcommunity.JournalofConsumerResearch,27(4),412432.OECD.(2007).Participativewebanduser-createdcontent:Web2.0,wi is,andsocialnetwor ing.Paris:OrganisationforEconomi

    cCo-operationandDevelopment.Schau,H.J.,&Gilly,M.C.(2003).Wearewhatwepost?Selfpresentationinpersonalwebspace.JournalofConsumerResearch,30(3),385404.Short,J.,Williams,E.,&Christie,B.(1976).Thesocialpsychologyoftelecommunications.Hobo en,NJ:JohnWiley&Sons,Ltd.Toffler,A.(1980).Thethirdwave:Theclassicstudyoftomorrow.NewYor

    :BantamBoo

    s.Ward,J.C.,&Ostrom,A.L.(2006).Complainingtothemasses:Theroleofprotestframingincustomer-createdcomplaintwebsites.JournalofConsumerResearch,33(2),220230.Penggunadunia,bersatu!TantangandanpeluangSocialMediaAndreasM.Kaplan*,MichaelHaenleinESCPEropa,79AvenuedelaRe'publique,F-75011Paris,Prancis

    Abstra

    KonsepMediaSosialadalahatasagendauntu

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    anSocialMedia.#2009KelleySchoolofBusiness,UniversitasIndiana.Allrightsreserved.

    1.Momo

    MediaSosialPadaJanuari2009,jejaringsosialonlineapli

    asiFaceboo

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    ian,tampa

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    menambah

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    tivitas,danaudio/videostream

    ehalamanweb),RSS(ReallySimpleSyndicat

    ion,sebuah

    eluargaformatfeedwebyangdiguna

    anuntu

    mempubli

    asi

    an

    ontenyangseringdiperbarui,sepertientriblogatauberitaheadline,dalamformatstandar),danAJAX(AsynchronousJavaScript,sebuahte

    ni

    untu

    mengambildatadariwebserversecaraasynchronous,sehinggaupdate

    ontenwebtanpamengganggudengantampilandanperila

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    el

    ami,

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    anWeb2.0sebagaiplatformuntu

    evolusiMediaSosial.Keti

    aWeb2.0merupa

    anlandasanideologidante

    nologi,PenggunaGeneratedContent(UGC)dapatdilihatsebagaijumlahdarisemuacara-caraorangmemanfaat

    anSocialMedia.Istilah,yangmencapaipopularitasyangluasditahun2005,biasanyaditerap

    anuntu

    menggambar

    anberbagaibentu

    isimediayangtersediauntu

    umumdandibuatolehpengguna-a

    hir.MenurutOrganisasiuntu

    KerjasamaE

    onomidanPembangunan(OECD,2007),UGCharusmemenuhitigapersyaratandasaruntu

    dianggapsebagaiseperti:pertama,perl

    udipubli

    asi

    anbai

    padasebuahsituswebdia

    sespubli

    ataudisitusjejaringsosialdia

    ses

    epadase

    elompo

    orangyangdipilihdari,

    edua,perlumenunju

    ansejumlahupaya

    reatif;dana

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    andiluarrutinitasprofesionaldanpra

    te

    .Kondisipertamatida

    termasu

    ontendipertu

    ar

    andalampesane-mailatauinstant,yang

    edua,ulanganbela

    adari

    ontenyangsudahada(misalnya,postingsalinandariarti

    el

    oranyangadadiblogpribaditanpaadamodifi

    asiataumengomentari),danyang

    etiga,semua

    ontenyangtelahdibuatdengan

    onte

    spasar

    omersialdalampi

    iran.SementaraUGCtelahtersediasebelumWeb2.0,sepertididis

    usi

    andiatas,

    ombinasidaridriverte

    nologi(misalnya,pening

    atan

    etersediaandan

    apasitasbroadbandperang

    at

    eras),

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    drivere

    onomi(misalnya,pening

    atan

    etersediaanalatuntu

    penciptaanUGC),dandriversosial(misalnya,munculnyagenerasidigitalyangasli''''dan''''screenagers:

    elompo

    usiamudadenganpengetahuante

    nissubstansialdan

    esediaanuntu

    terlibatsecaraonline)membuatsaatiniUGCfundamentalberbedadariapayangdiamatipadaawaltahun1980.Berdasar

    an

    larifi

    asidariWeb2.0danUGC,se

    arangmudahuntu

    memberi

    andefinisiyanglebihrincidariapayang

    itama

    suddenganMediaSosial.Dalampandangan

    ami-dansepertiyangdiguna

    andisini-MediaSosialadalah

    elompo

    apli

    asiberbasisinternetyangmembangundiatasdasarideologidante

    nologiWeb2.0,danyangmemung

    in

    anpenciptaandanpertu

    aranUserGeneratedContent.Dalamdefinisiumum,adaberbagaijenismediasosialyangperludibeda

    anlebihlanjut.Namun,mes

    ipun

    ebanya

    anorangmung

    ina

    ansetujubahwaWi

    ipedia,YouTube,Faceboo

    ,danSecondLifeadalahbagiandari

    elompo

    besar,tida

    adacarasistematisyangberbedaMediaSosialapli

    asidapatdi

    ategori

    an.Juga,situsbarumunculdiduniamayasetiaphari,jadipentingbahwasetiaps

    ema

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    asimemperhitung

    anapli

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    indatang.Untu

    membuatsemacams

    ema

    lasifi

    asi,danuntu

    mela

    u

    annyadengancarayangsistematis,

    itabergantungpadasatusetteori-teoridalambidangmediapenelitian(

    ehadiransosial,media e ayaan)danprosessosial(presentasidiri,pengung apandiri),yangdua

    uncielemenMediaSosial.Mengenai

    omponenmediayangberhubungandenganMediaSosial,teori

    ehadiransosial(Short,Williams,&Christie,1976)menyata

    anbahwamediaberbedadalamderajatpresence''sosial''-didefinisi

    ansebagaia usti ,visual,dan onta fisi yangdapatdicapai-mere amemung in anuntu

    munculantaraduamitra

    omuni

    asi.Kehadiransosialdipengaruhioleh

    eintiman(antarpribadivs.mediated)dan

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    atan(asynchronousvssin

    ron)darithemedium,dandapatdiharap

    anuntu

    lebihrendahuntu dimediasi(misalnya,perca apantelepon)dariinterpersonal(misalnyadis

    usi,tatapmu

    a)danuntu

    asin

    ron(misalnya,e-mail)darisin

    ron(misalnya,livechat)

    omuni

    asi.Sema

    intinggi

    ehadiransosial,sema

    inbesarpengaruhsosialbahwamitra

    omuni

    asipadaperila

    umasing-masing.Ter

    aiteratdenganide ehadiransosialadalah onsep e ayaanmedia.Media

    e

    ayaanteori(Daft&Lengel,1986)didasar

    anpadaasumsibahwatujuan

    omuni

    asiapapunadalahresolusiambiguitasdanpengurangan

    etida

    pastian.Inimenyata

    anbahwamediaberbedadalamting

    at

    e

    ayaanyangmere

    amili

    i-yaitu,jumlahinformasiyangmere

    amemung

    in

    anuntu

    ditransmisi

    andalamintervalwa

    tutertentu-danoleh

    arenaitubeberapamediayanglebihefe

    tifdaripada

    yanglaindalammenyelesai

    anambiguitasdan

    etida

    pastian.Diterap

    anpada

    onte

    sSocialMedia,

    itamengasumsi

    anbahwa

    lasifi

    asipertamadapatdibuatberdasar

    an

    e

    ayaanmenengahdanting

    at

    ehadiransosialyangmemung

    in

    an.SehubungandengandimensisosialdariMediaSosial,

    onseppresentasidirimenyata

    anbahwadalamsetiapjenisintera

    sisosialorangmemili

    i

    einginanuntu

    mengendali

    anoranglain

    esanbentu

    mere

    a(Goffman,1959).Disatusisi,halinidila

    u

    andengantujuanmempengaruhioranglainuntu

    mendapat

    anpenghargaan(misalnya,membuat

    esanpositifpadamasadepanAndadi-hu

    um),disisilain,didorongoleh

    einginanuntu

    membuatgambaryang

    onsistendenganidentitaspribadiseseorang(misalnya,mengena

    anpa

    aianmodisagardianggapsebagaimudadantrendi).Alasanutamamengapaorangmemutus

    anuntu

    membuathalamanwebpribadi,misalnya,

    einginanuntu

    menampil

    andirididuniamaya(Schau&Gilly,2003).Biasanya,sepertipresentasidila

    u

    anmelaluipengung

    apandiri,yaitu,wah

    yusadaratautida

    sadarinformasipribadi(misalnya,pi

    iran,perasaan,su

    a,tida

    su

    a)yang

    onsistendengancitrayanginginmemberi

    an.Pengung

    apandirimerupa

    anlang

    ahpentingdalampengembanganhubungande

    at(misalnya,selama

    encan)tetapijugadapatterjadiantaraorangasing,misalnya,

    eti

    aberbicaratentangmasalahpribadidenganorangdudu

    disampingAndadipesawatterbang.Diterap

    anpada

    onte

    sSocialMedia,

    itamengasumsi

    anbahwa

    lasifi

    asi

    eduadapatdibuatberdasar

    anting

    at

    eterbu

    aandiriitumembutuh

    andanjenispresentasidirimemung

    in

    an.Menggabung

    an

    eduadimensimengarah

    e

    lasifi

    asiMediaSosialyangtelah

    itadivisualisasi

    anpadaTabel1.Sehubungandengan

    eberadaansosialdan

    e

    ayaan

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    media,apli

    asisepertiproye

    -proye

    olaboratif(misalnya,Wi

    ipedia)danblogs

    orterendah,sepertiyangseringberbasiste

    sdan

    arenanyahanyamemung

    in

    anuntu

    pertu

    aranrelatifsederhana.Padating

    atselanjutnyaadalah

    ontenmasyara

    at(misalnya,YouTube)dansitusjejaringsosial(misalnya,Faceboo

    )yang,selain

    omuni

    asiberbasiste

    s,memung

    in

    anberbagigambar,video,danbentu

    medialainnya.Padating

    attertinggiadalahpermainanvirtualdanduniasosial(misalnya,WorldofWarcraft,SecondLife),yangmencobauntu

    menirusemuadimensidariwajah-to-faceintera

    sidalamling

    unganvirtual.Mengenaipresentasidiridanself-disclosure,blogbiasanyas

    oryanglebihtinggidaripadaproye

    olaboratif,sebagaiyangtera

    hircenderungdifo

    us

    anpadadomain

    ontenspesifi

    .Dengansemangatyangsama,situsjejaringsosialmemung

    in

    anuntu

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    omunitas

    onten.A

    hirnya,duniasosialmayamembutuh

    anting

    atlebihtinggidaripengung

    apandiridariduniagamevirtual,sebagaiyangtera

    hirdiperintaholehpedomanyang

    etatyangmema

    sapenggunauntu

    berperila

    udalamcaratertentu(misalnya,sebagaiprajuritdisebuahnegerifantasiimajiner).Kamise

    aranga

    anmemberi

    andetaillebihlanjuttentangmasing-masingenamjenisSocialMedia,danmendis

    usi

    antantangandanpeluangyangmere

    atawar

    anperusahaan.

    3.TantangandanpeluangSocialMedia3.1.Kolaborasiproye

    Proye

    olaborasimemung

    in

    anpenciptaanbersamadansimultanolehbanya

    ontenpenggunaa

    hirdan,dalampengertian,mung

    inmanifestasipalingdemo

    ratisUGC.Dalamproye olaborasi,salahmembeda anantarawi i-yaitu,situsyangmem

    ung

    in

    anpenggunauntu

    menambah

    an,menghapus,danmengubah

    ontenberbasiste

    s-danapli

    asiboo

    mar

    sosial-yangmemung

    in

    anpengumpulanberbasis

    elompo

    danratingdarilin

    internetataumedia

    onten.Contohapli asidalam ategoriinimeliputiensi lopediaWi ipediaonline,wi isaatinitersediadilebihdari230bahasayangberbeda,danlayananwebsocialboo

    mar

    ingDelicious,yangmemung

    in

    anpenyimpanandanberbagiboo

    mar

    web.Gagasanutamayangmendasariproye

    -proye

    olaboratifadalahbahwaupayabersamadaribanya a tormengarah ehasilyanglebihbai daria torpunbisamencapaiindividual;inimiripdenganhipotesispasarefisien-dibidang

    euanganperila

    u(Fama,1970).Dariperspe

    tifperusahaan,perusahaanharusmenyadaribahwaproye

    -proye

    olaboratifadalahtrenuntu

    menjadisumberutamainformasibagibanya

    onsumen.Dengandemi

    ian,mes

    ipuntida

    semuayangditulisdiWi

    ipediasebenarnyamung

    inbenar,itudiya

    inibenarolehpenggunainternetlebihdanle

    bih.Halinimung

    insangatpentingdalamhal

    risisperusahaan.Sebagaicontoh,saatpengecerbu

    uonlineAmazonmulaimengujigagasanhargadinamis,

    omentarmenyata

    anpra

    te

    semacamsebagaitida

    adilmunculse

    eti

    adibawahentriWi

    ipediapada''hargaberdasar

    anwa

    tu.''Namun,proye

    -proye

    olaboratifjugamenyedia

    anbeberapa

    esempatanuni

    untu

    perusahaan.FinlandiaprodusenponselNo

    ia,misalnya,mengguna

    anwi

    iinternaluntu

    mengupdate

    aryawanpadastatusproye

    danberdagangide-ide,yangdiguna

    anolehse

    itar20%dari68.000anggotastaf.Demi

    ianjuga,Ameri

    a

    omputerperang

    atluna

    perusahaanAdobeSystemsmenyimpandaftarpenunju

    eperusahaanter

    aitwebsitedanperca

    apandiDelicious.

    Tabel1.Klasifi

    asiMediaSosialoleh

    eberadaansosial/media

    e

    ayaandanself-presentation/self-disclosure

    3.2.BlogBlog,yangmerupa

    anbentu

    awaldariSocialMedia,adalahjenis

    hususdarisituswebyangbiasanyamenampil

    antanggal-capentridalamurutan

    ronologisterbali

    (OECD,2007).Mere

    aadalahsetaraSocialMediahalamanwebpribadidanbisadatangdalambanya

    variasiyangberbeda,daribu

    uharianpribadiyangmenggambar

    an

    ehidupanpenulisuntu

    ring

    asandarisemuainformasiyangrelevandalamsatuarea

    ontenspesifi

    .Blogbiasanyadi

    elolaolehsatuorangsaja,tetapimemberi

    an

    emung

    inanintera

    sidenganoranglainmelaluipenambahan

    omentar.

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  • 8/2/2019 Users of the World, Unite! the Challenges and Opprtunities of Sosmed Google

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    1)atauuntu

    risetpemasarandalam

    onte

    snetnography(Kozinets,2002).Untu

    mempromosi

    anfilmFredClaus'',''Nataltahun2007film

    omedi,WarnerBrothersmembuatprofilFaceboo

    melaluimanapengunjungbisamenontontrailer,grafisdownload,danbermaingame.Demi

    ianjuga,Adidas

    ustom

    omunitassepa

    boladiMySpacememung

    in

    anpengunjunguntu

    mengasosiasi

    andirinyadengansalahsatudariduamere

    cleatsepa

    bolaelitdiprodu

    siolehprodusenpa

    aianolahragaJerman,danuntu

    menga

    sesulasanprodu

    daninformasimengenaipemainsepa

    bolaprofesionalyangbermainmengguna

    an''mere

    a''sepatu.Beberapaperusahaanbah

    anpergisatulang

    ahlebihjauhdanmengguna

    anFaceboo

    sebagaisalurandistribusi.Pertimbang

    anASberbasisbunga1-800-Bunga.com,yangmenawar

    ansebuahwidgetdiFaceboo

    disebut''BeriCinta''dimanapenggunadapatmengirim

    aranganbunga''''mayadengantemanatau,dengan

    li

    mouse,a

    anlangsungditransfer

    ewebsiteperusahaanuntu

    mengirimbunganyata.3,5.VirtualpermainanduniaDuniamayaadalahplatformyangmeniruling

    ungantigadimensidimanapenggunadapatmunculdalambentu

    avatarpribadidanberintera

    sisatusamalainsebagaimanadalam

    ehidupannyata.Dalamhalini,duniamayamung

    inmanifestasia

    hirdariSocialMedia,

    arenamere

    amenyedia

    anting

    attertinggi

    ehadiransosialdan

    e

    ayaanmediadarisemuaapli

    asiyangdibahassejauhini.Duniamayadatangdalamduabentu .Yangpertama,duniagamevirtual,mengharus anpenggunamere

    auntu

    berperila

    usesuaidenganaturan

    etatdalam

    onte

    spermainanmassivelymultiplayerrole-playingonline(MMORPG).Apli

    asiinitelahmendapat

    anpopularitasdalambeberapatahuntera

    hir,sebagai

    onsolpermainanstandar-sepertiMicrosoftX-BoxdanPlayStationSony-se arangmemung in anbermainsecarasi

    multanantarabanya

    penggunadiseluruhdunia.Contohdariduniagamevirtualtermasu

    cod-abadpertengahan''WorldofWarcraft,''yangmenghitungse

    itar8,5jutapelangganyangmenjelajahiplanetvirtualAzerothdalambentu

    manusia,

    urcaci,Orc,atauelfmalam,untu melawanmonsteratauuntu mencariharta arun,danSonyEverQuest,dimana16rasyangberbedadaripemain(misalnya,penyihir,ulama)perjalananduniafantasiNorrath.Aturanpermainansepertibiasanyamembatasiting

    atpresentasidiridanself-pengung

    apanmung

    in,mes

    ipunbeberapapenggunamenghabis anbegitubanya wa tudenganapli asiinibahwa ara termerea-bai

    ituseorangprajurit,penyihir,ataupemburunaga-mulailebihdanlebihde

    atmenyerupai

    epribadian

    ehidupannyatamere

    a.Selainmengguna

    anmere

    auntu

    ingamei

    lan(serupadalamideuntu

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    dalamfilmbloc

    buster),popularitastinggidariduniapermainanvirtualjugadapatdimanfaat

    andalam

    ampanye

    omuni

    asiyanglebihtradisional.

    Jepangotomotifra

    sasaToyota,misalnya,diguna

    angambardanme

    ani

    dariDuniaWarcraftdalamapli

    asiterbaruTundra

    omersialuntu

    mencapai2,5jutapemaindiAmeri

    aSeri

    atsaja.3,6.VirtualsosialduniaKelompo

    eduadariduniamaya,seringdisebutsebagaiduniasosialmaya,memung

    in

    anpendudu

    untu

    memilihperila

    umere

    alebihbebasdanpadadasarnyamenjalani

    ehidupanvirtualyangmiripdengan

    ehidupannyatamere

    a.Sepertidalamduniagamevirtual,virtualpenggunaduniasosialmunculdalambentu

    avatardanberintera

    sidalamling

    ungantiga-dimensimaya,namun,diduniaini,tida

    adaaturanyangmembatasiberbagai

    emung

    inanintera

    si,

    ecualiuntu

    hu

    um-hu

    umfisi

    adasarsepertigravitasi.Halinimemung

    in

    anuntu

    berbagaiterbatasstrategipresentasidiri,dantelahshownthatdenganintensitasmening

    atnyapenggunaandanpengalaman

    onsumsi,penggunaduniamayasosial-atau''pendudu

    ,''

    ar

    enamere

    alebihsu

    adisebut-perila

    umenunju

    anbahwalebihdanlebiheratcerminyangdiamatidalampengaturan

    ehidupannyata(Haenlein&Kaplan,2009;Kaplan&Haenlein,2009a,2009b).Diperdebat

    an,contohyangpalingmenonjoldariduniasosialmayaadalahapli

    asiSecondLife,yangdidiri

    andandi

    elolaolehperusahaanLindenberbasisdiSanFranciscoResearchIncSelainmela

    u

    ansegalasesuatuyangmung

    indalam

    ehidupannyata(misalnya,berbicaradenganavatarlain,berjalan-jalan,meni

    matisinarmataharivirtual),SecondLifejugamemung

    in

    anpenggunauntu

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    onten(misalnya,untu

    merancangpa

    aianvirtualatauitemfurnitur)danuntu

    menjual

    ontenini

    epadaoranglaindalampertu

    aranuntu

    DolarLinden,matauangvirtualdiperdagang

    anterhadapDolarASdiK

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    eduaHidupExchange.Beberapapendudu

    yangbegituberhasildalamtugasinibahwauangvirtualdiperolehdengancarameleng

    apipendapatan

    ehidupannyatamere

    a.Duniasosialmayamenawar

    anbanya

    peluangbagiperusahaandalampemasaran(i

    lan/

    omuni

    asi,penjualanprodu

    virtual/v-Commerce,risetpemasaran),dansumberdayamanusiadanmanajemenprosesinternal;untu

    pembahasanlebihrinci,lihatKaplandanHaenlein(2009c).4.Sepuluhlembarsaranbagiperusahaanmemutus

    anuntu

    mengguna

    anMediaSosialSocialMediaadalahdomainyangsangata

    tifdanbergera

    cepat.Apayangmung

    inup-to-datehariinibisatelahmenghilangdaribeso

    lans

    apvirtual.Oleh

    arenaitupentingbagiperusahaanuntu

    memili

    isatusetpedomanyangdapatditerap

    anuntu

    setiapbentu

    MediaSosial,apa

    ahmere

    abagiandaridaftartersebutatautida

    .Selanjutnya,

    amimenyedia

    ansepertisatusetre

    omendasi.MengingatbahwaMediaSosialmemili

    ibai

    sosialdanmedia-

    omponen,

    amimembagisaran

    amimenjadiduabagian:limapointentangmengguna

    anmediadanlimapointentangma

    hlu

    sosial.4.1.Limapointentangmengguna

    anmedia4.1.1.Pilihdenganhati-hatiAdapuluhan-

    alaubu

    anratusan-apli

    asiMediaSosial,danyangbarumunculdica

    rawalasetiaphari.Ji

    aAndamasihmembutuh

    anwa

    tuuntu

    menjalan

    anbisnisintiAnda,Andatida

    dapatberpartisipasidalammere

    asemua,terutama

    arena''''a tifyangmerupa ansalahsatupersyaratan unci eberhasilan(lihatdi

    bawah).Memilihmediayangtepatuntu

    tujuanapapunyangdiberi

    antergantungpada

    elompo

    sasaranyanga

    andicapaidanpesanyanga

    andi

    omuni

    asi

    an.Disatusisi,setiapapli

    asiSocialMediabiasanyamenari

    se

    elompo

    orangtertentudanperusahaanharusa tifdimanapunpelangganmere ayanghadir.Sebagaicontoh,ji

    atargetpemirsautamaAndaadalahpecintabu

    u,

    omunitas

    ontenmelaluimanapenggunaberbagidiriditulisnovelataupuisimung

    inlebihcoco

    untu

    tujuanAndadariduniamayayangberpusatpadapertempurannagadanmenemu

    anharta arun.Disisilain,mung inadasituasidimanafiturtertentuyangdiperlu

    anuntu

    memasti

    an

    omuni

    asiyangefe

    tif,danfiturinihanyaditawar

    anolehsatuapli

    asitertentu.Misalnya,

    eti

    aAng

    atanDaratASmela

    u

    aninisiatifpadatahun2007untu

    mencapaimasyara

    atHispani

    ,memutus

    anuntu

    memanfaat

    ansitusjejaringsosialdaripadaUnivisionFaceboo

    lebihpopuler.Pilihaninididorongolehfa

    tabahwaUnivision-sebuahbahasaSpanyoljaringan

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    arenamenawar

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    sa

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