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

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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

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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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