A social influence model of consumer participation in...
Jurnal:
Dholakia, U. M., Bagozzi, R. P., & Pearo, L. K. (2004).
A social influence model of consumer participation in network-and
small-group-based virtual communities. International journal of research in
marketing, 21(3), 241-263.
Note: Ini hanya sebuah
catatan pribadi, mohon rujuk ke sumber aslinya
A social influence model of consumer participation in network-
and small-group-based virtual
communities
Utpal M.
Dholakia a,
Richard P.
Bagozzi a
Lisa Klein
Pearo b
a Rice University, Jesse H. Jones Graduate School of
Management, 6100 Main Street, 314 Herring Hall-MS 531, Houston, TX 77005, USA
b Cornell University, Cornell School
of Hotel Administration, Ithaca, NY 14853, USA
Abstract
We investigate two key group-level
determinants of virtual community participation—group norms and social
identity—and consider their motivational antecedents and mediators.
We also introduce a
marketing-relevant typology to conceptualize virtual communities, based on the
distinction betweennetwork-based and small-group-based virtual communities. Our
survey-based study, which was conducted across a broad range of virtual
communities, supports the proposed model and finds further that virtual
community type moderates consumers’ reasons for participating, as well as the
strengths of their impact on group norms and social identity. We conclude with
a consideration of managerial and research implications of the findings.
Keywords: Virtual communities;
Internet marketing; Consumer behavior; Electronic commerce; We-intentions
A web of glass spans the globe.
Through it, brief sparks of light incessantly fly, linking machines chip to
chip, and people face to face (Cerf, 1991, p. 72)
1.
Introduction
Marketers have become more and more interested in learning
about, organizing, and managing virtual communities on their internet venues (Bagozzi
& Dholakia, 2002; Balasubramanian & Mahajan, 2001). Such an interest
stems not only from their ability to influence members’ choices, and to rapidly
disseminate knowledge and perceptions regarding new products (e.g., Dholakia
& Bagozzi, 2001), but also from the numerous opportunities to engage,
collaborate with, and advance customer relationships actively in such forums. In
the current research, consistent with the prevailing view (e.g., Rheingold,
2002; Wellman & Gulia, 1999), virtual communities are viewed as consumer
groups of varying sizes that meet and interact online for the sake of achieving
personal as well as shared goals of their members.
Researchers have employed various
theories such as social network analysis (e.g., Wellman & Gulia, 1999),
life cycle models (e.g., Alon, Brunel, & Schneier Siegal, 2004), and
motivational theories (e.g., Bagozzi & Dholakia, 2002) for studying virtual
communities, examining such issues of marketing relevance as what draws
participants to such com-munities, what they are used for, and how they influence
the subsequent knowledge, opinions, and behaviors of participants. A common
theme under- lying many of these investigations is to better understand the
nature and role of the social influence exerted by the community on its members
(Alon et al., 2004; Postmes, Spears, & Lea, 2000; see Dholakia & Bagozzi,
2004 for a review).
Bagozzi and Dholakia’s (2002,
hereafter B&D) study provides a useful starting point for framing our discussion
since it adopted a marketing lens to identify two key social influence
variables, group norms, and social identity, impacting virtual community
participation. Using the social psychological model of goal-directed behavior
(e.g., Perugini & Bagozzi, 2001) and social identity theory (e.g., Tajfel,
1978) as underlying frameworks, B&D conceptualized participation in virtual
chat rooms as “intentional social action” involving the group. They modeled participants’
“we-intentions,” i.e., intentions to participate together as a group, to be a
function of individual (i.e., attitudes, perceived behavioral control,
positive, and negative anticipated emotions) and social determinants (i.e.,
subjective norms, group norms, and social identity).
Despite the insights derived from
their theorizing and empirical analysis, the following two limitations of the
B&D framework are noteworthy and provide the motivation for the present
research. First, B&D viewed the social influence variables to be exogenous constructs in their framework,
i.e., they did not consider the antecedents of either group norms or social
identity, two important predictors in their model. Understanding the
antecedents of social influence is important since it is likely to provide significant
managerial guidance regarding how to make virtual communities useful and
influential for their participants. Second, B&D’s empirical study was limited
to virtual chat rooms and did not consider or elaborate on the distinctions
between different types of virtual communities or their implications for marketers.
Indeed, marketers have narrowly conceived of virtual communities as
commercially sponsored bulletin-boards or chat rooms on company websites (e.g.,
Thorbjørnsen, Supphellen, Nysveen, & Pedersen, 2002; Williams &
Cothrel, 2000; cf. Catterall & Maclaran, 2001). Addressing these limitations,
our objectives in the present research are three-fold.
First, building upon the B&D
(2002) framework, we develop a social influence model of consumer participation
in virtual communities. Like B&D (2002), the central constructs in our
model are group norms and social identity, but unlike B&D, we not only
consider the antecedents of social influence, but also include such mediating
constructs as mutual agreement and accommodation among group members. We draw
upon existing communication research regarding the motivational drivers of
media use (e.g., Flanagin & Metzger, 2001; McQuail, 1987), philosophical
writings on group action (Bratman, 1997; Tuomela, 1995) and social
psychological research on social identity (e.g., Elemis, Kortekaas, & Ouwerkerk,
1999; Farfel, 1978) to develop our theoretical model.
Second, we present a marketing-relevant
typology to conceptualize virtual communities within a firm’s internet venues
that makes and elaborates on the distinction between network- and
small-group-based virtual communities. In doing so, we also make the conceptual
distinction between the venue where the virtual community meets, and the
networks or small groups of individuals constituting the community. In our
survey-based study conducted across a broad range of virtual communities, our
proposed model is supported. We also find virtual community type— network- or
small-group-based—to be a moderator, influencing both, the reasons why members
participate, and the strengths of their impacts on group norms and social
identity.
Finally, we consider the
implications of our framework and the distinction made between network- and
small-group-based virtual communities, for marketing practice. We elaborate on
some of the trade-offs that may be involved, and on issues that must be
considered, when organizing and managing these two types of virtual communities
effectively.
Our objective in doing so is not
only to provide guidance to marketers in managing their internet venues, but
also to stimulate academic researchers to consider these issues in depth.
2.
Theoretical background and hypothesis
In developing a theory of consumer participation in virtual
communities, one approach has been to postulate that a number of
individual-level and group-level variables act
separately to influence the consumer’s desires, we-intentions, and
ultimately his or her participation in the community (B&D; see also Bagozzi,
2000). An alternative perspective, which builds upon this view, and one that we
adopt in this article, is that, whereas both individual-level and group-level
variables are important drivers of virtual community participation, at least
some of the individual-level variables are antecedents
to group-level variables, which in turn influence participation. Such a
perspective is consistent with social identity theory (Hogg & Abrams, 1988)
as well as recent research on online social interactions (McKenna & Bargh,
1999) and views group influences on the participant to stem from an explicit
understanding that group membership yields beneficial outcomes. Using this
approach, we start with a set of individual-level motives that help explain why
consumers participate in virtual communities. To the extent that these motives
can be satisfied through participation, the community should exert influence on
its members. Our theoretical model (see Fig. 1) is developed in detail next.
2.1. Individual motives for participation in the virtual Community
To understand the motives of virtual community participants,
we draw upon the well-established uses and
gratifications paradigm, originally developed and employed by communications
researchers to under-stand people’s motivations for using different media (e.g.,
Flanagin & Metzger, 2001; McQuail, 1987). This research has shown that
individuals often seek out
media in a goal-directed fashion to fulfill a core set of motivations, which
are also helpful in understanding why consumers might participate in virtual communities.
Of special relevance
from a marketing perspective, informational
value is one that the participant derives from getting and sharing
information in the virtual community, and from knowing what (presumably credible)
others think. We also included instrumental
value that a participant derives from accomplishing specific tasks, such as
solving a problem, generating an idea, influencing others regarding a pet issue
or product, validating a decision already reached or buying a product, through
online social interactions (e.g., Hars & Ou, 2002; McKenna & Bargh,
1999). These objectives are all instrumental in the sense that they are usually
defined prior to participation and facilitate achievement of specific end-state
goals (Bagozzi & Dholakia, 1999).
Although informational
and instrumental values tend to be
viewed as distinct by communication researchers (e.g., Flanagin & Metzger,
2001), it is perhaps more appropriate to view them as constituents of a single
purposive value construct from a marketing perspective, which we define as the
value derived from accomplishing some pre-determined instrumental purpose
(including giving or receiving information) through virtual community
participation. Indeed, the empirical analyses reported below support this reformulation.
The second type of value,
self-discovery, involves understanding
and deepening salient aspects of one’s self through social interactions. One
aspect of self-discovery is to interact with others so as to obtain access to
social resources and facilitate the attainment of one’s future goals (McKenna
& Bargh, 1999). Another aspect of self-discovery is that such interactions
may help one to form, clearly define and elaborate on one’s own preferences,
tastes, and values. Whereas purposive value relates to utilitarian concerns
connecting one’s self to external objects or issues, self-discovery focuses on
intrinsic concerns, constituted by or embedded in the self itself. But both these
values are self-referent, i.e., they
primarily involve and refer to one’s personal
self.
The next two values we
included have more to do with others, i.e., other members of the virtual community.
Maintaining interpersonal connectivity
refers to the social benefits derived from establishing and maintaining contact
with other people such as social support, friendship, and intimacy. Several studies
have shown that many participants join such communities mainly to dispel their
loneliness, meet like-minded others, and receive companionship and social
support (e.g., McKenna & Bargh, 1999; Wellman & Gulia, 1999).Social enhancements
the value that a participant derives from gaining acceptance and approval of
other members, and the enhancement of one’s social status within the community
on account of one’s contributions to it (Baumeister, 1998). Studies have shown
that many participants join virtual communities mainly to answer others’
questions and to provide information, for recognition by peers (Hars & Ou,
2002).
Maintaining
interpersonal connectivity and social enhancement both emphasize the social
benefits of participation, and are group-referent,
i.e., the referent of these values is the self in relation to other group members. This distinction between self-
and group referent values is important, since later on, we develop the idea
that the type of virtual community
dictates which values are more influential in predicting social influence and
participation therein.
Finally, the last value
we included is entertainment value,
derived from fun and relaxation through playing or otherwise interacting with
others. Studies have shown that many participants do so for entertainment
through exploring different fictional identities, encountering, and solving
virtual challenges, etc. (McKenna & Bargh, 1999).
2.2.
Social influences on member participation in the virtual community
In their model, B&D
(2002)hypothesized that three group-level influences drive virtual community participation:
compliance (i.e., normative influence
of others’ expectations), internalization
(i.e., congruence of one’s goals with those of group members), and identification (i.e., conception of
one’s self in terms of the group’s defining features). B&D found that internalization
and identification were significant predictors of participation, but compliance
was not.
This non-significant
result for compliance is not surprising since participation in virtual
communities is usually voluntary and anonymous, and members are able to leave
without much effort. So most members may not feel the need to comply with
others’ expectations. We did not include compliance influences in our model,
instead viewing identification and internalization to be the two salient social
influences of the virtual community on member participation.
Such a two-factor view
of social influence is favored by existing sociological research as well (e.g.,
McMillan & Chavis, 1986; Postmes et al., 2000; Wellman, 1999). For
instance, Etzioni (1996) suggests that two characteristics are necessary for a social
grouping to be considered a community. First, a community requires an
understanding of, and a commitment by the individual to, a sense of values, beliefs,
and conventions shared with other community members, i.e., internalization.
Second, it entails a web of affect- and value-laden relations (of varying strengths)
among a group of individuals, often reinforcing one another, and going beyond
the immediate utilitarian purpose of a particular interaction, i.e.,
identification with the group.
2.2.1.
Social identity in the virtual community
Social identity
captures the main aspects of the individual’s identification with the group in
the sense that the person comes to view himself or herself as a member of the
community, as “belonging” to it. This is a psychological state, distinct from
being a unique and separate individual, conferring a shared or collective
representation of who one is (Hogg & Abrams, 1988), and involves cognitive,
affective, and evaluative components (e.g., Bergama & Bagozzi, 2000; Elemis
et al., 1999). In a cognitive sense, social identity is evident in
categorization processes, whereby the individual forms a self-awareness of virtual
community membership, including components of both similarities with other members
and dissimilarities with non-members (Ash forth & Meal, 1989; Turner,
1985).
Belonging to a virtual
community also has emotional and evaluative significance (Farfel, 1978). In an emotional
sense, social identity implies a sense of emotional involvement with the group,
which researchers have characterized as attachment or affective commitment
(e.g., Bagozzi & Dholakia, 2002; Elemis et al., 1999). Emotional social
identity fosters loyalty and citizenship behaviors in group settings (e.g., Bergama
& Bagozzi, 2000; Meyer, Stanley, Herskovits & Topolnytsky, 2002), and
is useful in explaining consumers’ willingness to maintain committed
relationships with firms in marketing settings (Bhattacharya & Sen, 2003).
Finally, since the definition of one’s identity influences one’s sense of self-worth
(e.g., Blanton & Christie, 2003), social identity also entails an
evaluative component. Evaluative social identity is measured as the
individual’s group-based or collective self-esteem and is defined as the
evaluation of self-worth on the basis of belonging to the community. In our
model, the cognitive, affective, and evaluative elements are components of a
second-order social identity construct (see Fig. 1).
Identifying with a
virtual community that one has chosen volitionally stems from an understanding
that membership entails significant benefits. Consistent with this view, social
identity theorists posit that identification with social groups is derived,
first and foremost, from their functionality—groups
are identified with to the extent that they fulfill important needs of the
member (Hogg & Abrams, 1988). While some needs may concern the self alone,
others may also be group-referenced. Based on this discussion, we hypothesize
that:
Hypothesis
1.
Higher levels of value perceptions lead to a stronger social identity regarding
the virtual community.
2.2.2.
Group norms in the virtual community
Internalization,
operationalized here by group norms, refers to the adoption of common
self-guides for meeting idealized goals shared with others, because they are
viewed as coinciding with one’s own goals. It may therefore be defined as an
understanding of, and a commitment by, the individual member to a set of goals,
values, beliefs, and conventions shared with other group members. Group norms
are especially relevant for virtual communities since they are perhaps the most
readily accessible (for instance, through FAQs) or inferable (from archives of previous
interactions, for example) elements of group related information available in
many communities (Postmes et al., 2000) and regulating interactions among
members over time (Alon et al., 2004).
Group norms become
known to members in different ways. One occurs upon joining the community, where
the new participant actively seeks out the group’s goals, values, and
conventions. In other cases, the participant slowly comes to discover the
community’s norms through socialization and repeated participation therein,
over a period of time. A third possibility is that the individual learns of the
community’s norms beforehand and joins the community on account of one’s
perceived overlap with the community’s norms.
In order to be
influential, group norms should be volitionally accepted by members as
congruent to their own motives (Postmes et al., 2000). An understanding of what
one seeks to gain from participation should be a crucial antecedent to group
norms. Therefore,
Hypothesis
2.
Higher levels of value perceptions lead to stronger group norms regarding the
virtual community.
In addition to providing
knowledge regarding what the community’s objectives are and how it interacts together,
an understanding and acceptance of its group norms by itself allows the
individual to consider oneself as its full-fledged member? Because of this, once
the member has learnt and accepted the virtual community’s norms, he or she
will identify with the community more. In this regard, Hogg and Abrams (1988)
note that cooperative interdependence resulting from the pursuit of shared
goals results in the establishment of a well-defined group structure—which in
turn leads its members to identify with it.
Similarly, in a virtual
community context, Alon et al. (2004) postulate that instrumental behaviors and
the understanding of each others’ goals precede the establishment and
propagation of the community’s identity, in their model of community life
cycles. Hence,
Hypothesis
3.
Stronger group norms lead to a stronger social identity regarding the virtual
community.
Hypothesis 3 implies
that value perceptions influence social identity in two ways: directly and also
through their impact on group norms. Next, it is useful to consider the
specific processes by which group norms advance the individual’s desires for participation.
At one level, strong
group norms implicitly generate consensus among members regarding when and how
to engage in online social interactions. In this respect, group norms promote
mutual agreement among group members regarding the specific details of
participation itself. In a second sense, research on group negotiation has
shown that group norms facilitate a cooperative motivational orientation among
group members (Weingart, Bennett, & Brett, 1993). Philosopher Bratman (1997)
similarly notes that shared intentional activity is preceded by associated
forms of mutual responsiveness on the members’ parts to do whatever it takes to
be able to complete their own parts in enabling joint action to occur. Group
norms should therefore increase participants’ inclinations to mutually
accommodate their schedules, preferences and commitments with others’ in order
to be able to engage in group action. Thus,
Hypothesis
4.
Stronger group norms lead to stronger mutual agreement to participate in the
virtual community.
Hypothesis
5.
Stronger group norms lead to a stronger willingness to mutually accommodate
each other to enable participation.
Both mutual agreement
and mutual accommodation represent mechanisms through which the participant
moves from rather general and broadly defined goals and conventions of the
group, toward actualizing specific episodes of online social interactions. In this
sense, they serve as mediators by which group norms influence the individual’s
participation desires in our model. Both provide the potential for deciding to
engage in virtual community activities but do not, in and of them, necessarily
provide the motivation to do so. The transformation of mutual agreement and
accommodation into intentions to engage in virtual community activities is
hypothesized to be provided by felt desires to engage in these activities.
Desires provide the
motivation to decide in favor of acting as part of a virtual community.
Therefore,
Hypothesis
6.
Stronger mutual agreement leads to stronger desires to participate in the
virtual community.
Hypothesis
7.
Stronger mutual accommodation leads to stronger desires to participate in the
virtual community.
At the same time, we
posit that participation desires are also influenced by social identity. Since identification
renders a person to maintain a positive self-defining relationship with other
virtual community members, he or she will be motivated to engage in behaviors
needed to do so (Hogg & Abrams, 1988).
An important part of
maintaining this relationship with the group is to actively participate in
online social interactions. In this respect, social identities prescribe and
instigate group-oriented behaviors. As examples, Elemis et al. (1999) studied
experimentally formed groups and found that aspects of social identity
influenced acts of in-group favoritism, where as Bergama and Bagozzi (2000)
found that social identity led to performance of organizational citizenship
behaviors by firm employees. Based on this discussion,
Hypothesis
8.
Stronger social identity leads to stronger desires to participate in the
virtual community.
Consistent with the
B&D model, we view desires as mediators of the influence of individual and
group level antecedents on we-intentions. Since we study intentional social
action, the referent of the participant’s actions is the virtual community rather
than one’s self. A we-intention is defined as a ”commitment of an individual to
engage in joint action and involves an implicit or explicit agreement between
the participants to engage in that joint action” (Tuomela, 1995, p. 9; see B&D,
2002for a detailed discussion). We note here that such joint action may not
necessarily be contemporaneous; members can perform their respective parts at different
times. Nevertheless, joint actions entail coordinated endeavors between group
members.
The role played by
desires is to transform the multiple reasons for acting found in the
antecedents, which in our model are individual and social reasons for
participating, into an overall motivation to act.
Since such behavior is
effortful, involving a greater or lesser degree of effort (e.g., remembering
when to meet or respond to a group member, adjusting other engagements in one’s
schedule to interact online, etc.), desires are necessary precursors to
we-intentions in performing such actions (Perugini & Bagozzi, 2001). Based
on this discussion,
Hypothesis
9.
Stronger desires lead to higher levels of we-intentions to participate in the
virtual community.
Further, we posit that
the mediation of desires in the effects of the social influence variables on we-intentions
will be partial. This is because, participation in virtual communities,
although goal-directed, involves both effortful as well as habitual components.
The habitual aspects of such actions are relevant since many members may have belonged
to the virtual community for a long time beforehand, having developed routines
of participation therein. For many participation episodes, behavior may be
automatic, as in checking periodically to see if new messages have been posted
on a bulletin board to which one belongs. For such habitual participation,
group norms and social identity should influence we-intentions directly, rather
than through desires, depending on the strength of one’s habit. Therefore,
Hypothesis
10.
Stronger group norms lead to higher levels of we-intentions to participate in
the virtual community.
Hypothesis
11.
A stronger social identity leads to higher levels of we-intentions to
participate in the virtual community.
Finally, it is
important to stress that whereas the B&D (2002) analysis ended with we-intentions,
we also measured participants’ behaviors in a second wave, expecting
we-intentions to significantly predict subsequent participation, in accordance
with standard attitude-theoretic formulations (Eagly & Chaiken, 1993).
Hence,
Hypothesis
12.
Higher levels of we-intentions lead to higher levels of participation in the
virtual community.
2.3.
Network-based and small-group-based virtual communities
In the literature on
virtual communities (and especially so within marketing), they have tended to be
construed as vast, vaguely defined, social spaces comprised of ever-changing
congregations of participants (e.g., B&D, 2002; Wellman et al., 1996; Williams
& Cothrel, 2000). The implicit assumption in such construals is that this
abstract social category, the community as a whole, is the salient basis of
social identity and group norms for all
its members. Such a view also does not allow one to distinguish between different
types of communities that might meet in different internet venues (see Section
3.1 below), nor does it allow for the possibility that the nature of the community
may change over time as repeated interactions among members result in the
formation of interpersonal relationships (Alon et al., 2004). While internet
venues such as bulletin-boards and chat rooms may be unambiguous to organizers
or outside observers, their participants may have starkly different views
regarding who belongs to the virtual communities located therein, what their
values are, and how central they are for its members.
In exploring this issue
further, the distinction made by sociologists (e.g.,Wellman, 1999) between neighborhood solidarities, defined as
tightly bounded, densely knit groups with strong relationships between members,
and social networks, defined as loosely
bounded, sparsely knit networks of members sharing narrowly defined
relationships with one another, is useful. Whereas neighborhood solidarities
are geographically conjoint groups, where each member knows everyone else and
relies on them for a wide variety of social support, social networks are
usually geographically dispersed groups that interact with one another for a
specific reason, and usually without prior planning (Wellman, 1999).
Social psychologists
similarly distinguish between common bond
and common identity groups (Prentice,
Miller, & Lightdale, 1994; Sassenberg, 2002). Whereas bonds between members
are the glue holding the group together in common bond groups, such attachment
is dependent on identification to the whole group, in common identity groups.
Common bond groups therefore correspond to neighborhood solidarities, whereas
common identity groups correspond to social networks. This distinction, of
viewing the community as either the same group of individuals with each of whom
the person has relationships, or viewing it as a venue where people (strangers
or acquaintances) with shared interests or goals meet, provides a useful
typology of marketing relevance to classify virtual communities.
In some instances, the
member’s definition of the virtual community may primarily be in terms of the venue,
and only superficially associated with any particular individuals within it.
For instance, a person may log into a bulletin-board on gardening, and participate
because he is interested in the subject matter, but have no expectation or
inclination to meet, chat or communicate with any particular individual
therein. Similarly, an engaged Amazon.com customer may read and benefit from
reviews offered by other customers, without any personal knowledge of, or
relationships with, the reviewers.
We call a virtual
community defined this way, i.e., a specialized, geographically dispersed
community based on a structured, relatively sparse, and dynamic network of
relationships among participants sharing a common focus, to be a network-based virtual community.
In other cases, the
member may identify primarily with a specific group (or groups) of individuals,
rather than with the online venue itself. For example, a software developer may
log on to a messaging system specifically to chat with her geographically
distant buddy group of software developers every Wednesday night to trade
ideas, learn new concepts, and socialize. Here, the developer’s focus is on
communication with peers that she knows personally, rather than on the venue of
the AOL messaging system. We call such a virtual community, constituted by
individuals with a dense web of relationships, interacting together online as a
group, in order to accomplish a wider range of jointly conceived and held
goals, and to maintain existing relationships, to be a small group-based virtual community. These are virtual communities because they meet through online venues for a
significant proportion (but not necessarily all) of their overall interactions
together, as a group. Moreover, they often have commercial focuses. For
example, within such company-sponsored organizations as Harley Owners Groups
(HOGs), many small-group-based virtual communities exist that participate
extensively in internet-based activities, which are augmented by face-to-face
interactions periodically.
2.4.
The moderating role of community type in the social influence model
We first consider how
members’ motivations for participation might vary between these two virtual communities.
To do so, it is useful to better understand how small-group-based and
network-based communities differ from each other. One important difference between
them is that the specific group with which the member interacts holds greater
importance for those belonging to small-group-based when compared to network-based
communities. This is because the individual knows everyone else personally, and
may often have special shared histories and close personal relationships with
them. As a result, relationships between group members are likely to be
stronger, more resilient, and more stable than those in network-based communities,
where members are more likely to participate primarily to achieve functional
goals (e.g., to learn how to install a software program) and may have tenuous,
short-lived, and easily severed relationships with others.
Accentuating the
importance of the group for small-group-based virtual community members is also
the fact that the particular virtual community is often only one of a number of
places where such groups meet. Online social interactions are often
supplemented by face-to-face and other offline forms of interactions. For
instance, a small group of HOG members may not only chat online with one
another periodically in the course of a week, but meet on weekdays for coffee
and fellowship, and on weekends for group outings. In contrast, network-based
virtual community members are more likely to interact with each other
exclusively online.
These differences all
point to the greater importance of group-referent
values, for small-group-based community members and self-referent values for network-based virtual community members.
As a result, we expect that:
Hypothesis
13.
Purposive and self-discovery value perceptions will be stronger for
network-based when compared to small-group-based virtual community members.
Hypothesis
14.
Maintaining interpersonal connectivity and social enhancement will be stronger
for small group-based when compared to network-based virtual community members.
These posited
distinctions in strength of value perceptions should manifest themselves in
differences in the expressed mean levels of value perceptions by members of the
two virtual communities. Further, we expect that, since these different
motivations—self referent for network-based and group-referent for small-group-based
virtual communities—provide the impetus for participation, they should also
influence the social influence variables, group norms, and social identity to a
much greater extent, respectively. Specifically, we expect that,
Hypothesis
15.
The impact of purposive and self-discovery values on group norms and social
identity will be stronger for network-based than for small group-based virtual
community members.
Hypothesis
16.
The impact of maintaining interpersonal connectivity and social enhancement on group
norms and social identity will be stronger for small-group-based than for
network-based virtual community members.
Taken together, all the
above hypotheses provide an understanding of why consumers participate in virtual
communities, the bases of the community’s social influence, as well as
differences between small group-based and network-based virtual communities.
3.
Empirical study
3.1.
Finding members of small-group-based and network-based virtual communities
As noted, online venues
offer a useful starting point for finding both types of virtual community members.
For the sake of generaliz ability, we included virtual communities from seven
different types of internet venues (e.g., Catterall & Maclaran, 2001) in
this study. The first type, email lists,
refers to specialized mailing lists organized around particular topics of
interest, and are widely used by firms to maintain customer relationships. A
message posted to the list by one member is generally transmitted to all
members, with or without editing by a list moderator. Among email lists
included in our study were those of the Lord of the Rings enthusiasts and the “DisneyDollarLess”
Club for budget-minded tourists. The second type, website bulletin boards, is company-sponsored venues, where
participants can post and read messages about the firm’s products and services.
An example in our study included the "Advanced Squad Leader1“website.
The third type was Usenet newsgroups,
each having a specific focus of interest such as technical issues (e.g., Linux
installation), hobbies (e.g., Pokemon), and specific products and brands (e.g.,
Ford Mustang cars). Among others, our study included members from the
alt.marketing.ebay and alt.guitar.-amps newsgroups.
1
This website was sponsored and maintained by Multi-Man Publishing, publisher of
the Advanced Squad Leader video game.
The fourth venue was real-time online-chat systems, such as
ICQ and AOL instant messenger, both of which were represented in our study.
These venues allow participants to chat with others in real time. The fifth
type of venue was web-based chat rooms
such as those on the AOL and MSN websites. Examples in our study included the
AOL Word Haven chat room and the NHB chat room on pork.com. The sixth type of venue
we included was multiplayer virtual games,
wherein gamers can play as a group by simultaneously logging online together,
through wired or wireless interfaces.2 Examples of networked video
games in our study included Diablo II, Dungeon Siege, and Neverwinter Nights.
Finally, the seventh venue included in the study was multi-user domains (MUDs). MUDs are a special form of real-time computerized
conferencing, where participants don pseudonymous personas and role play in
quests, masquerades, games, and also in work-related communal interactions
(Wellman et al., 1996). Among examples of MUDs included in our study were
Avatar, Wheel of Time, and Xyllomer.
2
During game-play,
players normally engage in spirited conversations regarding the game as well as
other topics. For instance, in describing his experience playing such a game,
one of our participants noted,”Usually my group opts for less distracting, less
roleplay intensive games so we can converse more freely.”
3.2.
Pre-test
To better understand
whether these seven venues harbor small-group-based communities, network based
communities or both; we conducted a pretest with 240 regular participants in
these venues. Participants were first asked to choose the venue that they
participated in most often, and then to describe their interactions therein in
detail. These descriptions were content-analyzed by two coders. Specifically,
each response was coded into one of the following three categories: (1) the
respondent usually interacts with the same group of people; (2) the respondent
usually interacts with different individuals or groups of people; and (c)
unable to determine the type of interaction. Of the 240 decisions made, the 2 coders
agreed on 213 (or 89%) decisions. The remaining decisions were resolved after
comparison and discussion. After eliminating those descriptions which could not
be gauged by the coders for interaction type, the final classification can be
found in Table 1, which provides the proportion of respondents by type of venue
indicating that they participated either with the same group or with different
groups every time.
The results showed that
most participants of the first three venues—email lists, website bulletin boards,
and Usenet newsgroups—engaged in interactions with different individuals or
groups on each occasion. In contrast, a vast majority of participants in the
remaining four venues interacted with the same group on most occasions. Based
on these results, we concluded that the first three venues would be the most
suitable for finding network-based virtual communities, whereas the last four
venues would be appropriate for finding small-group-based virtual communities
for our study.
3.3. Method of main
study
We then collected data
from regular participants in the seven venues by conducting an internet-based survey
in the Spring of 2002. The survey was publicized by contacting a significant
number of organizers of popular online venues of each type. These organizers
informed their membership about the survey, and encouraged their members to participate
by visiting a website where the survey was made available.
The study was
introduced to participants as an 'opinion survey regarding group interactions
on the internet.' Participants were asked to select the venue that they most
frequently visited when online, giving them the opportunity to complete the
survey regarding the type of virtual community with which they were most
familiar. After this selection was made, participants described their chosen
interaction in some detail such as the name of the venue, the date when they
first joined, whom they normally interacted with, details regarding their
interactions, what they liked about their online group, etc.
Based on our pretest
results, participants of the four venues corresponding to small-group-based
virtual communities were then branched to another section of the survey, where
they were told: ”Imagine that you are logging on to the internet to engage in
the group interaction that you described above. You have a number of friends
within that group that you regularly interact with. Please picture briefly in
your mind the name and image of each online friend. Then write your first name
and their first names/handles in the table below. You may include up to, but
not necessarily, five group members. Please be sure to include only friends that
are part of the group you regularly
interact with on the internet.”
Similarly, since our
pretest results indicated that most participants of the remaining three venues interacted
with whoever was online, they were then branched to a section where they
described their last online interaction in detail. These respondents were then
told to visualize up to five average members, using them as representatives of
the other virtual community members. All participants, regardless of the venue
selected, responded to the same set of measures.
3.4.
Sample characteristics and measures
A total of 545
participants representing 264 different virtual communities completed the
survey. Of the entire sample, 41.8% were female, 54.3% were male, while 3.9%
did not disclose their gender. Respondents ranged in age from 18 to 79, with a mean
age of 33.1 years (median=30, S.D.=13.43). While 387 (71%) were US residents,
the other 29% belonged to a total of 27 other countries. Canada (n=42, 7.7%),
Australia (n=23, 4.2%), and Germany (n=21, 3.9%) were the three next largest
subgroups, represented in the sample. On average, respondents had been online
for 7.53 years (S.D.=3.57), suggesting a high level of experience.
All of the measures
used in the survey are provided in Table 2. The value perception measures were
the same as those used by Flanagin and Metzger (2001), and were introduced with
the following preface, "How often do you use your online group (as identified
above) for satisfying the following needs?" The measures of group norms,
social identity, desires, and we-intentions were similar to those used by B&D
(2002).
Because of the large
number of different virtual communities (264) involved, we measured
participation behaviors through self-reports, rather than other means such as
observation. Participants were contacted through a follow-up email
approximately a month later to obtain this information, with two reminders to
encourage responses given thereafter. A total of 465 (or 85.3%) participants
responded to this second-wave of questions regarding participation behavior
with response rates ranging from 80.9% to 91.4% depending on venue type.
3.5.
Preliminary analysis
Our full sample model
includes participants of all seven venues and is used to test Hypotheses 2–12, and
our network-based and small-group-based subsamples are used to test the
moderation (Hypotheses 13–16). All of the models (CFA and SEM) described below
were run using the LISREL 8.52 program (Jo ¨ reskog & So ¨ rbo ¨ m, 1999).
The goodness-of-fit of the models was assessed with chi-square tests, the root mean
square error of approximation (RMSEA), the non-normed fit index (NNFI), and the
comparative fit index (CFI). Discussions of these indices can be found in
Bentler (1990), Browne and Cudeck (1993), Marsh and Hovecar (1985), and Marsh,
Balla, and Hau (1996). Satisfactory model fits are indicated by non significant
chi-square tests, RMSEAV0.08, and NNFI and CFI valuesz0.90.
Two indicators were
used to operationalize each latent construct in the CFA and the SEM. For latent
constructs where more than two items were available (informational value,
instrumental value, entertainment value, and desires), these were combined to
produce two indicators according to the so-called "partial disaggregation
model" (Bagozzi & Edwards, 1998). Compared to models where every item
is a separate indicator, this yielded models with fewer parameters to estimate,
and reasonable ratios of cases to parameters, while smoothing out measurement
error to a certain extent. All analyses were performed on covariance matrices
(Cudeck, 1989). An initial exploratory analysis and examination of the
correlation matrix showed that the correlations between the measures of
informational value and instrumental value were very high. Consequently, and
because such a combination is theoretically justifiable (see our earlier
discussion), these two values were treated as a single construct labeled “purposive
value” with four measures, two each of informational and instrumental value.
3.6.
Results
3.6.1.
Measurement model evaluation
We evaluated the
internal consistency and discriminate validity of model constructs. Given space
considerations, the results for only the full sample are reported here in
detail. The results for the subsamples were substantively similar and are
available from the authors.
3.6.2. Internal
consistency
We used two measures to
evaluate internal consistency of constructs. The composite reliability (ρε) is
a measure analogous to coefficient α (Bagozzi & Yi, 1988; Fornell &
Larcker, 1981, Eq. (10)), whereas the average variance extracted (ρvc(ξ))
estimates the amount of variance captured by a construct’s measure relative to
random measurement error (Fornell & Larcker, 1981, Eq. (11)). Estimates of ρε
above 0.60 and ρvc(ξ) above 0.50 are considered supportive of
internal consistency (Bagozzi & Yi, 1988). The ρε and ρvc(ξ)
values for all constructs in the model (provided in Table 2) were significantly
higher than the stipulated criteria, and therefore indicative of good internal
consistency.
3.6.3.
Discriminant validity
Discriminant validity
of the model constructs was evaluated using three different approaches. A
confirmatory factor analysis model was built with 14 latent constructs and a
total of 29 measures. Results showed
that the model fit the data well. The goodness of-fit statistics for the model
were as follows: x2 (287)=1010.83, p ~0.00, RMSEA=0.07, SRMR= 0.04,
NNFI=0.95, CFI=0.96. The Φ-matrix (correlations between constructs, corrected
for attenuation) is provided in Table 3. As a first test of discriminant validity,
we checked whether the correlations among the latent constructs were
significantly less than one.
Since none of the confidence
intervals of the/-values (Ftwo standard errors) included the value of one (Bagozzi
& Yi, 1988), this test provides evidence of discriminant validity.
Secondly, for each pair
of factors, we compared the x2 -value for a measurement model
constraining their correlation to equal one to a baseline measurement model
without this constraint. A x2 -difference test was performed for
each pair of factors (a total of 91 tests in all), and in
every case resulted in a significant difference, again suggesting that all of
the measures of constructs in the measurement model achieve discriminant
validity.
Third, we performed a
test of discriminant validity suggested by Fornell and Larcker (1981). This
test is supportive of discriminant validity if the average variance extracted
by the underlying construct is larger than the shared variance (i.e., the / 2 value)
with other latent constructs. This condition was satisfied for all of the 91
cases. In sum, internal consistency and discriminant validity results enabled
us to proceed to estimation of the structural model.
3.7. Structural model
estimation
Structural models were
built separately for the full sample (to test Hypotheses 1–12), as well as for
the network and small group subsamples (to test Hypotheses 13–16). Table 4
provides the goodness-of-fit statistics for these models and R2 values
of the endogenous constructs. Tests of mediation and comparisons with rival
models were conducted on the full sample to test its robustness. Using
multiple-sample analyses in LISREL, structured means analyses were conducted to
test Hypotheses 13 and 14, and tests of moderation were conducted to test Hypotheses
15 and 16.
3.7.1.
Full sample model
Considering the
fit-statistics from Table 4, the chi-square is significant (p<0.05), which is usually the case
for large sample sizes. All the other statistics are within the acceptable
ranges for the full model, indicating a good fit to the data. Considering
social identity first, both purposive (γ=0.15, S.E.=0.07) and entertainment (γ =0.21,
S.E.=0.07) values are significant predictors of social identity, whereas the
other three value perceptions are not, supporting Hypothesis 1. Examining the
antecedents of group norms next, two of the five value perceptions, purposive
(γ =0.34, S.E.=0.10) and self-discovery (γ =0.19, S.E.=0.09) values, have
significant paths to group norms, whereas the other three do not. Twenty-four
percent of the variance in group norms is explained by value perceptions,
supporting Hypothesis 2. Fig. 2summarizes these and subsequent results.
In examining Hypotheses
3–5 which explicate the associations between group norms and its consequences,
we find that group norms influences social identity (β=0.23, S.E.=0.07), mutual agreement (β =0.83, S.E.=0.07), and mutual accommodation (β =0.77, S.E.=0.07), providing support to all three hypotheses.
Sixty-two percent, 57% and 43% of variance in social identity, mutual
agreement, and mutual accommodation are explained by their antecedents,
respectively.
Considering whether
these variables influences desires to participate next, we find that mutual agreement
(β =0.34, S.E.=0.07) and social
identity (β =0.59, S.E.=0.13) do
influence desires, but mutual accommodation does not (β = -0.05, S.E.=0.05). Thus, Hypotheses 6 and 8 are supported, but
Hypothesis 7is not. Thirty-seven percent of the variance in desires is
explained by these antecedents. On hindsight, the non-significant effect of
mutual accommodation on desires is perhaps not surprising, since for many of
the participants belonging to network-based communities and interacting with
different members every time, given the mutual agreement to participate, the
necessity for mutual accommodation to adjust to the needs of others may not be
an issue. Instead, they may be willing to interact with whomever is online.
Considering the direct
impact of group-influence variables on we-intentions, the path from group norms
(b=0.43, S.E.=0.06) is significant, but that from social identity (b=0.16,
S.E.=0.10) is not. Thus, Hypothesis 9 is supported but Hypothesis 10 is not.
Finally, supporting Hypotheses 11 and 12, the paths from desires to
we-intentions (b=0.19, S.E.=0.04), and from we-intentions to behavior (measured
in the second-wave; b=1.43, S.E.=0.19) are both significant. Fifty-four percent
of the variance in we-intentions and 17% of the variance in behavior is
explained by their antecedents.
3.7.2.
Tests of mediation
To obtain further
support for the validity of the model, rather than using a saturated model
where “everything is related to everything” as the baseline, we performed
formal tests of mediation for all possible paths in our model. This was done to
check if additional direct paths not included in the model were significant.
Specifically, we conducted 7 tests to check for the significance of a total of
32 potential paths.3 As an example, to check if the direct paths from
the five value perceptions to desires were significant, we compared the model
described above with a model in which five additional direct paths were added
from the five value perceptions to desires. The difference in chi-square values
between the two models (vd 2 (5)=6.37), with five degrees of freedom, is a test
of the significance of these added paths. Since this difference is not
significant (pN0.27) and none of the individual paths is significant, we
concluded that the direct paths from the value perceptions to desires are
insignificant, and therefore group norms and social identity mediate all of the
effects of value perceptions value on desires, as hypothesized.
Of 32 potential paths
tested, results show that only 3 of these were significant. The direct paths from
entertainment value to behavior, entertainment value to mutual agreement, and
mutual agreement to we-intentions were all significantly greater than zero (dashed
arrows in Fig. 2). The goodness-of-fit statistics for a model including these
three paths were as follows: v 2 (339)=884.21, pc0.00, CFI= 0.96, NNFI=0.95,
RMSEA=0.069, and SRMR= 0.058. The R 2 values of the three endogenous variables
after incorporating these additional significant paths were mutual agreement
(0.57 vs. 0.57 before), we-intentions (0.54 vs. 0.54 before), and behavior
(0.24 vs. 0.17 before). The other 29 paths were not significant, providing
additional evidence that our proposed model is robust, and suggesting that the
social influence variables mediate most of the effects of value perceptions on
participation in virtual communities.
3.7.3.
Moderating effects of virtual community type (test of Hypotheses 13–16)
We conducted multiple
sample analyses (Jo ¨ reskog &So¨ rbo ¨ m, 1999) for the network and
small-group subsamples to test the hypotheses regarding the moderating role of
virtual community type. Table 5 provides the means, standard deviations, and
the Cronbacha reliabilities of the constructs for the subsamples. As is
evident, the reliabilities are good overall.
Hypothesis 13 posited
that the self-referent values, i.e., purposive and self-discovery values, would
be greater for the network-based relative to the smallgroup-based subsample,
whereas Hypothesis 14posited that the group-referent values, maintaining
interpersonal connectivity and social enhancement, would be greater for the
small-group-based relative to the network-based virtual communities. To test
these hypotheses, we conducted a structured means analysis in LISREL, using the
following model of means structures (Jo¨reskog & So¨rbo¨m, 1999): x(g)=sx+ Kxn(g)+d(g)
, where g =small-group and network, x(g) is a vector of input variables,sx is a
vector of constant intercept terms, Kx is a matrix of coefficients of the regression
of x on n, n is a vector of latent independent variables, dis a vector of
measurement errors inxand the means of then(g)=j(g) .
We set the (small-group)=0
to define the origin and units of measurement of then-factors and computed j(network),
and then determined whether the differences in the factor means of the two
groups were significantly different from each other. Table 6 provides the
results.
As can be seen, the
factor mean of purposive value was significantly higher for the network
subsample, but that of self-discovery was not different between the two groups.
These results partially support Hypothesis 13. Considering the two
group-referent values, from Table 6, we find that both, maintaining interpersonal
connectivity and social enhancement factor means were higher for the
small-group relative to the network subsample, providing support to Hypothesis
14. Interestingly, entertainment value although not characterized as either
self- or group referent, was also significantly higher for the small group
subsample, suggesting that this value perception might have a group-referent
basis. These results provide evidence that the motivations of participants in
the two virtual communities have different bases of reference.
To test Hypotheses 15
and 16, we conducted tests of moderation to determine whether the strengths of the
paths from value perceptions to social identity and group norms were different
between the small-group based and the network-based subsamples. Table 7 summarizes
the analyses and results.
Consider the first test
presented in Table 7. To test Hypothesis 15, that the purposive value to group norms
path is stronger for network-based relative to small group-based virtual
communities, we ran two multiple-sample models. In the first model, all paths were
unconstrained between the two groups. This is the "no constraints" or
the baseline model in the first row of Table 7. In the second model, the
purposive value to group norms path was constrained to be equal for both
subsamples. This is the 'equal paths model.' The difference in chi-square
values between the two models (vd 2 (1)=2.80) with a single degree of freedom, provides
a test of the equality of the path for the two groups. Since this difference
approaches significance at thepc0.09 level, we may conclude that the direct path
between purposive value and group norms is marginally greater for network- when
compared to small-group-based virtual communities. Other tests were conducted
similarly.
As can be seen from
Table 7, in testing Hypothesis 15, three of the paths are significantly greater
for the network- relative to the small-group-subsample, and one path
(self-discovery value to social identity) is not. These findings are supportive
of Hypothesis 15.
The results for
Hypothesis 16 are mixed. The paths from maintaining interpersonal connectivity
to group norms and social identity are significantly higher for small-group-based
versus network-based virtual communities. However, the paths from social
enhancement to neither of these variables are significantly different for the
two subsamples. Hypothesis 16thus receives support for maintaining
interpersonal connectivity but not for social enhancement value.
4.
General discussion
Our empirical
survey-based study, conducted across a variety of different virtual
communities, found overall support for our proposed social influence model of
virtual community participation.
The findings suggest
that an appropriate conceptualization of intentional social action in virtual communities
is one where the community’s influence on members stems from an understanding
or expectation of various benefits that participants seek to attain from social
interactions therein. Further, we also found that there are interesting
differences between network-based and small-group-based virtual community
participants in both levels of self referent and group-referent motives, as
well as their impacts on the social influence variables. These findings raise
several interesting issues discussed below.
4.1.
Understanding how to deliver value desired by virtual community participants
For participants of
network-based virtual communities, purposive value was found to be a key driver
of participation. From a managerial perspective, such purposive motives can be
characterized as complementary to each other. For instance, in measuring informational
value, one item that we used was “to get information,” whereas another one was
'to provide information to others.' It can be argued that an information-seeker
will find the virtual community useful only if he or she can find another
participant with the complementary motive of providing that information. As a
result, an important task of network based virtual community managers may be
defined in terms of matching of participants’ complementary motives effectively
and maintaining a balance so that the purposive goals of most participants are
achieved.
The finding that social
benefits such as maintaining interpersonal connectivity and social enhancement
are significant drivers of participation in small-group based virtual
communities is also noteworthy. Since it suggests that many participants in
such communities are interested in engaging in social interactions together, as
a group, the marketer’s objective may be defined in terms of matching group
members’ preferences to interact together.
These differences also
imply that virtual community organizers will need to thoughtfully decide on which
tools and functionalities to provide in their venues. In network-based virtual
communities, members may find 'applications of purpose'—tools, application, and
content that enables them to achieve their goals successfully—to be valuable. Examples
of such applications include comprehensive FAQs lists, organization of past
responses from community members in transparent and easily accessible
hierarchies, query-tools to match information-seekers to information providers,
and so on.
In contrast, in
small-group-based communities, “applications of process” that enable
uninterrupted, vivid and enjoyable group interaction may be more valuable. Aesthetic
and easily learnt user interfaces, the ability to engage in interactive
communication (see Section 4.2), and tools allowing members to contact and
solicit the participation of group members, are all examples of applications of
process. Understanding the relative importance and effectiveness of different
applications of process and applications of purpose that enable self- and
group-referent motives to be attained through future research seems especially important
in future research.
4.2.
Venue characteristics and virtual community type
In our pretest, we
found internet venues to strongly favor either
network- or small-group-based virtual communities, suggesting that managers
might be able to influence the type of communities that they organize by
offering specific venues to their consumers. A closer examination of these
venues suggests that the type of communication processes therein— whether interactive or non-interactive—play
an important role in determining whether network- or small-group-based virtual
communities dominate.
The degree of
interactivity of communication processes within a virtual community is
influenced by both, the synchronicity of
communication—the capability of enabling a participant to formulate and deliver
a response in real time, allowing a real-time dialogue to occur (Hoffman &
Novak, 1996), and by the number and range
of inputs that the participant can provide, such as text, audio, video,
etc. (Lombard, 2001). Whereas communication researchers have studied the
impacts of synchronicity and input attributes on the outcomes of communication
processes (e.g.,Lombard, 2001), we know relatively little about the
marketing-relevant impacts of these variables for virtual communities.
There are several
reasons why higher levels of interactivity may be more suitable for small-group
based and lower levels of interactivity more conducive to network-based virtual
communities. First, researchers have shown that a high level of interactivity
generally entails a higher level of involvement on the participant’s part
(Hoffman & Novak, 1996).
This implies that in
interactions involving high interactivity, stronger relationships between
participants may be necessary; in addition, participants should be responsive
and engaged throughout the duration of the interaction—such requisites all the more
characteristic of small groups.
Second, the greater the
interactivity afforded by the venue, the higher the likelihood of spontaneity between
the participants, the more the possibility of interruption or preemption, and
the greater the mutuality and patterns of turn-taking (Brown & Yule, 1983;
Zack, 1993). Again, interactions of this type are possible when participants
know and understand each other well.
Third, it is more
likely that interactive exchanges will continue and be repeated at future times
when participants can engage in many different topics of conversation, move
easily from one topic to the next, and have at least some shared history or
knowledge base, all requiring broad-based relationships. Confirming this
prediction, as well as studying the specific influences of interactivity and
its constituents on the economic activities within virtual communities, are promising
future research issues.
4.3.
Understanding how to convey member information to other participants
The mode by which the
identity and information about a member is conveyed to others is also likely to
be influenced by community type. In network based communities, because members
don’t know each other at first in most cases, and their motives are
self-referent, a member’s reputation is likely to be crucial as a means of
establishing trust and status and for fostering social interactions (Resnick,
Zeckhauser, Friedman & Kuwabara, 2000; Rheingold, 2002). Reputation
mechanisms considering contribution frequency and quality made may therefore
need to be carefully and elaborately designed for such communities. Communities
such as Slashdot also choose to leave a visible trail of each member’s contribution
history for other members to see and judge them.
On the other hand,
because small-group-based community members know each other well and participate
to achieve group-referent goals, reputation systems may not be required or may
be less essential.
Instead, in this case,
it may prove more useful to enable members to share a detailed personal, self
composed history with other members—for instance, through 'About Me' web-pages
or in-depth member profiles. On the whole, we know relatively little about the
importance of different information elements of a participant’s reputation or
other identifying information, and when or how such measures are used by participants
to make interaction decisions within the virtual community (see Rheingold,
2002for a detailed discussion). These questions offer interesting future research
opportunities.
4.4.
Concluding thoughts
Through studying the
antecedents of social influence, and making and elaborating on the distinction between
network- and small group-based communities, our broad objective in this
exploratory study was to stimulate thinking among practitioners and researchers
regarding the scope of virtual communities for marketing applications. Our
contention is that marketers for the most part have tended to view virtual
communities narrowly, focusing entirely on network-based communities. Through
our presentation, we defined and elaborated on a second type, the small-group-based
virtual community, found empirical differences, and developed some practically
useful distinctions between them. The following two issues deserve more
elaboration.
First, more development
is needed into expanding the conceptual difference between venues and virtual communities.
For example, it is important to note that the same venue, such as a Slashdot
bulletin-board, may possibly host both network- and small-group based virtual
communities at the same time. Indeed, even a particular person may belong to
both virtual communities within this venue as when she exchanges ideas
frequently with her regular group of friends weekly, yet sometimes reads
messages on bulletin boards to update her knowledge on current software issues.
But as we noted, high levels of interactivity and other features such as
applications of process, imply that certain venues are more conducive for small-group-based
virtual communities, and others for network-based virtual communities. Indeed,
marketing managers may be able to influence the type of communities that are
built within their venue through an informed selection of the venue
characteristics discussed above.
Second, as noted
before, it is possible, indeed very likely that some groups within
network-based virtual communities may over time evolve into small-group based
virtual communities, as frequent interactions among the same individuals result
in greater knowledge and the building of interpersonal relationships (see Alon
et al., 2004for a detailed discussion). But until we learn more about the
conditions leading to such transitions, it will be difficult to draw
conclusions or make inferences regarding a particular online group’s future
type, based on its current type. Building on our consumer-centric definition
presented earlier, the monitoring and management of a virtual community is best
viewed as an ongoing task by its organizers.
A final point we wish
to make is to summarize the differences between our model and the B&D
(2002) model. Decision making in our model is a direct function of social
influence and an indirect function (through social influence) of value
perceptions, whereas decision making in the B&D model is a direct function
of both social influence and individual-level variables. Our model therefore
makes stronger predictions in the sense that a particular sequence is specified
among social- and individual-level antecedents, whereas these are left as
exogenous predictors in the B&D model. Second, our model proposes five specific
categories of value perceptions derived from the communications literature,
whereas B&D rely upon general, summary variables derived from the theory of
planned behavior (i.e., attitudes, subjective norms, perceived behavioral
control) and the model of goal directed behavior (i.e., positive and negative anticipated
emotions). Our antecedents have more managerial relevance than those found in
B&D. Third, unlike B&D, we developed explanations based on contingencies
inherent in different types of virtual communities. Finally, our tests of the
model went a step beyond B&D’s tests by including participation behavior as
a dependent variable.
In spite of these
contributions, it is important to recognize the exploratory nature of this
research, and its attendant limitations. For instance, of the five hypothesized
benefits, two—maintaining interpersonal interconnectivity and social
enhancement—did not have significant effects on any of the variables. This
suggests that more research is needed to determine all of the benefits, and
differences between the two communities in this regard. In conclusion, it seems
important to echo the optimism expressed by marketing scholars studying virtual
communities (e.g., Balasubramanian & Mahajan, 2001), and suggest that these
online forums are only likely to grow in importance, influence, and the
activities for which they are used, as consumers become more comfortable and
acclimatized with these environments and marketers learn how to forecast,
monitor, and design their communication programs to take advantage of such
opportunities. They merit continued and increasing attention from both
practitioners and academicians.
Acknowledgements
We would like to thank
the participants of the 'Defining the Value of Virtual Communities' special session
at the 2002 AMA Summer Educators Conference for their comments. Special thanks
to the editor and three anonymous reviewers.
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