Intentional social action in virtual communities
Intentional social action in virtual communities
Richard P Bagozzi; Utpal M Dholakia
Journal
of Interactive Marketing: Spring 2002; 16, 2; ABI/INFORM Global pg. 2
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Bagozzi, R. P., & Dholakia, U. M. (2002). Intentional social action in virtual communities. Journal of interactive marketing, 16(2), 2-21.
ABSTRACT
There is growing
evidence of the increasing participation in, and influence of, virtual
communities in digital environments. To help explain this irresistible allure,
the individual and social determinants of the member's intentions to
participate are investigated. Conceptualizing virtual community participation as intentional social action, we
explicate the concept of "we-intentions", and use the Model of
Goal-Dinscted Behavior to explain members’ we-intentions. Virtual community
influences pertaining to compliance, internalization, and social identity are
also elaborated on. An empirical study of regular virtual community
participants (N = 157) finds that we-intentions to participate are functions of
both individual determinants (positive anticipated emotions and desires), and
community influences (social identity). Implications for marketing and future
research opportunities are discussed.
============
The
small group tends to restore, structurally, the symbolic power. Step by step,
one can see a mystical network being built, carefully yet solidly connected,
leading one to speak of a cultural resurgence in social life. This is the
lesson taught by these eras of the masses—eras based mainly on the
concatenation of groups with splintered but exacting intentionality’s.
(Maffesoli, 1996, p. 88)
Since the early
characterization of digital environment1 users as "electronic sociopath?
(Canter & Siegel, 1994), the conventional wisdom has changed considerably.
As digital environments have become more pervasive, both with respect to the
number of people using them and the different activities they are used for,
there is growing realization of their social functions (e.g., Postmes, Spears,
& Lea, 1998; Walther, 1996), their potent influence in bringing together
far-flung, like-minded individuals (Hagel & Armstrong, 1997; Wellman &
Gulia, 1999), and their role in influencing consumer opinions, knowledge, and
behaviors (e.g., Williams & Cothrell, 2000). By their very nature, digital
environments originate in networks—and networks thrive on social interaction,
whether specialized or broad, interpersonal or group-based, social or formal
(Hagel & Armstrong, 1997; Rheingold, 1991). Where digital environments are
concerned, the Interactive" in "interactive marketing" pertains
just as much to interactions between consumers as between marketers and
consumers.
Even in the early
development of digital environments, users recognized and employed the social
affordances of digital networks to organize, support, and communicate, giving
rise to a unique social entity, or what is now commonly known as a virtual community (Rheingold, 1998). We
view virtual communities to be mediated social spaces in the digital
environment that allow groups to form and be sustained primarily through
ongoing communication processes. Here, we conceive of groups as two or more
individuals, each aware of his or her membership in the group, each aware of
the others who belong to the group, and each aware of the positive
interdependence as they strive to achieve mutual goals (Johnson & Johnson,
1987). The mutual goals of the virtual community may be functional, such as the symbiotic exchange of useful information
regarding products, or hedonic—the
creation and consumption of a positive, confluent experience through
interaction. In either case, the community acts as an important reference group
for its individual participants. For some participants, the virtual community
may supplement existing primary and secondary reference groups, but for many
others, it may actually replace other influential reference groups (e.g.,
Constant, Sproull, & Kiesler, 1996).
'By digital environment we refer
mainly to the internet and the World Wide Web, and include such socially
oriented virtual forums as electronic mail, bulletin board 'menu, multiuser
dungeons, internet relay chat (IRO, and other Weis-hosed chat rooms.
Membership,
frequency, and extent of participation in virtual communities are driven by volitional choice, and may be terminated
by the member relatively effortlessly. In spite of this seemingly tenuous hold,
researchers find that virtual communities are playing a bigger and bigger role
in many aspects of member life—from forming and maintaining friendships and
romantic relationships (Park & Floyd, 1996; Walther, 1996), to learning
(Constant et al., 1996), to forming opinions, purchasing, and consuming
products and services (Kozinets, 1999; Hagel & Armstrong, 1997).
Researchers active in trying to understand the sustained, even increasing, allure
of virtual communities have primarily adopted (1) the social network analysis paradigm (e.g., Wellman, 1999), (2) an ethnographic methodology (e.g.,
Kozinets, 1999), or have focused on (3) the unique characteristics of the
digital environment, in understanding how mediated communication differs from
face-to-face communication (e.g., Danet, Ruedenberg, & Rosenbaum-Tamari,
1998; Walther, 1996). Interestingly, in spite of practitioner interest, little
research in marketing has focused on the consumer psychology of virtual
community participation or its antecedents (however, see Kozinets, 1999).
To complement existing
conceptual approaches and to focus more explicitly on understanding the role of
individual and social influences in attracting members to the virtual
community, we adopt a social psychological lens and conceptualize member
participation as intentional social
action. Building on this conceptualization, we study the role of attitudes, perceived behavioral control,
desires, and anticipated emotions, all individual characteristics, and compliance, identification, and social
identity, all social influences exerted by the community—on the individual
member's intention to participate in the virtual community.
Our objectives in this
research are threefold. First, we wish to elaborate on the
"we-intentions" (i.e., group intentions) concept, argue for its
distinctiveness, and establish its value for understanding the individual's
participation in a virtual community, as well as its importance for interactive
environment marketers. We present a brief overview of some pertinent
philosophical ideas to fully explain the concept. Second, we present the Model
of Goal-Directed Behavior (MGB) (Perugini & Bagozzi, 2001) and extend it to
apply to group behavior in order to explicate the individual and social
variables that shape the member's we-intention to participate in virtual
community interaction. Integrating ideas from attitude theory, motivational
research, and social identity theory, this model enables a rich understanding
of the allure of virtual communities for individual participants. Finally, our
goal is to test the hypotheses implied by the MGB in the context of virtual
community participation. Our contribution in this regard is also to the
substantive social psychological discipline, to enhance knowledge regarding the
determinants of social intentional action. Taken together, we hope to provide
digital environment marketers with both a rich conceptual understanding and
practical insights regarding the allure of virtual communities and their
implications.
We begin with a brief
review of the extant virtual community research, followed by an elaboration of
the "we-intentions" concept. This is followed by a detailed
discussion of the individual and social bases of member participation in the
virtual community, along with a presentation of the research hypotheses. The
results of an empirical study, employing a structural equation modeling
methodology are then presented. The article concludes with a discussion of the
marketing significance of issues considered in, and arising from, the analysis.
AN
OVERVIEW OF VIRTUAL COMMUNITY RESEARCH
Virtual communities may
be of many different types. Some are tightly bound, densely knit groups of
individuals who know one another well, and use the digital environment
primarily as a way of augmenting their existing social relationships (Wellman
& Gulia, 1999). In contrast, others are far-flung, sparsely connected
networks of individuals who come together only in the mediated digital environment
and have little chance of ever meeting physically. Some exist for social
reasons, such as to enable like-minded individuals to meet; others exist
primarily for commercial reasons (Hagel & Armstrong, 1997 call these
"communities of transaction"). Irrespective of type, one
characteristic that all virtual communities share is that text-based communication in the digital environment is the primal
formative and shaping force for their evolution, growth, and sustenance.
Rheingold
(1991) describes the essence of virtual communities: “People in virtual communities
use words as screens to exchange pleasantries and argue, engage in intellectual
discourse, conduct commerce, exchange knowledge, share emotional support, make
plans, brainstorm, gossip, feud, fall in love, find friends and lose them, play
games, flirt, create a little high art, and a lot of idle talk." Pictures,
animations, or voice may nowadays augment the written word, but text still
remains the primary medium of virtual community communication. Given our
objectives, our interest in this research is in text-based virtual communities
formed for primarily social purposes such as online chat rooms on the World
Wide Web, rather than in communities focused on commercial or information
exchanges. It is important to note that it is such social communities that
exert the greatest influence on participants' knowledge and opinions regarding
products and services through normative or informational mechanisms (or both),
and ultimately influence consumer behaviors. Because of this, social scientists
have referred to such communities as "information neighborhoods"
(Burnett, 2000).
Attributes of Virtual
Communities
Regardless of
geographic dispersion or organizational emphasis, virtual communities share
several characteristics. First, most virtual communities are organized around
some distinct interest, which to a lesser or greater extent provides its raison
d’ĂŞtre. This shared interest may pertain to a particular product or topic (such
as Ford Probe cars, or gardening, for instance) or an affliction (such as
cancer or Parkinson's disease), or a demographic attribute (single people over
50). From a marketing standpoint, such virtual communities may be thought of as
market fragments—whit one specific
product, or many different products and services of relevance to it, depending
on the scope of the shared interest.
Second,
as in real communities, virtual community members feel a "consciousness of
kin"—an intrinsic connection toward other members, and a collective sense
of separation from nonmembers (Wellman & Gulia, 1999). Such group
affiliation not only colors the individual's opinions, ideas, and positions on
specific issues, but also provides the impetus to return to the community in
the future. Not only that, the interpersonal ties shared by virtual community
members have also been shown to increase the willingness to share information
and resources with other members to provide support and to commit to goals
identified by the group (Walther, 1996; Wellman, 1999).
Third,
most virtual communities create and use shared conventions and language (such
as jargon, emoticons, or acronyms), maintain social roles, establish
boundaries, enact rituals, show commitment to communal goals, and follow norms
of interaction (such as "netiquette"). Through these functions,
virtual communities are able to provide many of the same benefits to members as
traditional communities, in spite of their physical dispersion and mediated
environment Shirley (1995) cites Eric Hochman, a member of an early virtual
community called ECHO (East Coast Hang Out), as offering the following
comments:
I think ECHO is, in some ways, its
own separate world, one with its own mythology, jargon, and social order, in
other words, it has its own culture. An interesting one, because rather than it
being an external thing that we adapt to, or have imposed on us, we're
collectively creating it, here and now, as we post."
Fourth,
unlike many traditional media where individuals consume content passively,
content is created by community members through active participation. This
content creation acts as an important shaping force of the community's
character, and determines not only its influence on participants, but also the
status and influence of individual members (Werry, 1999). Moreover, since
digital environments facilitate the archiving of past content inexpensively,
virtual communities come to represent an aggregation of collective expertise on
individual topics, difficult to match elsewhere, and create a capital of
knowledge, increasing its value for all members. Such member-generated content
also provides the opportunity for integration into digital media advertising
programs to raise their credibility and effectiveness (Werry, 1999).
Finally,
because most virtual communities, whether Web-based chat rooms, or Usenet
newsgroups, or even email lists or old-fangled bulletin-boards, are still based
predominantly on text, most cues used in the traditional face-to-face community
settings such as nonverbal expressions and social characteristics are filtered
out (Kiesler & Sproull, 1992; Walther, 1996). This "filtering
out" elevates the importance of communication
content as the community's shaping force, allowing individual members the
strategic freedom to express themselves (Postmes et al., 1998; Spears &
Lea, 1994). Rheingold (1993) describes this facet of virtual communities well:
"It's like a neighborhood pub or coffee shop. It's a little like a salon,
where I can participate in a hundred ongoing conversations with people who
don't care what I look like or sound like, but who do care about how I think
and communicate. There are seminars and word fights in different corners."
Marketing
practitioners initially adopted a commercial, albeit simplistic, lens when
considering the value of virtual communities from a tactical standpoint. This
is exemplified by Rayport and Sviokla (1995) in an early discussion on the
marketing value of virtual communities: "The successful marketspace will
invite consumers into a communal experience ... (making) shopping a transaction
involving not just goods and services, but also (a positive) experience."
Werry (1999) summarizes this early marketing approach to virtual communities
well: “... (In marketing) 'Community' became a polite way of talking about
audience, consumer demographics, and market segmentation, while seeming
sensitive to Internet users, their culture and community" (p. 4).
Recognizing the importance of member-generated content and social interaction,
more recent thinking has adopted the "organic ecosystem" metaphor,
focusing on managerial practices such as "seeding" conversations,
"planting" provocative ideas, and carefully considering such organic
attributes of the virtual community as size, intimacy, continuity, and growth
as decision variables in their management (Hagel & Armstrong, 1997). But
all of these approaches emphasize commercial aspects inordinately, ignoring for
the most part the social psychological processes that make virtual communities
so popular and influential in the first place.
Difference From
Traditional Communities
In spite of many
similarities to traditional communities, there is one essential difference. For
the individual member, membership, involvement, and communication in virtual
communities is driven by volitional
choice—unlike traditional "bounded" communities where membership
may be imposed involuntarily by chance of birth, proximity of residence, or the
happenstance of geographic relocation. An individual member can terminate his
or her membership in the virtual community conveniently and effortlessly—often
simply by ending the navigation session and never returning to the virtual
community's domain. In spite of this seemingly tenuous hold on individual
members, there is growing evidence that participation in such virtual
communities is immersive and protracted. With the passage of time, the virtual
community becomes a central venue for many members, where they seek and appear
to find companionship, social support, and a sense of belongingness (Wellman
& Gulia, 1999). As adoption of and participation in such communities increases,
these forums also appear to be gaining in importance as sources of information,
and shapers of the participants' world view, not just regarding the community's
organizing topic, but much broader attitudes and opinions, and importantly from
our perspective, their consumption decisions and practices (Ilagel &
Armstrong, 1997).
There
has been considerable interest among researchers in the communication domain in
trying to understand the sustained allure of virtual communities. The paradigm
of social network analysis has been frequently used to examine this member
attraction (e.g., Wellman & Gulia, 1999). This paradigm has uncovered
valuable insights: from the breadth of communication topics found in these
communities (Wellman & Gulia, 1999), to the strength of weak ties (Constant
et al., 1996), to the impact of filtered-out cues on communication (e.g.,
Kiesler & Sproull, 1992), and group dynamics (Postmes, Spears, & Lea,
2000). A second research approach has focused on obtaining a better
understanding of the unique characteristics of the digital environment, and how
they are used by members to construct community. For instance, Danet and her
colleagues (1998) find incidence of play and performance in virtual chat rooms
facilitated by the creative use of text, and by the emphemerality, speed, and
interactivity of the medium. Similarly, Postmes and his colleagues show that
the anonymity afforded by computer-mediated groups allows deindividuation
effects to occur—enhancing susceptibility of group members to situational group
norms (Postmes et al., 1998; 2000). Finally, Walther (1996) reviews the
literature on computer-mediated communication and use, and finds that in
addition to impersonal and interpersonal uses, digital environments sometimes
facilitate communication surpassing normal interpersonal levels—he labels such
communication as "hyper personal," when "users ... exchange
information, ... build impressions and compare values" (p. 33). On the
whole, this line of research has shown that configurations of the digital
environment implicate social processes, both by accentuating the influence of
existing social influences, and creating new ones (discussed in detail later).
In contrast, as mentioned before, relatively little academic research in
marketing has examined virtual communities, though marketing practitioners have
evinced considerable interest (e.g., Williams & Cothretl, 2000; Hagel &
Armstrong, 1997).
Our
interest is in contributing to this growing literature on virtual communities
by seeking a better understanding of the individual and social determinants of
action that drive member participation in the virtual community. Our emphasis
is squarely on the individual community member. Adopting a social psychological
lens, our interest is in studying the individual psychological mechanisms and
the processes of community influence that attract participants to these
mediated communication forums and shape their social action. We posit that
virtual community participation constitutes intentional
social action in that the community member acts intentionally (i.e., engages in purposive and goal directed action
that remains under the individual's volitional control), and that these actions
have a collective basis in that both what is done and why it is done in the
virtual community are determined by the community's social characteristics
(Bagoni, 2000).
THE
DISTINCTION BETWEEN THE INDIVIDUAL'S PERSONAL AND GROUP INTENTIONS
The intention concept
commonly studied by social psychologists is that of a personal intention. Eagly and Chaiken (1993, p. 168) define such a
personal intention as a "person's motivation in the sense of his or her
conscious plan to exert effort to carry out a behavior." Researchers to
date have primarily scrutinized personal intentions, where the target is a
singular subject. However, we believe that the allure of a virtual community
for an individual member derives from the collectivity,
the positive experience of congregating and communicating in the mediated
environment, together, as a group
(see Postmes et al., 2000, for a similar view). Consequently, virtual community
members are likely to perceive themselves as members of the group, and form
participation intentions in relation to this plural target Gilbert (1989)
points out that action in relation to such plural subjects requires different
conceptual schemes than the more common theme of singular action (see Bagoni,
2000, for a detailed explication).
Philosophers
have recently given a great deal of attention to this construct of group
intentions, using such labels as 'collective intentions" (Searle, 1990),
"we-intentions" (Tuomela, 1995), and "shared-intentions"
(Bratman, 1997). For instance, Bratman (1997) expresses a "shared
intention" in the form "I intend that we act." In a similar
vein, Tuomela (1995, p. 2) defines a "we-intention" as a
"commitment of an individual to participate in joint action, and involves
an implicit or explicit agreement between the participants to engage in that
joint action." In this article, we conceptualize a virtual community
member's participation intention as a group intention, based on the premise
that members regard themselves as part of the social fabric of the virtual community
in certain specific ways (Bagoni & Lee, 2002a). Then, based on the extant
philosophical literature cited above, a set of criteria may be specified to
stipulate the constitution of this group intention, which we henceforth refer
to as the virtual community member's "we-intention."
First,
Tuomela (1995, pp. 154-146) maintains that a we-intention occurs under the
following conditions: (1) two or more members of a collectivity agree to
jointly perform an action on behalf of the collectivity, (2) each member
intends to perform his or her own part contributory to the group action, (3)
members individually and mutually believe that the opportunity for joint action
is likely to occur, and the members will perform their parts, and finally, (4)
the intention to perform one's part is determined, in part, by the
aforementioned individual and mutual beliefs (plus presumably the assurances
and obligations entailed by the prior agreement). Second, Tuomela maintains
that the beliefs required for we-intentions are purely subjective and need not
be true, and a member could, in principle, be the only agent in a group with
the we-intention (assuming that the four conditions listed above are
satisfied). Finally, Tuomela (1995, p. 129) asserts that we-intentions require
individual commitment, and commitment to provide a mutual support in the sense
that a member is "not only committed to performing the pre-assigned part
... but he is also committed to furthering" the joint action (such as
helping others in performing their parts, when needed). Bratman (1997) proposes
a somewhat similar conceptualization of we-intentions, which he terms
"shared intentions." Tuomela's (1995) and Bratman's (1997)
specifications of group intentions are conceptual frameworks based on logical
criteria and pre-suppose what philosophers term intentionalism (i.e., "...
the view that ...individual human beings must see themselves in a particular
way in order to constitute a collectivity ... intentions ... are logically
prior to collectivities" [Gilbert, 1989, p. 12]).
THE
INDIVIDUAL BASES OF INTENTIONAL ACTION
Classic formulations of
attitude theory maintain that intentions to act are functions of individual and
normative influences (e.g., Eagly & Chaiken, 1993). The Theory of Planned
Behavior (TPB) suggests that one's personal intention to enact behavior is a
function of the individual's attitude toward the behavior (i.e., the behavior's
evaluation), his/her subjective norms (i.e., the perceived social pressure to
perform or not perform the behavior), and perceived behavioral control (i.e.,
the perception of how easy or difficult it is to perform the behavior). The TPB
has been used extensively because of its parsimony (Ajzen, 1991). Modifying the
TPB to apply to group behavior, we might hypothesize that the virtual community
member's we-intention to participate will be determined by his or her attitudes
toward participation, his or her perceived pressure from online group members
and other central people to participate, and his or her perceived control over
the act of participation.
The
Model of Goal-Directed Behavior (MGB) subsumes the TPB and has been recently
shown to improve the predictive and explanatory power of the TPB (Perugini
& Bagozzi, 2001). In addition to the constructs in the TPB, the MGB introduces
three classes of individual bases to better explain purposive behavior and its
affective implications. One addition to the TPB under the MGB is the
incorporation of anticipated emotions—pre-factual
appraisals where the individual imagines the affective consequences of goal
attainment and goal failure before deciding to act (Gleicher et al., 1995)—as
predictors.
Recent
research shows that negative anticipated emotions influence the individual's
intentions over and above the variables in the TPB. For instance, Parker,
Manstead, and Stradling (1995) found that anticipated regret lowered
expectations that one would commit certain car driving violations. Similarly,
Bagozzi, Baumgartner, and Pieters (1998) found that both positive and negative
anticipated emotions influence volitions to exercise and to diet. The rationale
for the effects of anticipated emotions is based on the argument that people,
when deliberating to act or not in goal-directed situations such as virtual
community participation, take into account the emotional consequences of both
enacting and not enacting that behavior (Bagoni et al, 1998). This is done
through a particular form of counterfactual thinking that Gleicher et al.
(1995) term "prefactuals." Gleicher et al. (1995, p. 284) suggest
that "...individuals may think about imaginary alternatives to events in
terms of the implications of these events for the future ... People's ...
behavior ... may well be determined by what the counterfactuals imply for the
future..." For example, anticipated negative outcomes may affect decisions
through counterfactual processes in two ways:
First, when a person generates a
counterfactual that reverses a negative outcome, he or she is likely to make
the attribution that there is an effective action that can be taken in the
future ... (Second) when an individual thinks about a counterfactual in
advance, the motivation to avoid this negative affect influences behavioral
choices (Gleicher et al., 1995, pp. 294-295).
Parallel
processes can be hypothesized for positive outcomes, where it is assumed that
people are motivated to make choices promoting positive affect. Thus, we expect
that positive emotions result when the individual imagines the pleasant aspects
of the experience when she succeeds in chatting with the other virtual community
members beforehand, and negative emotions when she imagines what will happen
when she is not able to do so. We posit that these anticipated emotions in turn
positively influence the individual's intentions to participate in the virtual
community (through their effect on desires, as developed below).
A
second addition to the TPB under the MGII is the role of past behavior. A recent meta-analysis examined 64 studies
and found robust evidence for the impact of frequency of past behavior on both
intentions and future behaviors (Oullette & Wood, 1998). Other authors have
proposed partitioning the effects of past behavior into frequency and recency
effects (e.g., Bagozzi & Warshaw, 1990). Although seemingly related, frequency
and recency effects are conceptually distinct and therefore might carry
independent information. For instance, one may have a long history of
performing a given behavior without having performed it recently (e.g., a
person who curtailed her browsing on the Web for pleasure, because of a
time-consuming job), or one may have recently taken up an activity with no
prior experience (as when purchasing a computer and using the internet for the
first time). Recency of behavior should influence future behavior to the degree
that availability and anchoring/adjustment biases occur in information
processing (e.g., Tversky & Kahneman, 1974), and to the degree that the
activity, whether established or not, has been recently initiated. Based on
this discussion, we expect that the more frequent and recent the past
participation of the member, the more positive the we-intentions to participate
in the virtual community in the future.
Finally,
the third augmentation introduced by the MGB is desires as a mediator between attitudes, anticipated emotions, and
subjective norms on the one hand, and intentions on the other hand.2
Desires are also hypothesized to partially mediate the effects of perceived
behavioral control. A number of researchers over the years have pointed out
that attitude theory and/or the TPB fail to consider how decisions become
energized (e.g., Bagozzi, 1992, pp. 184-186; Fazio, 1995, pp. 271-272). The
criticism is that attitudes, subjective norms, and other commonly specified
direct determinants of intentions provide reasons
for acting but do not incorporate the motivational
content needed to induce an intention to act. Drawing on arguments on
philosophy, Bagozzi (1992) proposed that desires can function as the proximal
determinants of intentions and in so doing channel the effects, if any, of the
classical `sreasoned" antecedents (e.g., attitudes) on decisions and
intentions.
For desires to function
as motivators, Davis (1984) maintains that decision makers must be aware of
their desires and accept them as motivating reasons for acting. Frankfurt
(1988) also sees a special role for desires. In his view, desires function as
determinants of decisions when decision makers give self-reflective
consideration to their desires and come to endorse them as motivators to act.
Empirical support for the motivational role of desires can be found in Perugini
& Bagozzi (2001). Recent research has elaborated on the distinction between
desires and intentions demonstrating several structural differences with regard
to level of abstraction, temporal construal, and perceived feasibility
(Perugini & Bagozzi, '2002). We hypothesize that desires will be strong
determinants of the individual's we-intentions, and the remaining antecedents
in the MGB will influence we-intentions through desires (except for PBC), which
is expected to have both indirect and direct effects on we-intentions. We now
develop some additions to the MGB by considering varieties of social influences
exerted by the virtual community on the individual member.
--------------
2 Belk, Cer, and Askcgaard (2000)
consider important aspects of desire but construe it in a narrower sense than
we do. Our conceptualization of and role for desires in consumer research are
similar to the treatment of desires in the theory of action and theory of mind
by philosophers (see below). See also Bagoni (1992) and Perugini and Bagoni
(2001, 2002).
VIRTUAL
COMMUNITY INFLUENCES ON THE INDIVIDUAL MEMBER
After examining the
individual bases of the individual's participation, we turn now to the
influences of the group, represented by the virtual community, on the
individual's we-intention. The MGB is primarily a model of individual
goal-directed behavior and only considers one aspect of social influence:
namely, felt subjective norms, which reflect social pressure from significant,
others to perform a focal act. However, there is reason to question whether
subjective norms fully capture group effects (see Eagly & Chaiken, 1993,
for a detailed discussion of this issue).
Compliance Processes
One problem with subjective
norms is that although diffuse in scope, they do not cover many important
aspects of group behavior. Subjective norms reflect the influence of
expectations of others and constitute what Kelman (1974) terms
"compliance." The person holding the subjective norms are believed to
be motivated by the need for approval from significant others. Subjective norms
are typically operationalized in terms of this felt influence in a rather
general sense by specifying "other people whose opinions are important to
me" as the source of expectations (Ajzen, 1991). For the individual
member, such "other people" could either be virtual community members
or members of other primary reference groups such as family or friends, or
both. A particular group influence, if any, is not singled out, and the
comparative function of norms (Kelley, 1952) from any of these social groups is
not incorporated directly into the subjective norms concept and its measures.
Because of volitional choice, inconspicuous participation, and low barriers of
exit associated with participation in virtual communities, we expect that
compliance processes will play a less influential role in determining the
individual's we-intentions compared with other community influences.
Nevertheless, we expect a positive mediated effect of subjective norms on the
individual's participation we-intentions through desires in the MGB (see Figure
1). Two other forms of interpersonal influence specified by Kelman (1974) are
more pertinent to the study of community influence: internalization and identification.
FIGURE I
Model of Goal-Directed
Behavior with Proposed Social Determinants Introduced
Internalization
Processes
Internalization is the
adoption of a decision based on the congruence of one's values with the values
of another. Eagly and Chaiken (1993, p. 639) suggest that such
"values" can be construed broadly to encompass beliefs and attitudes,
as well as more abstract moral tenets. For a virtual community member,
internalization occurs when the individual finds his or her values match those
of other group members. A cigar connoisseur may find others who love cigars
just as much, or a gardener may meet others equally knowledgeable about azaleas
and daffodils, in virtual communities devoted to these topics. In each case,
there is a great over-lap of values, facilitating internalization. Further, we
expect internalization to play an especially important role for the virtual
community member because of volitional choice: individuals is likely to seek
out and maintain member-ship in virtual groups with overlapping values.
Internalization
is thought to arise primarily from the information communicated between group
members, and to reside in the personal meaning of that information for the
participant (e.g., Deutsch & Gerard, 1955; French & Raven, 1959).
Internalization processes are represented in the current research through the
effects of group norms. Here, social influence is captured by shared values or
goals perceived by the individual between oneself and other members of the
virtual community. To the extent that the member's values and goals are
congruent with those of other members of the community, we expect that his/her
we-intentions will increase. This is also posited to result, in part, from a
reorganization of means-ends frame-works (Kelman, 1974). It is not sufficient
for a person to merely perceive reference group influence in order to form an
intention to participate in the community. Rather, the individual has to
realize that he/she and other community members share one or more common goals
in this regard—whether to swap notes about the best brand of cigars, or new
varieties of hybrid seeds (see Method). Consistent with this view, recent
research has shown that group norms have a strong influence in computer-mediated
groups (Postmes et al, 1998). Group norms emerge in such groups through
interaction, and are often inferred by members from the text-based
communications used here (Postmes et al., 2000). In the present research, we
posit that group norms will positively influence both desires and participation
we-intentions (see Figure 1).
Identification
Processes
Identification refers
to one's conception of self in terms of the defining features of a
self-inclusive social category (in this case, the virtual community) that
renders the self stereotypically "interchangeable" with other group
members, and stereotypically distinct from outsiders (Hogg, 1992). Because of
identification, the individual develops we-intentions to maintain a positive
self-defining relationship with virtual community members. Further, one's
self-esteem is boosted to the extent that one's ego-ideal overlaps with that of
the others, and acting as the other acts or wants one to act reinforces one's
self-esteem. Identification resembles aspects of normative and informational
influence (Deutsch & Gerard, 1955), as well as referent power (French &
Raven, 1959), and is characterized by the community member's social identity.
We
hypothesize that social identity has main effects on we-intentions, where group
action is the common referent. Our rationale draws from social identity and
social categorization theories (e.g., Hogg & Abrams, 1988; Tajfel, 1981;
Terry, Ho, & Duck, 1999) and is supported by the view of communication
researchers who show that digital environments may be perceived as socially
rich environments allowing social identity to develop for, and subsequently
influence, individual members (Postmes et al., 1998). Tajfel (1978) suggested
that a person achieves a social identity through self-awareness of one's
membership in a group, and the emotional and evaluative significance of this
membership. Building on these insights, Ellemers, Kortekaas, and Ouwerkerk
(1999, p. 372) recently proposed that three components comprise one's social
identity: "a cognitive component (a cognitive awareness of one's
membership in a social group—self-categorization), an emotional component (a
sense of emotional involvement with the group—affective commitment), and an
evaluative component (a positive and negative value connotation attached to
this group membership—group-based self-esteem)."
The
self-categorization process that constitutes the cognitive aspect of social
identity postulates a cognitive categorization process where similarities
between self and group members are accentuated as are comparisons of
dissimilarities with nonmembers, and the self is perceptually and behaviorally
depersonalized in terms of the relevant group prototype (Hogg, 1992). The
cognitive self-categorization process has been shown to be operant for
communicators in mediated digital environments (Spears & Lea, 1994).
Second, emotional meaning of group membership is also thought to be important
to the social identification process of the individual (Tajfel, 1978). This
emotional component of social identity may be labeled affective commitment, and
may be characterized in a manner similar to Allen and Meyer (1996, p. 253), who
define affective commitment as "identification with, involvement in, and
emotional attachment to," the focal group. Ellemers et al. (1999) studied
experimentally formed groups and found that the affective component of social
identity influenced in-group favoritism (in terms of evaluative ratings and
outcome allocations). Similarly, in the organizational context, Bergami and
Bagozzi (2000) found that the cognitive component of social identity had an
indirect effect, and the affective component had a direct effect, on
organizational citizenship behaviors.
Third,
the evaluative component of social identity—group-based
self-esteem—has been de-fined as the positive or negative value connotation
attached to group membership (Ellemers et al., 1999, p. 372), and arises from
evaluations of self-worth derived from membership. Group-based self-esteem has
been found to promote actions that produce in-group welfare (e.g., Long &
Spears, 1997). The construct validity and the measures of these components of
social identity have been demonstrated by Bergami and Bagozzi (2000) and
Ellemers et al. (1999). We hypothesize that each of these three components of
social identity should influence desires and we-intentions (see Figure I).
METHOD
Subjects and Procedure
A total of 157 active
virtual community members (39% female) participated in this research. We wed
the screening condition that respondents had to engage in participation in a
"virtual chat room" at least 5 hours a week. The self-reported
average time spent by participants in the virtual community was 9.58 hours per
week (SD = 20.36). Participants were recruited using a snow-ball procedure by
six research assistants, and varied in age from 17 to 67 years (mean age = 28.4
years). The study was introduced as an "opinion survey," and
participants first listed their favorite online chat room. The most-frequently
mentioned chat room was Yahoo Chat, followed by AOL Chat, Blackplanet.com, and
MSN. Topics ranged from sports-related (e.g., hockey), to specific city (New
York City), age group (teenchat), and general interests (tattoos, stock
investing, fitness, etc.). Participants were then asked to "imagine that
you are logging on to the online chat room to talk with the group of friends
that you regularly talk to." Though the virtual communities mentioned
typically have thousands of active members, the self-reported average size of
this virtual community group was 4.69 persons (SD = 1.34). The survey was
administered to all participants using a pencil-and-paper method. Details of
the measures are provided next.
Measures
Attitudes. Four items
were used to measure the attitudes construct. Subjects were asked to respond to
the following: "On the following scales, please express your attitude toward chatting in the virtual chat
mom with the group of friends you identified above sometime during the next
2 weeks." Four 7-point semantic differential items were then presented
anchored by "foolish-wise," "harmful-beneficial,"
"bad-good," and "punishing-rewarding."
Subjective norms. Two
7-point items were used to measure subjective norms and were introduced with
the statement, "Please express how strongly most people who are important
to you feel you should or should not chat in the virtual chat room with the
group of friends you normally chat with". Then the two items were
presented as follows:
Most people who
are important in my life think I (circle appropriate number): should 1: 2: 3 4:5:6:7:
should not chat in the virtual chat-room with friends somethne during the next
2 weeks.
Most people who
are important to me would (circle appropriate number): approve 1: 2: 3:4:5:6:7
disapprove of me chatting in the virtual chat room with friends sometime during
the next 2 weeks.
Perceived
Behavioral Control. Two items were used to measure
perceived behavioral control. The first was a 7-point item that asked
respondents to react to the query, "How much control do you have over chatting in the virtual chat room with the group
of friends you identified above during the next 2 weeks?" The end points
of the scale were anchored with "no control" and "total
control" and had "moderate control" as the midpoint. The second
item asked participants to respond to the statement, "For me to chat in the virtual chat room with the group of friends I
mentioned above during the next 2 weeks is:", and used a 7-point
difficult-easy scale.
Past
Behavior. This was measured with two items. The first item
asked, "How many times in the past 2
weeks did you chat together in the virtual chat-room with the group of
friends you identified above?" The respondent then entered a number in a
blank space: " time(s) with my friends." The second item asked,
"How many times did you chat together in the virtual chat room with the
group of friends you identified above in a typical
2-week period over the past 6 months?" The respondent again entered a
number in a blank space: “time(s) with my friends." The first item
captures the "recency" aspects of past behavior, while the second
item obtains a robust measure of the past behavior's frequency.
We-Intentions.
Two items were used to measure the we-intentions construct The first was a
5-point scale strongly disagree-strongly agree item in response to the
statement, "I intend that our group (i.e., the group of online friends
that I identified before) chat in the virtual chat room together sometime
during the next 2 weeks." The second item was also a 5-point strongly disagree-strongly
agree item in response to the statement "We (i.e., the group of online
friends that I identified above) intend to chat in the virtual chat room
together sometime during the next 2 weeks."
Anticipated
Emotions. A 17-item scale developed by Bagozzi et al. (1998)
was used to measure anticipated emotions. After verifying that respondents had
a goal to chat in the virtual community with their online friends, seven
positive anticipated emotions (excited, delighted, happy, glad, satisfied,
proud, self-assured) were introduced with the statement, "If I am able to chat in the virtual chat
room with the group of friends I identified above during the next 2 weeks,
I will feel:" and were measured on 7-point scales with "not at
all" and "very much" as anchors, and "moderately" as a
mid point. Similarly, 10 negative anticipated emotions (angrily, frustrated,
guilty, ashamed, sad, disappointed, depressed, worried, uncomfortable, anxious)
were introduced with the statement, "If
am unable to chat in the virtual chat room with the group of friends I
identified above during the next 2 weeks, I will feel:" and were measured
with the same response alternatives as with positive anticipated emotions.
Desires.
Three items were used to measure desires. The first was a 7-point
disagree-agree item that asked participants to respond to the statement,
"I desire to chat in the virtual
chat room with the group of friends I mentioned above during the next 2
weeks." The second item asked participants to react to the statement, "My
desire for chatting in the virtual
chat room with the group of friends I mentioned above during the next 2 weeks
can be described as:", and provided seven response alternatives: "no
desire at all," "very weak desire," "weak desire,"
"moderate desire," "strong desire," "very strong
desire," "very, very strong desire." The last item presented the
statement, "I want to chat in the virtual chat room with the group of
friends I mentioned above during the next 2 weeks." A 7-point "does
not describe me at all" to "describes me very well" scale was
used to record the subject's response.
Croup
Norms. Group norms were indicated with 5-point items
measuring the degree of shared goals between the self and each of the group
members. The items were introduced with the following statements:
"Chatting together in the virtual chat room sometime during the next 2
weeks with the group of friends you often chat with can be considered a goal.
For each of the people listed below, please estimate the strength with which each
holds the goal." The responses were recorded using "very weak,"
"weak," "moderate," "strong," and "very
strong" alternatives. To operationalize group norms, the item measuring
strength of shared goals by the self was used as one indicator, and the average
of the items measuring strength of shared goals for the other group members was
used as a second indicator.
Social Identity.
The cognitive component of social identity (i.e., self-awareness as a member of
the virtual community) was measured by two items. The first was developed by
Bergami and Bagozzi (2000) to measure self-awareness of group membership and
consists of an 8-point visual and verbal representation of one's perceived
overlap between one's self-identity and identity of the group. The second item
instructed participants to "Please indicate the degree to which your
self-image overlaps with the identity of the group of online friends you
mentioned above as you perceive it" and used a 7-point scale anchored with
"not at all" and "very much" and with 'moderately" in
the middle.
Affective
social identity was measured by two items based on research pertaining to
commitment (e.g., Allen & Meyer, 1996). The first was a 7-point item
asking, 'How attached are you to the
group of your online friends that you chat regularly with?", and had
"not at all attached; I have no positive feelings toward the group"
and "attached very much; I have very strong positive feelings toward the
group" as end points and "moderately attached" as a mid point.
The second items asked, "How strong would you say your feelings of belongingness are toward the group you
mentioned above?" and used a 7-point scale anchored with "not at
all" and "very much" and with "moderately" in the
middle.
Evaluative
social identity was measured using two 7-point items based on a scale developed
by Luhtanen and Crocker (1992). The first item stated: "I am a valuable
member of the group mentioned above," and responses were anchored by
"does not describe me at all" and "describes me very well"
with "describes me moderately well" as a mid point. The second item
stated, "I am an important member of the group mentioned above," and
used the same response scale as the first item.
Tests of Hypotheses
Structural equation
modeling was used to test the models shown in Figure 1. The LISREL 8.3 program
was employed for this purpose (Joreskog & &whom, 1999). The
goodness-of-fit of the overall models was assessed with chi-square tests, the
root mean square error of approximation (RMSEA), the standardized root mean
square residual (SRMR), the nonnormed fit index (NNFI), and the comparative fit
index (CFI). Discussions of these indices may be found in Bender (1990), Brown
and Cudeck (1993), and Marsh, Balla, and Hau (1996). Satisfactory model fits
are indicated by no significant chi-squared tests, RMSEA and SRMR values less
than 0.08, and NNFI and CFI values greater than or equal to 0.90. Two
indicators were used to operationalize most latent variables, except for
desires where three indicators were used. This meant using individual measures
for all constructs, except for attitudes where the four measures were combined
into two indicators by avenging pairs of measures (Bagozzi & Heatherton,
1994). Because the measures of affective and evaluative social identity were
highly correlated, they were modeled as indicators of one affective-evaluative
factor (see Table 1 below). Social identity was thus treated as a second-order
factor, with self-categorization and affective-evaluative reactions as
first-order factors loading on it. All tests of models were performed on
covariance matrices (Cudeck, 1989).
RESULTS
Table 1 presents the
means, standard deviations, and reliabilities of all the measures used. The
reliabilities are generally high except for the measures of perceived behavioral
control, where the reliability was 0.65. To test for convergent and
discriminant validity, we ran a confirmatory factor analysis for the 12 latent
variables underlying the extended MGB shown in Figure 1 (i.e., attitudes,
positive anticipated emotions, negative anticipated emotions, subjective norms,
group norms, past behavior, desires, we-intentions, perceived behavioral
control, self-categorization, affective commitment, and group-based
self-esteem). This model fit well, confirming convergent validate (258) =
405.58, r » .00, RMSEA = .056, SRMR = .045, NNFI =
.94, and CFI = .95. Discriminant validity can be scrutinized by inspection of
the correlations among latent variables and their standard errors. The findings
in this regard are shown in Table 2, where it can be seen that all correlations
are less than 1.00, when we examine the confidence intervals for each. Only the
correlation between affective commitment and group-based self-esteem suggests a
problem of discriminant validity; thus our decision here to combine the four
measures as indicators of a single affective commitment/group-based self-esteem
factor. It should be emphasized that the correlations displayed in Table 2 have
been corrected for attenuation and that the raw Pearson product-moment correlations
of measures across the latent variables are actually lower than these
correlations.
TABLE1
Means. Standard Deviations. and Reliabilities
of Construct Measures
Scale
|
Mean
|
Standard
Deviation
|
Number
of Measures
|
Range
|
|
Attitudes
|
18.97
|
4.02
|
.88
|
4
|
0-28
|
Subjective norms
|
9.18
|
2.99
|
.89
|
2
|
0-14
|
Perceived
behavioral control
|
9.04
|
2.66
|
.65
|
2
|
0-14
|
Past
behavior
|
13.06
|
18.53
|
.95
|
2
|
NA
|
Positive
anticipated emotions
|
34.59
|
12.47
|
.94
|
9
|
0-63
|
Negative
anticipated emotions
|
23.49
|
11.90
|
.93
|
12
|
0-84
|
Desires
|
13.72
|
15.25
|
.88
|
3
|
0-21
|
Group norms
|
6.25
|
1.97
|
.90
|
2
|
0-14
|
Cognitive social identity
|
8.35
|
3.02
|
.82
|
2
|
0-15
|
Affective/evaluative
social identity
|
18.97
|
5.90
|
.95
|
4
|
0-28
|
We-intentions
|
7.16
|
1.83
|
.91
|
2
|
0-10
|
Figure 2 presents the
results for the test of the model in Figure I. This model fits well overall: x2
(282) = 438.36, r
» .00, RMSEA =
.063, SRMR = .058, NNFI = .93, and GFI = .94. As hypothesized under the MGB,
desires mediate the effects of antecedents on we-intentions ( β= .63, SE =
.10), and positive anticipated emotions influence desires (β = .04, SE = .01).
The addition of social identity to the MGB results in a strong effect for this
variable on desires: y = .42, SE = .11. Very high levels of explained variance
result for desires (R2 = .77) and we-intentions (R2= .69). Inspection of the
standardized coefficients in Figure 1 suggests that positive anticipated
emotions and social identity have roughly equal effects on desires.
The findings up to this
point show that the model of Figure 1 is consistent with the data. To see if
desires fully mediate the effects of the antecedents on we-intentions, we added
direct paths from attitudes, positive anticipated emotions, negative
anticipated emotions, and subjective norms to we-intentions. The results show
that none of the direct paths is significant; i.e., g 1 = .15 (t = 1.30), g 2= -.03 (t = -1.67), g 3 = -.02 (t =
-1.29), g 4 = -.04 (t=
-.079)respectively. Thus, desires fully mediate the effects of the antecedents
on we-intentions, as hypothesized under the extended MGB.
Table 2
Correlations Among
Latent Variables for Examining Discriminant Validity (Standard Errors in
Parentheses)
FIGURE 2
Path coefficients and
R2 values for the extended Model of Goal-Directed Behavior (factor loadings,
error variances, and correlations among exogenous variables omitted for ease of
interpretation
GENERAL
DISCUSSION
In contrast to the
psychology literature which addresses personal intentions, we construed
intentions differently to apply to the group setting characterized by the virtual
community (see also Bagozzi & Lee, 2002a). Unlike the traditional personal
intention that refers to an action that one will do alone (e.g., "I intend
to check my email this evening"), we scrutinized we-intentions to capture
the social behavior. We-intentions are intentions expressed either in the form,
"I intend that we act jointly", or the form, 'I intend that our group
performs group activity X." Such we-intentions have only recently been
considered by philosophers (e.g., Bratman, 1997; Tuomela, 1995), who have
understandably focused on conceptual and logical aspects of the concept, and
not on measurement and hypothesis testing concerns. In a sense, a we-intention
reflects the intention of a person who construes him- or herself as a social
category (e.g., "member of virtual community n and acts as an agent of the
group in concert with other group members. We posit that we-intentions are
drivers of participation in virtual communities and the expression of its
allure for the individual member.
Marketers
have evinced considerable interest in measuring personal intentions in
traditional settings where consumption has the individual as the referent. In
virtual communities in contrast, social interaction is the objective and the
draw for the individual participant. The resulting joint communication and the
positive experience are the direct products that are consumed by members. We
suggest that in this case, we-intentions, encapsulating joint behaviors by the
collectivity, are more appropriate and should be measured instead by marketers
for predictive or inferential purposes.
The
findings in our study show that we-intention decisions to participate in
virtual communities are functions of three antecedents. Positive emotions in
anticipation of achieving one's goal of participation in virtual communities
function as strong determinants of we-intentions and reflect an
individual-level criterion. Social identity also drives decisions to
participate in virtual communities and reflects a group-level criterion. Positive
anticipated emotions and social identity were found to produce their effects on
we-intentions through the mediating role of desires. Desires perform a transformative
function to motivate decisions to participate with fellow group members in the
virtual community.
We
investigated a particular kind of group action in the present study and
scrutinized the individual's participation decision from the vantage point of a
member of the group constituted by the virtual community. Such friendship
groups have already been formed, and the shared intention to participate in
community interaction together is in a sense an ongoing agreement to act
jointly in the future, whenever predetermined conditions arise, such as at a
particular time or occasion. Our focus on ongoing groups in the virtual
community setting restricts the scope of inquiry, but was deemed necessary for
purposes of manageability and to control boundary conditions. We thus avoid issues
concerning certain understandings and commitments that respondents made prior
to formation of their groups. Our emphasis is on the sustenance of
we-intentions, a form of "continuing" we-intentions, but we recognize
that the creation of the virtual community and die initiation of first-time
we-intentions are worthy of future study. But we wish to note that our emphasis
complements nicely the work of social science researchers studying online
groups without any preexistence and prior knowledge of group members (e.g.,
Postmes et al., 1998; Spears & Lea, 1994).
Our
focus on online chat rooms constitutes what social psychologists have referred
to as fully cooperative group action (Bagozzi
& Lee, 2002b). Here, members perform individual actions contributory to the
group action—such as sharing information regarding a particular product or
object Such groups typically involve consumer-to-consumer communications, and
when compared with other groups considered next, are likely to be the most
influential in shaping the consumer's enduring opinions and behaviors.
At
least two other types of group actions are pertinent from a marketing
standpoint to virtual communities. Under partially
cooperative group action, members of a group perform coordinated individual
actions, but coordination governs only a portion of the group action, something
less than full cooperation. Examples of such virtual communities would be
bulletin boards, mailing lists, or newsgroups devoted to specific commercial or
informational objectives. Here, members may participate in response to earlier
communication, or originate communication, but these actions lack the extent of
mutual understanding, commitment, and coordination characteristic of fully
cooperative group action. So-called partially cooperative group action in such
virtual communities also lacks a sense of personal obligation or responsibility
on the part of members for performing their own parts to a joint action
(indeed, "jointness" is ambiguous or vaguely defined in this
situation), and often lacks a feeling of social responsibility for performing
extra contributions in the form of mutual support, if needed, to implement the
group intention. Such groups are more likely to support transactions rather
than relationships between members, and are therefore less likely to evoke the
social processes of influence described herein. Indeed, virtual communities of
transaction (Hagel & Armstrong, 1997) also fall into this category.
A
second distinct type of pertinent group action not considered here is what may
be termed as minimally cooperative group
action (Baozzi & Lee, 2002b), or what Tuomela (1995) calls
"co-action." According to him, co-action is "collective action
in which agents—without a joint intention—have the same goal, perhaps mutually
believing so and possibly interacting in various ways" (Tuomela, 1995, p.
73). An example would be sports fans standing in unison at a baseball game to
hear the national anthem. Many virtual communities such as technical support
groups (Constant, et al., 1996), news bulletin boards, and mailing lists, fit
this bill. Many virtual communities may be organized and sustained by a
commercial entity such as a firm selling a particular type of software, with
the intent of collecting and managing consumer feedback. In such communities,
most participants have a common goal such as "to get help in using the
software," yet they cannot be said to have a joint intention. Future
research may benefit from studying the bases of participation in these two
types of virtual communities: partially cooperative groups and minimally cooperative
groups.
This
research provides some important insights for digital environment marketers.
Much effort in the last 5 years or so has gone toward creating virtual
communities for commercial purposes. Early simplistic thinking of "build,
and they will come" has given way to a less obtrusive, hands-off
"nurture and cultivate" approach—but even here, the focus of
marketers has been on keeping the commercial topic (discussion regarding the
product) as the underlying focus of the community. The research presented here
suggests that such an emphasis may be somewhat myopic and misdirected. The
group, not the product, must be the object of nurturance, for virtual community
builders. In our research, even though the communities chosen by participants
were vast with thousands of members, the average size of the member's
"regular" group was only about five people. This suggests that the
allure of these virtual communities for these participants lies in the benefits
of social interaction with a small circle of friends. They develop
identification with this small group, allowing group norms to form through
processes of identification. A vast body of social science research suggests
that such groups, once formed, are very influential in shaping and changing the
member's opinions, preferences, and actions. Rather than focusing on the
product or service, per se, these findings suggest that marketers should focus
on providing the right conditions for the same individuals to come together and
meet often enough for such groups to form, and then naturally exert their
influence on participating consumers.
Further,
in the interactive marketing literature, much recent research has extolled the
benefits of mass customization or one-to-one marketing (e.g., Wind &
Rangaswamy, 2001)— the designing of customized offerings specifically for
individual consumers. Indeed, many attributes of digital environments, such as
digital information modularity, the network architecture, and availability of
extensive behavioral information at the individual level, all facilitate this
approach. The research presented here suggests a need to temper this
enthusiasm. Even in digital environments where most consumers face a glut
rather than a scarcity of information sources, and the freedom to express their
preferences more individually, they seem to be impelled to form small social
groups to participate and create a common pool of information, often of
marketing relevance. The outcome of such social interaction is likely to be a
homogenization rather than a dispersion of preferences and behaviors,
suggesting that group-level marketing analysis and programs may still be quite
appropriate and effective in the digital world (see Kozinets, 1999, for a
similar view).
Another
important issue for future consideration is the characterization of the type of
action, and hence referents for explanatory variables, to which we-intentions
apply. Some member actions pertaining to virtual communities may have limited
if any sense of jointness to them, and indeed the actions involved could be
performed by one person—say retrieving some specific product-related
information from a virtual community devoted to the pertinent topic. Other
virtual community actions, even within fully cooperative groups, in contrast,
are not separable into individual parts that could be performed separately and
entirely by one community member. That is, certain virtual community actions
appear to require multiple individuals' actions in concert, together, in a
particular way to be meaningful. Our focus in this study on interacting with
one's "regular" friends in a virtual community is just such a group
action. After all, this activity can only occur when all community members are
together simultaneously, and act jointly; no one individual can perform this activity
by him- or herself alone. Future research on this topic should explore
we-intentions for digital collectivities and circumstances where the nature or
extent of "groupness" varies. In conclusion, we fully expect this
area to be a buzzing hive of research activity, as virtual communities become
more pervasive, accepted, and valued by more and more consumers.
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