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‘Pop Culture’: An Exploratory Study of the Consumer-Firm Relationship in the Popchips Facebook CommunityMcDougall, Katelyn 01 June 2012 (has links)
The importance of consumers’ active engagement in a firm’s online brand community in social network sites has received increasing attention from both academia and industry. The study applied a Netnography of the official Popchips Facebook community to provide a baseline understanding of the consumer-firm relationship in this type of environment. Unlike more traditional studies that focus on brand communities for niche or luxury brands, this study dealt with a convenience product called Popchips. It is also one of the brands that utilized a strong social media strategy to communicate to its consumers. Findings suggested four classifications of a fan signifying their relationships with the company: ‘pending relationship status’, ‘it’s complicated’, ‘in a relationship’ and ‘married’. This study provides useful managerial implications for marketers who want to tap into this new marketing communication tool and medium, for the purpose of building stronger relationships with their consumers.
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Brand Community Duty: The Role of Duty in Brand CommunitiesGoellner, Katharina 09 May 2012 (has links)
In their exploratory study Muniz & O’Guinn (2001) found three markers of a brand community: a sense of belonging, rituals and tradition and a sense of duty toward the community. Two of the three markers of community have been included in conceptual models on brand communities. However, the third marker (sense of duty) has not been implemented up to now. Hence, the objective of this thesis is to extend Bagozzi & Dholakia’s (2006) brand community model by incorporating the construct “sense of duty”.
In this research, a conceptual model of brand communities is developed. Overall, the findings support the conceptual model. The results show that sense of duty is a decisive mediator of brand community behaviours and that sense of duty is divided into three distinct components: new member integration, product usage and member retention. Further, this research indicates that community-related behavioural intentions are not significantly related to purchase intentions.
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Vårt tempel : En kvalitativ studie om DreamHack, gamers och kommersialiseringen av ett brand communityBergmark, Marlene, Olausson, Eric January 2016 (has links)
Problemformulering: E-sporten och marknaden som omger den har gått från att vara ett relativt okänt fenomen till att idag vara en miljardindustri. Den är ett fenomen som fortsätter växa både när det kommer till omsättning och publik och i centrum står världens största datorfestivalsarrangör: svenska DreamHack. DreamHack fungerar som en samlingsplats för e-sportsentusiaster och gamers och lockar över 26 000 av dessa till deras största evenemang. I samband med dessa typer av festivaler syns idag många av de marknadsledande företagen inom olika varumärkeskategorier, däribland Estrella, Telia, och Intel. Ökningen som skett av sponsorer på den här typen av evenemang skulle kunna ses som ett exempel på den kommersialisering som sker av evenemang idag. Den fortsatta ökningen pekar också mot att marknaden kring e-sport inte bara är ett temporärt fenomen utan något som kommer att fortsätta växa. Med detta som bakgrund ämnar studien bidra till djupare förståelse för subkulturen gamers och genom dem få insikt i DreamHack som brand community och kommersialiserat evenemang. Metod och material: Kvalitativa samtalsintervjuer med 13 respondenter på DreamHack Winter 2015 samt en informantintervju med Lisa Müller, Senior Brand Manager and Budget Communications Manager på livsmedelsföretaget Estrella. Huvudresultat: Ur respondenternas svar framgår att kommersialiseringen av DreamHack anses legitimera subkulturen gamers i allt högre grad. Detta tycks gamers, till skillnad från andra subkulturer, välkomna snarare än avfärda. Vidare visar också studien på att DreamHack går att se som ett brand community men inte absolut ett klassiskt sådant, då gemenskapen snarare än varumärket tycks vara central. Nyckelord: subkultur, gamers, brand community, kommersialisering, kongruens, sponsorskap
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Brand communities on social media : a case study of microblog hosted by BenQ in TaiwanWu, Ying-chin 20 August 2010 (has links)
The importance of social media is growing day by day because consumers
increasingly use online platforms to facilitate social interaction. One new form of social
media is microblog. The real time and ubiquitous communication that can deliver to a
network of people is a great benefit for marketers to build online brand communities. The
paper investigates the communication between the company and consumers based on
BenQ’s case in Taiwan. The focuses lie in addressing the types of topic, techniques for
marketing purposes and eWOM. These findings should assist marketers and academics in
their understanding of brand communities on social media. / text
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Online brand community : Värdeskapande genom interaktioner och aktiviteter / Online Brand Community : Value creation through interactions and activitiesMackin, Kevin, Skogman, Simon January 2016 (has links)
Online brand communityn (OBC) innebar ett kraftfullt, och potentiellt värdeskapande, verktyg för företag. Det har dock visat sig att företag hade svårt att bemöta sina OBC:er. Det resulterade i att företag gick miste om de potentiella värden OBC:n hade. För att öka kunskapen kring värdeskapande och bemötande av OBC:er har Minecraft och Netflix respektive OBC:er undersökts med hjälp av netnografi. Studien undersökte hur interaktioner och aktiviteter bidrog till värdeskapande i form av ökat varumärkeskapital och ny innovation. Den belyste även hur OBC:er skiljde sig åt beroende på om OBC:erna var fokuserade på områden kring innovation kontra varumärkeskapital. Studien fann sju interaktionsmönster att analysera. Interaktionsmönstren visade på skillnader mellan OBC:erna utifrån deras fokus och förutsättningar. Studien kunde även beskriva hur sex av de sju interaktionerna var värdeskapande för företaget. / Online brand community (OBC) is intended to be a powerful, and potentially valuable, tool for businesses. However, the outcome has shown that companies have had difficulties responding to their OBC:s. It has resulted in companies missing the potential values that OBC offered. In order to increase knowledge about value creation and reception of the OBC:s a netnography of Minecraft and Netflix, respectively OBC has been conducted. The study examined how interactions and activities contributed to the creation of value by an increased brand equity and new innovation. It also highlighted how the OBC:s differed depending on whether the OBC:s were focused on the topics of innovation versus brand equity. The study found seven interaction patterns to analyse. The interaction patterns showed differences between the OBC:s ,based on their focus and conditions. The study could also describe how six of the seven interactions created value for the company.
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New fans, new places : the role of sport fanship in newcomer adjustmentKatz, Matthew Jacob 30 June 2014 (has links)
The need to belong is a fundamental human motivation. Individuals dedicate substantial time and effort into developing and maintaining interpersonal relationships with others, yet the structures and mechanisms through which individuals satisfy their need for belongingness has changed. Subjugated to the periphery of communal life are the geographically based communities and traditional forms of interest-based communities so popular among earlier generations (Putnam, 2000). In their place, modern individuals have created and joined new types of communities consistent with the wants and demands of the modern economy and lifestyle. Based on looseness and flexibility (Wuthnow, 1998), these modern communities are marked by fluidity of membership where individuals are free to enter and leave at their own peril. Yet, we know very little about the experiences of newcomers entering communities and the underlying processes through which newcomers join communities. Utilizing a longitudinal qualitative approach, the first goal of this dissertation was to develop a substantive theory explaining the underlying processes through which newcomers join communities, resulting in the creation of the Newcomer-to-Member model. In the second half of this dissertation, the focus shifts towards the impact of sport fanship as a mechanism to assist in the tumultuous newcomer adjustment process. Based on the experiences of 31 incoming college freshmen over a two-year period, four themes are presented that illustrate how sport fanship can positively affect the experiences of community newcomers: 1) Offering an early and flexible form of involvement; 2) Creating meaningful individual connections; 3) Promoting community ambassadors; and 4) Stimulating the identity negotiation process. Sport fanship is conceptualized in this dissertation not as a predictor of consumer behavior, but rather as a mechanism that can be specifically structured and designed to enhance the experiences and lives of individuals. The implications of the Newcomer-to-Member model and the four themes related to sport fanship are discussed in terms of theoretical implications for higher education, organizational socialization, and sport management. Moreover, practical implications for both higher education and sport management are also discussed. / text
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The exploration of consumer power in online brand communities : a comparison case study in Australia and ChinaZhang, Jie (Olivia) January 2008 (has links)
Aided by the development of information technology, the balance of power in the market place is rapidly shifting from marketers towards consumers and nowhere is this more obvious than in the online environment (Denegri-Knott, Zwick, & Schroeder, 2006; Moynagh & Worsley, 2002; Newcomer, 2000; Samli, 2001). From the inception and continuous development of the Internet, consumers are becoming more empowered. They can choose what they want to click on the Internet, they can shop and transact payments, watch and download video, chat with others, be it friends or even total strangers. Especially in online communities, like-minded consumers share and exchange information, ideas and opinions. One form of online community is the online brand community, which gathers specific brand lovers. As with any social unit, people form different roles in the community and exert different effects on each other. Their interaction online can greatly influence the brand and marketers. A comprehensive understanding of the operation of this special group form is essential to advancing marketing thought and practice (Kozinets, 1999). While online communities have strongly shifted the balance of power from marketers to consumers, the current marketing literature is sparse on power theory (Merlo, Whitwell, & Lukas, 2004). Some studies have been conducted from an economic point of view (Smith, 1987), however their application to marketing has been limited. Denegri-Knott (2006) explored power based on the struggle between consumers and marketers online and identified consumer power formats such as control over the relationship, information, aggregation and participation. Her study has built a foundation for future power studies in the online environment. This research project bridges the limited marketing literature on power theory with the growing recognition of online communities among marketing academics and practitioners. Specifically, this study extends and redefines consumer power by exploring the concept of power in online brand communities, in order to better understand power structure and distribution in this context. This research investigates the applicability of the factors of consumer power identified by Denegri-Knott (2006) to the online brand community. In addition, by acknowledging the model proposed by McAlexander, Schouten, & Koenig (2002), which emphasized that community study should focus on the role of consumers and identifying multiple relationships among the community, this research further explores how member role changes will affect power relationships as well as consumer likings of the brand. As a further extension to the literature, this study also considers cultural differences and their effect on community member roles and power structure. Based on the study of Hofstede (1980), Australia and China were chosen as two distinct samples to represent differences in two cultural dimensions, namely individualism verses collectivism and high power distance verses low power distance. This contribution to the research also helps answer the research gap identified by Muñiz Jr & O'Guinn (2001), who pointed out the lack of cross cultural studies within the online brand community context. This research adopts a case study methodology to investigate the issues identified above. Case study is an appropriate research strategy to answer “how” and “why” questions of a contemporary phenomenon in real-life context (Yin, 2003). The online brand communities of “Haloforum.net” in Australia and “NGA.cn” in China were selected as two cases. In-depth interviews were used as the primary data collection method. As a result of the geographical dispersion and the preference of a certain number of participants, online synchronic interviews via MSN messenger were utilized along with the face-to-face interviews. As a supplementary approach, online observation was carried over two months, covering a two week period prior to the interviews and a six week period following the interviews. Triangulation techniques were used to strengthen the credibility and validity of the research findings (Yin, 2003). The findings of this research study suggest a new definition of power in an online brand community. This research also redefines the consumer power types and broadens the brand community model developed by McAlexander et al. (2002) in an online context by extending the various relationships between brand and members. This presents a more complete picture of how the perceived power relationships are structured in the online brand community. A new member role is discovered in the Australian online brand community in addition to the four member roles identified by Kozinets (1999), in contrast however, all four roles do not exist in the Chinese online brand community. The research proposes a model which links the defined power types and identified member roles. Furthermore, given the results of the cross-cultural comparison between Australia and China showed certain discrepancies, the research suggests that power studies in the online brand community should be country-specific. This research contributes to the body of knowledge on online consumer power, by applying it to the context of an online brand community, as well as considering factors such as cross cultural difference. Importantly, it provides insights for marketing practitioners on how to best leverage consumer power to serve brand objective in online brand communities. This, in turn, should lead to more cost effective and successful communication strategies. Finally, the study proposes future research directions. The research should be extended to communities of different sizes, to different extents of marketer control over the community, to the connection between online and offline activities within the brand community, and (given the cross-cultural findings) to different countries. In addition, a greater amount of research in this area is recommended to determine the generalizability of this study.
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Online anti-brand communities in KoreaLee, Jia 17 February 2011 (has links)
This paper attempts to explore the nature of the online anti-brand communities in
South Korea. The current state of the online anti-brand communities is discovered with
regards to different kinds of online platforms and the categories of targeted products and
services. Case analyses of three popular anti-brand communities were conducted to discover how dissatisfied consumers form a group, interact with other consumers, and generate group actions. Specific details of consumer interactions and collective actions in the online anti-brand communities provide some managerial implications of how to effectively react to the
anti-brand movement. / text
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Brand communities within esports : The interactions between esport organizations and consumersHolmström, Markus, Sopaj, Larglind, Nord, Douglas January 2019 (has links)
Background: In 2019, the esport industry is expected to become a billion-dollar industry. This new industry has presented rapid growth in recent times which has led to new organizations and companies being formed to capitalize on this opportunity. However, the creation of this new industry has presented a new area of consumption where transfer of pre-existing knowledge is not viable. This leads us to the question; how does one interact with this newly formed industry and its followers? Purpose: The purpose of this thesis is to investigate how esport organizations interact with their brand communities and explore what they achieve through such interactions. Method: Empirical data has been gathered from esport organizations that has one or several teams competing in their highest national league. The gathering of data was done through semi-structured interviews. The data was later analyzed using literature and conclusions were drawn from this. Conclusion: The evidence suggests that esport organizations puts more emphasis on online platforms and interactions than offline interactions when interacting with their brand communities. It was also found that esport organizations emphasize a feeling of inclusion and positivity which could act as an asset both in terms of expanding the reach of their brand community and attracting new sponsorships.
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The Development of Brand Loyalty within Online Motorsport Brand CommunitiesHedlund, Alexander, Sundelius, Simon January 2023 (has links)
The use of online brand communities and its effect on brand loyalty has been heavily researched in previous studies. However, online brand communities in the context of motorsport, which is inherently different from other sports, has not been thoroughly researched previously and currently remains unknown. The study aims to understand how motorsport followers become brand loyal within their brand communities and if their identification with the brand has an influence on the process. The following research questions were developed to find these answers: RQ1: "How does involvement in online brand communities affect brand loyalty among motorsport fans?" RQ2: "How do online brand communities influence brand identification for motorsport enthusiasts?" RQ3: "How does member participation in online brand communities contribute to the connection between online brand communities and brand loyalty in motorsport?" A quantitative research design was followed, using a survey with questions developed based on previous research. The final sample size was 403 after the data was cleaned. The findings from the survey suggest that concepts such as brand community engagement had a direct effect on the development of brand loyalty. Other findings also showed that brand identification had a mediating role between certain brand community belonging characteristics and brand loyalty. Additionally, the study found that brand community participation had no moderating effect between brand community belonging characteristics and brand loyalty, however did have a direct link between brand identification and brand loyalty. Further research includes testing the study’s model in other brand communities within the motorsport context to provide more information into this unknown field of sport and its members. / Användningen av online varumärkesgemenskaper och dess effekt på varumärkeslojalitet har undersökts noggrant i tidigare studier. Online varumärkesgemenskaper inom motorsport, som är fundamentalt annorlunda från andra sporter, har dock inte tidigare undersökts ingående och är för närvarande okända. Studien syftar till att förstå hur motorsportföljare blir varumärkeslojala inom sina varumärkesgemenskaper och om deras identifiering med varumärket har inflytande i processen. Följande forskningsfrågor utvecklades för att hitta dessa svar: FF1: "Hur påverkar deltagande i online varumärkesgemenskaper varumärkeslojalitet bland motorsportfans?" FF2: "Hur påverkar online varumärkesgemenskaper varumärkesidentifiering för motorsportentusiaster?" FF3: "Hur bidrar medlemsdeltagande i online varumärkesgemenskaper till kopplingen mellan online varumärkesgemenskaper och varumärkeslojalitet inom motorsport?" En kvantitativ forskningsdesign följdes med hjälp av en enkät med frågor utvecklade utifrån tidigare forskning. Den slutliga provstorleken efter att data rengjorts var 403. Resultaten från undersökningen tyder på att begrepp som engagemang i varumärkesgemenskap hade en direkt effekt på utvecklingen av varumärkeslojalitet. Andra resultat visade också att varumärkesidentifiering hade en medierande roll mellan vissa egenskaper för varumärkesgemenskap och varumärkeslojalitet. Dessutom visade studien att deltagande i varumärkesgemenskap inte hade en modererande effekt mellan egenskaper för varumärkesgemenskap och varumärkeslojalitet, men hade en direkt länk mellan varumärkesidentifiering och varumärkeslojalitet. Vidare forskning inkluderar att testa studiemodellen i andra varumärkesgemenskaper inom motorsportkontexten för att tillhandahålla mer information om denna okända sport och dess medlemmar.
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