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Page 1: Copyright by Chang Bong Ok May 2011

Copyright

by

Chang Bong Ok

May 2011

Page 2: Copyright by Chang Bong Ok May 2011

The Report committee for Chang Bong Ok

Certifies that this is the approved version of the following report:

Global Brands’ Social Media Presence and Control

Approved by

Supervising Committee:

Supervisor: _______________________________

Yongjun Sung

_______________________________

Sejung Marina Choi

Page 3: Copyright by Chang Bong Ok May 2011

Global Brands’ Social Media Presence and Control

by

Chang Bong Ok, B.A.

Report

Presented to the Faculty of the Graduate School

of The University of Texas at Austin

in Partial Fulfillment

of the Requirements

for the Degree of

Master of Arts

The University of Texas at Austin

May 2011

Page 4: Copyright by Chang Bong Ok May 2011

Acknowledgements

I would like to express my appreciation to my report committee Dr. Yongjun

Sung and Dr. Sejung Marina Choi for their dedicated guidance. Their advice and ongoing

supervision helped me complete this research. I would like to give special thanks to my

supervisor, Dr. Yongjun Sung for his constant support during the entire process. Lastly, I

dedicate this report to my family for their infinite support and love through all my

academic years.

iv

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Abstract

Global Brands’ Social Media Presence and Control

by

Chang Bong Ok, M.A.

The University of Texas at Austin, 2011

SUPERVISOR: Yongjun Sung

This paper seeks to investigate leading global brands‘ social media presence. The

analysis of the Interbrand’s 100 Best Global Brands (2010) social media pages was

conducted in the current study. Based on Kaplan & Haenlein‘s classification of social

media, seven social media application cases were examined. The findings suggest that

there are differences in global brands‘ social media presence by brand categories and

social media applications. The findings also suggest that there are different levels of

global brands‘ social media control. Managerial implications and guidelines for social

media marketing are also provided.

v

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TABLE OF CONTENTS

List of Tables ....................................................................................................................vii

List of Figures ..................................................................................................................viii

Introduction........................................................................................................................1

Literature Review .............................................................................................................5

Social Media……………........................................................................................5

Social Media Classification………………………….............................................7

Collaborative Projects.………………......……….………………....…….9

Blogs.........................................................................................................10

Content Communities.………….…………..……………………….…...11

Social Networking Sites………………...………………………….…....11

Virtual Game Worlds…………...……………………………………….12

Virtual Social Worlds……………………………………………………12

Social Media Marketing………............................................................................12

Research Objectives and Questions.......................................................................16

Method .............................................................................................................................18

Sample selection………………...….....................................................................18

a) Social media selection………………..................................................18

b) Brand selection…………………………………………………..…...18

c) Procedure…………………………………………………………….19

Social Media Analysis......................................................................................................22

Sample Characteristics……………………..……..…..…….................................22

Collaborative Project – Wikipedia.........................................................................25

Blogs……………………………………………………………….…………….26

Content Community – YouTube…………………………...…………………….29

Social Networking Site 1 – Facebook……………………..…………………….34

Social Networking Site 2 – Twitter………….….……………………………….37

Virtual Game World – World Of Warcraft (WOW)………………………...…...39

Virtual Social World – Second Life…………..………………………………….40

Discussion ........................................................................................................................43

Marketing Implications..........................................................................................45

Limitations and Future Research ..........................................................................48

References..........................................................................................................................50

Vita……………………………………………………………………………..………...56

vi

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LIST OF TABLES

Table 1: Classification of Social Media by Social presence/media richness and self-

presentation and self-disclosure…………………………………………………………9

vii

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LIST OF FIGURES

Figure 1: Top 5 countries of origin among the 100 Best Global Brands….……..………22

Figure 2: Top 5 business sectors of the 100 Best Global Brands......……………………23

Figure 3: Number of social media presence by brand category………………………….24

Figure 4: Brand presence by social media type………………………………………….25

Figure 5: Top brand categories of brand-run blogs……………………………………...27

Figure 6: Business service brands‘ company blogs……………………………………...29

Figure 7: Top brand categories of fan-based blogs………………………………………29

Figure 8: Number of brands with the highest number of YouTube channel views…...…30

Figure 9: Google‘s YouTube channels…………………………………………………..32

Figure 10: Cisco and Toyota YouTube channel…………………………………………33

Figure 11: Facebook promotional tabs…………………………………………………..35

Figure 12: Disney and Pizza Hut transaction applications………………………………37

Figure 13: Twitter brand page examples: Pepsi and McDonald‘s……………………….39

Figure 14: Toyota Tacoma commercial and Mountain Dew game fuel promotion…..…40

Figure 15: Second Life branded places: Nokia, IBM and Xerox………………………..42

viii

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INTRODUCTION

The most prevailing Internet website as of 2010 is the world‘s largest social

networking site, Facebook. According to data from Experian Hitwise (2010) a leading

global on-line service firm measuring Internet data for marketing, Facebook surpassed

Google and became the most visited website for the first time in 2010. Facebook is also

the most-searched on-line term for two consecutive years from 2009 to 2010, followed by

YouTube, Craigslist and Myspace (―Experian Hitwise‖, 2010). As the data above clearly

indicates, social media has become prominent and is now one of the fastest growing

arenas on the Internet.

Social media can be defined as ―a group of Internet-based applications that build

on the ideological and technological foundations of Web 2.0 and that allow the creation

and exchange of User Generated Content‖ (Kaplan & Haenlein, 2010, p.61). From the

traditional types of social media such as the on-line public discussion system called

Usenet and an early social networking site, Open Diary, to modern types of social media

such as Facebook, YouTube, and Second Life, there has been remarkable progress

(Kaplan & Haenlein, 2010).

What makes social media special and popular is the viral effect. The viral effect

can be explained by electronic word-of-mouth (hereafter eWOM). eWOM is defined as

―any positive or negative statement made by potential, actual, or former customers about

a product or company, which is made available to a multiple of people and institutions

via the Internet‖ (Henning-Thurau et al., 2004, p.39). Thus, eWOM plays a role as a viral

element by spreading brands‘ messages to a great number of audiences. As eWOM works,

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social media not only enables messages to reach a greater number of people, but at the

same time, messages spread out widely through WOM. Gillin (2007) in the book The

New Influencers, related the story of Vincent Ferrari, a blogger who posted an audio

recording of his experience with an AOL customer service representative. The customer

representative incessantly tried to convince Ferrari not to cancel his account and the

audio upset thousands of on-line listeners (Gillin, 2007). The story spread out quickly

through web sites and blogs, and eventually major media such as The New York Post, The

New York Times, and NBC paid attention to the incident (Gillin, 2007). As this case

shows, social media plays a pivotal role in spreading messages like an extension of

traditional WOM. What is different is that social media makes it much easier and faster to

achieve the goal of spreading messages.

It is known that Internet is well-suited as a medium for building consumer-brand

relationships (Armstrong & Hagel, 1996) and a considerable number of brands make an

effort to build strong relationships with their customers on-line through social media. The

significance of employing social media in the marketing sphere can be explained by the

capability of reaching people with messages. In a conventional marketing environment, a

dissatisfied customer could tell ten people about his or her complaint at a slow pace but in

the new age of social media, a customer has tools to tell 10 million people virtually

overnight what he or she went through (Gillin, 2007).

Both consumers and marketers recognized the rapid expansion of social media.

According to Forrester Research (2008), 75% of Internet surfers used social media and

the trend was not limited to younger generations. Besides, a greater number of brands

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tried to utilize social media such as Facebook, YouTube and Twitter for the benefit of

their business (Fischer & Reuber, 2010). Even during the economic downturn, over 50%

of marketers stated they would employ social media since it is an economical tool and

has the capability to generate a considerable level of interactivity (Owyang, 2009).

Having brand pages on Facebook, Twitter, YouTube, Wikipedia, blogs, displaying brand

logos or virtual venues in Second Life, and having brand related web links on Delicious

are examples of how brands build their presence in social media. Companies‘ brand

presence is exposed extensively along with their dynamic participation on social media.

Not many companies, however, seem to feel comfortable about the communication trends

that freely take place on-line among consumers since marketers cannot control the

messages floating in cyberspace (Kaplan & Haenlein, 2010).

While numerous previous studies have disclosed potential and benefits about

social media marketing (e.g., Fisher, 2009; Mangold & Faulds, 2009; Owyang, 2009;

Purdy, 2011; Thackeray et al, 2008), there have not been many studies that thoroughly

examine up-to-date social media marketing practices. Therefore, the objective of this

report is to provide an analysis of leading global brands‘ social media presence, control

and their usage. The analysis provides helpful insights and better understanding of

current social media marketing thereby helping marketers to utilize social media

marketing more effectively to engage with consumers. It is widely acknowledged that

social media is a relatively cost-effective and powerful tool but there is also the

possibility that social media could harm the brand‘s image due to the lack of consumer

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control (Ambrose, 2010). Therefore, this study also provides a useful guidance for

marketers to identify what strategies may be helpful when they employ social media.

This study does not deal with the entire realm of social media but mainly focuses

on key social media types in which the leading global brands exercise their presence.

Finally, the current study is conducted based on Interbrand‘s Best Global Brands 2010.

The comparisons and contrasts of the global brands‘ social media applications generate a

rationale of how the brands have been succeeding in the social media arena.

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LITERATURE REVIEW

Social Media

There are more than a few definitions of social media with slightly different terms.

First, social media is defined as Internet-based applications that carry consumer-

generated content (Xiang & Gretzel, 2010). It is also defined as ―a category of online

media where people are talking, participating, sharing, networking, and bookmarking

online‖ (Jones, 2009). Kaplan and Haenlein (2010) defined of social media as ―a group of

Internet-based applications that build on the ideological and technological foundations of

Web 2.0 and that allow the creation and exchange of User Generated Content‖ (p.61).

With the advent of the second generation of Internet-based applications, Web 2.0

in which users control communication, social media advanced to the mainstream and

gained tremendous popularity (Thackeray et al., 2008). Web 2.0 applications made it

possible for consumers to engage directly in the creative process by both producing and

distributing information through collaborative writing, content sharing, social networking,

social bookmarking, and syndication (Thackeray et al., 2008). These features have been

attracting consumers‘ and marketers‘ attention, and helping social media acquire a

dominant position.

Although social media has recently received a great amount of attention from both

consumers and marketers, it is not a new phenomenon. People have been using digital

media for networking, socializing, and information gathering for more than 30 years

(Borders, 2009). Looking back at the history of social media provides valuable insights

that help us move forward along with the rapid evolution of social media (Gass, 2011).

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An older form of social media was the telephone line in the 1950‘s and later, the ability

for people to leave voice messages on voice mailboxes (Borders, 2009). From the

precursors to social media such as Bulletin Board Systems in 1979 and Usenet, to current

forms such as Facebook, Twitter, and blogs, there has been a drastic advance in social

media (Borders, 2009). For example, the first social networking site was SixDegrees

launched in 1997 which only let users create their profiles and connect with friends

(Borders, 2009). Later on, however, many other new applications were created such as

Friendster in 2002, MySpace in 2003, and Facebook in 2004; these more recent social

networking sites have more complex features such as rich media displays and social

games.

The key characteristics of social media are participation, openness, conversation,

community, and connectedness (Mayfield, 2008). Among them, openness explains that

there are rarely any restrictions to accessing and making use of contents and community

means that social media allows and encourages quick community creation (Mayfield,

2008). In many cases, social media provides real time feedback on the impact of

influence, enabling motivated individuals to rapidly adapt their influence strategies and

progressively enhance the effectiveness of their influence attempts (Subramani &

Rajagopalan, 2003). Furthermore, social media have been influencing a variety of aspects

of consumer behavior including awareness, information acquisition, opinions, attitudes,

purchase behavior, and post-purchase communication and evaluation (Mangold & Faulds,

2009).

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Social media sites are created when groups of people desire to share information

(―Sociable Blog‖, 2008). People also create communities under social media platform

based on their common interests within a defined boundary and they share information

and interact with people of the same interest (―Sociable Blog‖, 2008). People use social

media for a variety of different reasons such as entertainment, socialization, and

information (Cinman, 2009). A study from Forrester Research categorized social

computing behaviors into six levels of participation using the term Social

Technographics (Li, 2007). The six categories are Creators (13% of consumers answered

they belong to this category) who publish web pages, blogs, and upload videos, Critics

(19%) who comment on blogs and post ratings and reviews, Collectors (15%) who use

RSS and tag web pages, Joiners (19%) who use social networking sites, Spectators (33%)

who read, watch and listen social media updates, and Inactives (52%) who do not

perform any of the previous five activities (Li, 2007). The findings indicate that a

majority of people are Inactives without any significant activities but a lot of people

monitor social media as Spectators and contribute in a variety of ways of participation.

Social Media Classification

A few scholars and on-line sources have classified social media categories based

on the forms and purposes (Bard, 2010; Mangold & Faulds, 2009). Kaplan and Haenlein

(2010) provided a classification of social media by characteristics into six categories:

collaborative projects, blogs, content communities, social networking sites, virtual game

worlds, and virtual social worlds even if there was no systematic way to distinguish them.

They classified social media categories based on a set of theories in the field of media

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research; social presence and media richness, and social processes; self-presentation and

self-disclosure (Kaplan & Haenlein, 2010). Social presence is influenced by the intimacy

(interpersonal vs. mediated) and immediacy (asynchronous vs. synchronous) of the

medium (Kaplan & Haenlein, 2010). Kaplan and Heanlein (2010) stated, when the social

presence is higher, the social influence that the communication partners have on each

other‘s behavior becomes larger. The social presence concept is closely relevant to media

richness (Daft & Lengel, 1986) which claims the goal of communication is the reduction

of ambiguity and uncertainty and that each medium has a different level of resolving it

(Short, Williams, & Christie, 1976). As for the social dimension of social media, people

have tendencies to control the impressions that other people have of them, to influence

others in order to gain rewards, and to create images consistent with their personal

identity (Goffman, 1959). Similar to the fact that people have a desire to create their web

pages as a way to present themselves in cyber-space, it is not difficult to comprehend that

self-presentation is completed through self-disclosure (Schau & Gilly, 2003). With the

combination of the two dimensions; social presence/media richness and self-

presentation/self-disclosure, Kaplan and Haenlein (2010) created a table which helps in

the understanding of social media classification (see Table 1).

In terms of social presence and media richness, collaborative projects and blogs

score lowest as they are typically text-based and therefore only allows for a relatively

simple exchange (Kaplan & Haenlein, 2010). Social networking sites and content

communities have richer media features such as allowing picture and video sharing but

these are not as dense as virtual social worlds and virtual game worlds which allow for

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the replication of all dimensions of face-to-face interaction in a virtual environment

(Kaplan & Haenlein, 2010). On the other hand, as for self-presentation and self-

disclosure, blogs, social networking sites, and virtual social words score higher than the

other three; collaborative projects, content communities, and virtual game worlds. Kaplan

and Haenlein (2010) provided a specific explanation of each component.

Table 1.

Classification of Social Media by Social presence/media richness and self-presentation

and self-disclosure

Collaborative Projects

The core idea of collaborative projects is that users contribute information to build

up text based content so other users can also read and edit it (Kaplan & Haenlein, 2010).

Collaborative efforts generate better outcomes than individual attempts (Kaplan &

Haenlein, 2010). Collaborative project examples are Wikipedia; an on-line encyclopedia,

Delicious; a social bookmarking service, and Google Wave; a software framework

centered on real time collaborative editing (Solis, 2010). Quite a few others categorized

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them in a different way that Wikis as one independent category (Durst, 2008), and as a

―publishing‖ category (Bard, 2010).

Wikipedia is undoubtedly the most successful example and the representative

application for collaborative projects (Adler & Alfaro, 2007). Adler and Alfaro (2007)

defined Wikipedia as ―a set of encyclopedias, each in a different language, that cover a

very wide swath of knowledge, from history to geography, from math to politics, from

pop culture to archeology. Anyone can contribute to the Wikipedia: when an article is

displayed, the reader can click on an edit button, and is thus able to modify the content of

the article‖ (Adler & Alfaro, 2007, p.261). Lih (2004) stated that ―the goal of Wikipedia

is to create an encyclopedia that can be shared and copied freely while encouraging

people to easily change and improve the content‖ (p.3). This encourages users‘

participation of creating and sharing information and allows Wikipedia‘s content to

become richer.

Blogs

Blogs which represent the earliest form of social media are special types of

websites that ―usually display date-stamped entries in reverse chronological order‖

(OECD, 2007, p.36). The vast majority of blogs are written by ordinary people for

smaller audiences (Nardi et al., 2004). Most businesses have been executing their

marketing activities in a ―transmission‖ mindset such as exhibiting advertisements but

many of them also have been realizing that a ―dialogue‖ is a far more important part of

getting out messages (Wright, 2006). Wright (2006) indicated that blogs allow marketers

to go beyond traditional media coverage and they help them engage with their customers

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in order to create a real dialogue. Even if brands incorporate blogs to increase positive

attitudes toward them, they cannot be free of threats such as complaints from dissatisfied

customers and negative comments from ex-employees (Ward & Ostrom, 2006).

Content Communities

Content communities exist for a wide variety of different media types including

texts on BookCrossing, photos on Flickr, video clips on YouTube, and PowerPoint

presentations on Slideshare (Kaplan & Haenlein, 2010). The interactions occur through

linking to other users as friends or groups, posting comments on the contents and

subscribing activities (Halvey & Keane, 2007). Many companies are attracted by popular

content community channels as an opportunity to exhibit their brand but on the other side,

the risk of infringing copyright exists by carelessly sharing copyright-protected materials

(Kaplan & Haenlein, 2010).

Social Networking Sites

The definition of social networking sites (SNSs) is ―web based services that

allow individuals to construct a public or semi-public profile within a bounded system,

articulate a list of other users with whom they share a connection, and view and traverse

their list of connections and those made by others within the system‖ (Boyd & Ellison,

2008, p.211). There are a wide array of SNSs including, Facebook, Twitter, MySpace,

LinkedIn and Foursquare, to name a few. Companies use SNSs to support the creation of

brand communities (Muniz & O‘Guinn, 2001). Companies also utilize social media for

marketing research in the context of netnography which is ―a new qualitative research

methodology that adapts ethnographic research techniques to study the cultures and

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communities that are emerging through computer-mediated communications‖ (Kozinets,

2002, p.2).

Virtual Game Worlds

In virtual game worlds, users are required to behave according to strict rules in the

context of a Massively Multiplayer On-line Role-Playing Game (Kaplan & Haenlein,

2010). The strict rules and limitations that players can only select pre-determined game

characters lower the level of self-presentation and self-disclosure (Kaplan & Haenlein,

2010). World of Warcraft and Everquest are the representative examples. Virtual game

worlds provide opportunities for marketers to display in-game advertising and create

virtual shops.

Virtual Social Worlds

The term virtual world is a ―synchronous, persistent network of people,

represented as avatars, facilitated by networked computers‖ (Bell, 2008, p.2). Users can

choose behaviors more freely and virtual social worlds allow them experience a virtual

life more similar to their real life without rules restricting a range of interactions (Kaplan

& Haenlein, 2010). Second Life is the primary example. In Second Life, the residents can

run businesses that sell virtual products and services by using virtual money, Linden

dollars which can be exchangeable with real world currency (Hemp, 2006). Since there

exist real world products and brands in Second Life such as Corona beer (Hemp, 2006) at

the bars and American Apparel shops, marketers can utilize a multitude of opportunities

including advertising, virtual product sales and v-commerce (Kaplan & Haenlein, 2010).

Social Media Marketing

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Marketing with social media is about building a relationship and conversation

with the audience (Drury, 2008). Unlike traditional marketing in which marketers

communicate with consumers in a one-way direction, contemporary marketing practice

encompasses consumers‘ involvement and participation. Likewise, social media

marketing incorporates consumers‘ beliefs, opinion, and ideas rather than simply

providing marketers‘ ideas (Drury, 2008). Social media marketing programs usually

focus on creating content that draws attention and encourages consumers to share it

within their social media context (Schiffman, 2010). Corporate messages spread from

users to users presumably resonant because they are coming from a trusted source

(Mangold & Faulds, 2009).

Social marketing budgets are increasing as social media thrives (Ostrow, 2009).

Forrester Research forecasted that social marketing budgets were $716 million in 2009

and will reach about $3.1 billion in 2014 (Ostrow, 2009). From the marketer‘s

perspective, the main benefits of social media are, (1) customer engagement, (2) direct

customer communications, (3) speed of feedback and results, (4) learning customer

preference, (5) low costs, (6) brand building, (7) market research, (8) credibility of the

crowd, (9) reach, (10) great lead generation source, (11) customer service, listed in order

by percentage of respondents according to U.S. marketing executives (―eMarketer.com‖,

2008). As many of the benefits are associated with consumers‘ interaction, marketers

place a high value on customer engagement, direct customer communication, and finding

customer preferences (―eMarketer.com‖, 2008). Besides, since social media are

inexpensive or free, marketers consider it as a big advantage (Owyang, 2009). Purdy

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(2011) asserted that WOM marketing is advertising without cost for company by its

customers. As for credibility, eWOM is more plausible in decision making than an

interaction that occurs in a face-to-face environment (Steffes & Burgee, 2009).

One of the most beneficial outcomes of social media marketing is the viral effect

which takes place as the result of users‘ sharing activity. Subramani and Rajagopalan

(2003) described ―viral marketing‖ as a tactic of creating a process where interested

consumer can market to each other and it is therefore emerging as an important means to

spread-the-word and stimulate the trial, adoption, and use of products and services. This

WOM facilitates and encourages people to pass along a marketing message or share

information about products. There is an example of the success of WOM that

Georgetown Cupcake in Washington D.C. was selling 800 cupcakes a day within two

weeks of opening (Nichollas, 2008). The reason for the huge success was customers‘

acquisition of information about the cupcakes through blogs and other web sites

(Nichollas, 2008). There is another example that Burger King experienced on Facebook.

In January 2009, Burger King released the Whopper Sacrifice application on Facebook

(Whortam, 2009). The application rewarded people with Burger King‘s signature burger

when they removed 10 friends. After only 10 days of the campaign, over 80,000 users

added the application on their Facebook profile page, and the Whopper Sandwich proved

to be stronger than Facebook users‘ 233,906 friends in the end (Morrissey, 2009). Since a

considerable number of participants deleted their friends, Facebook requested to take the

application down (Morrissey, 2009). As a result, free media impressions reached 32

million since reporters, bloggers, and Facebook users asked why the campaign ended

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(―Canneslions.com‖, 2009). As the above cases suggest, the prevailing benefit of the viral

effect of social media is the increased speed of sharing experiences and opinions among

exceedingly larger audiences (Thackeray, 2008). Social media made it possible to spread

messages, pictures or videos widely to tens of thousands of people in a second by a

simple mouse click. Accordingly, marketers need to understand the potential influence of

social media resonating with the audience when customers make use of them (Thackeray,

2008).

The influencers who send out messages to recipients play a critical role in the

success of viral marketing. They not only generate awareness to others within social

media but indicate the benefits of the products and services so the recipients are

encouraged to try and purchase the products and services in the future (Subramani &

Rajagopalan, 2003). A study from ideavirus.com disclosed that influencers could quite

precisely anticipate the interests of connected others, so if marketers accurately target the

right influencers, the effect of viral marketing will be greater than expected (Subramani

& Rajagopalan, 2003). However, the inappropriate use of viral marketing can be

counterproductive that it generates unfavorable attitudes towards products if there is not

enough deliberation when marketers launch a viral campaign (Subramani & Rajagopalan,

2003).

One remarkable trend at present is that many social media applications have

formed communities associated with a brand. For instance, the Coca-Cola brand created

its branded page on Facebook and as of February 17, 2011, it has 22,965,695 fans (―All

Facebook‖, n.d.). It is a representative example of an official brand community created

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by a company in social media. Brand community is a ―specialized, non-geographically

bound community, based on a structured set of social relationships among admirers on

brand‖ (Muniz & O‘Guinn 2001, p.412). Today, a great number of brands have created

brand communities spontaneously not only to communicate with fans and consumers, but

to develop positive attitudes toward the brands. Therefore, understanding the essence of

social media and finding an effective approach to incorporate them have become a

primary agenda for many marketers in the current on-line marketing environment.

Research Objectives and Questions

This study focuses on the current marketing trends in the area of social media. As

discussed, a considerable number of brands are trying to maintain their brand presence in

social media in order to build a relationship with consumers. Thus, the goal of this study

is to investigate social media presence, control and social media marketing activities

among the leading global brands.

Based on the social media classification from Kaplan and Haenlein‘s research

(2010), six representative social media applications for each category are provided. In

addition, Twitter was also selected as one of the prevalent social media since numerous

companies are currently employing Twitter as a marketing tool (Brauner, 2010). The

specific research questions are as follows:

RQ1: What are the dominant types of social media applications that global brands

primarily utilize?

RQ2: Is there a relationship between brand category and global brands‘ social

media presence?

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RQ3: Are there any patterns or distinctive features for social media marketing

activities of the top global brands?

RQ4: Which of the social media marketing efforts essentially attempt to make the

most of viral effects?

RQ5: Is there a relationship between global brand ranking and the level of social

media marketing activities?

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METHOD

In order to answer my proposed research questions, a case analysis was conducted

on Interbrand‘s Best Global Brands 2010. Based on the list from Interbrand, the 100 top

global brands‘ social media pages were investigated.

Sample Selection

a) Social media selection

Kaplan and Haenlein‘s (2010) classification of social media which made a

distinction into six categories was employed. One prominent social media for each

category was selected: Wikipedia representing collaborative projects; YouTube

representing content communities; World of Warcraft representing virtual game worlds;

blogs; Facebook representing social networking sites; and Second Life, representing

virtual social worlds. In addition, since Twitter is one of the most prevalent social

marketing tools in today‘s marketplace (Brauner, 2010) Twitter was included in the

current study.

b) Brand selection

Interbrand has been annually reporting ―Best Global Brands 100‖ and this study is

conducted based on Interbrand‘s 11th

annual ranking of the 100 best global brands

(―Interbrand‖, 2010). According to Interbrand‘s website, ―Interbrand is recognized for

being at the forefront of the dialogue on brands as business assets. Today, Interbrand is

amongst the largest brand consultancies and has grown to include 40 offices in 25

countries. It is widely respected for its annual study‖ (Schultz, 2011). The report is based

on a unique methodology analyzing three key aspects: ―the financial performance of the

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branded products or services, the role of brand in the purchase decision process and the

strength of the brand‖ (―Interbrand.com‖, 2011). For this reason, the 100 brands from

Interbrands‘ Best Global Brands 2010 were selected as sample brands.

c) Procedure

The Google search engine was chosen as the primary tool for collecting on-line

data. The initial goal of the research was to determine whether the brands have social

media pages for each social media category. In order to examine brand presence in

collaborative projects, which in this case is Wikipedia, each company‘s name was used as

a search term in the Google search engine. In addition, a significant number of brands

now have their own websites and all of the 100 brands have their official websites. The

company websites display their missions, products and the services they provide, contact

information and links to their official social media sites. For this reason, tracking all the

social media which are directly linked from the official websites was a meaningful way to

analyze brands‘ social media presence.

In order to find out the brands‘ marketing activity and brand presence in blogs, a

Google keyword search was performed using key terms such as ―(brand name) blog‖,

―(brand name) official blog‖, and ―(brand name) fan blog‖. The blogs created solely for a

brand were selected, but single blog pages displaying content about brands were not

selected because a single page of a blog is not as significant as a blog site which contains

a significant quantity and quality of information for a brand. Brand-run or sponsored

blogs and fan-generated blogs were divided to examine brands‘ control over blogging

activities. When there was no information about whether the blog is run by a fan or a

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20

company, an email inquiry was conducted. There came up several blogs created by

people opposed to a brand to criticize and share complaints about certain products and

brands. These anti-brand blogs were not considered as part of a brands‘ social media

presence since the purpose of anti-brand blogs is not pertinent to this study.

As for content community, which is YouTube, both YouTube and Google key

word searches were conducted except for the YouTube brand pages already found from

direct links from brands‘ official websites. The search terms used were ―(brand)

YouTube page‖ and ―(brand) YouTube channel‖. In order to find out how brands are

utilizing YouTube, each brand‘s YouTube channel main pages were examined. The

existence of brand channels, total number of channel views, uploaded video views, and

the number of subscribers were investigated. Since not every brand channel displays the

number of views, only the given numbers of views were counted.

A Facebook key-word search on the Facebook search browser was performed to

find the presence of brand pages. Similar to the blog search, a distinction between

company-run Facebook pages and user-generated fan-based pages was made. Since the

number of ―Likes‖ is an indicator of measuring popularity of a brand (Carter, 2011), the

total numbers of Likes per brand page were counted. Overall Facebook features were

investigated since the Facebook platform has customizable tabs for many brands to

display dynamic features and to provide distinctive values for their fans. The main ―wall‖

features and activities were investigated in order to find out the interaction between

marketers and fans. Promotional features and rules of pages were also observed because

promotional features are the essential elements for brands‘ marketing strategies and the

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rules and netiquette are the indicators of brands‘ efforts to maintain a social media

environment that is clean and friendly for users.

In case of Twitter, the total number of ―Following‖, ―Follower‖, and ―Tweets‖

were counted to determine the popularity and the level of interaction that brands are

seeking. The overall layout and design of each brand page were also compared.

As for the virtual game and social worlds, information about brand pages were

collected through articles pulled from key-word searches. The types of brand presence in

Second Life were distinguished into virtual stores, products, brand logos, and

advertisements in order to find out the dominant forms that brands utilize to expose their

brands.

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SOCIAL MEDIA ANALYSIS

Sample Characteristics

The 100 brands were originated from 14 different countries: Canada, Finland,

France, Germany, Italy, Japan, Mexico, Netherlands, South Korea, Spain, Sweden,

Switzerland, United Kingdom, and the United States. The United States has 51 brands on

the list so the dominance of American brands is clearly evident (see Figure 1).

Figure 1. Top 5 countries of origin among the 100 Best Global Brands

There are 19 business sectors for the 100 brands, which are beverages, business

services, computer software, Internet services, diversified, restaurant, electronics, media,

automotive, FMCG (Fast-Moving Consumer Goods), luxury, tobacco, apparel, financial

services, furnishings, alcohol, transportation, sporting goods, and energy. The most

prevalent business sectors are financial services, FMCG, electronics, automotive, luxury

and alcohol (see Figure 2).

51

10 8 6 5 5

USA Germany France Japan Swiss UK

Country of Origin

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Figure 2. Top 5 business sectors of the 100 Best Global Brands

In terms of the overall brand presence in social media, all of the 100 brands

maintain their presence in at least two social media. The average number of social media

that brands show their presence is 4.9 out of 7 (the maximum is 7 and the minimum is 2).

The average number of social media applications that the 100 brands have utilized is

different depending on the categories of the brands. For instance, the brand categories

that utilize the largest number of social media applications are media, electronics, and

automotive. Brand categories with the smallest number of social media presence are the

tobacco and financial service sectors (see Figure 3).

Furthermore, there are different levels of brand presence depending on the social

media category. For example, Wikipedia has the highest level of brand presence and

World of Warcraft has the lowest level of brand presence. Second Life and Twitter have a

relatively lower level of brand presence compared to other social media; blogs, Facebook,

and YouTube (see Figure 4).

1413 13

11

7 7

Financial Services

Electronics FMCG Automotive Luxury Alcohol

Number of Brands

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Figure 3. Number of social media presence by brand category

Tobacco

Financial Services

Home Furnishing

Alcohol

FMCG

Diversified

Computer Software

Transportation

Energy

Luxury

Apparel

Beverages

Business Services

Restaurants

Sporting Goods

Internet Services

Automotives

Electronics

Media

3

3.07

4

4.14

4.15

4.5

5

5

5

5.14

5.2

5.25

5.4

5.5

5.5

5.5

5.63

5.69

6

Number of social media application

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Figure 4.Brand presence by social media type

Collaborative Project – Wikipedia

The results show that all of the 100 brands have Wikipedia pages. Since all the

brands have a presence in Wikipedia, there is no significant difference among the brands

in terms of the brands‘ social media presence. The only difference is the quality and

quantity of information provided for the brands. An important fact is that, brands‘

participation on Wikipedia is not allowed. Susan Crawford (2007), a visiting professor at

the University of Michigan Law School claimed that Wikipedia should not be

manipulated as for the public relations means of major companies. Hafner (2007) from

the New York Times stated that ―Most of the corporate revisions did not stay posted for

long. Many Wikipedia entries are in a constant state of flux as they are edited and re-

edited, and the site's many regular volunteers and administrators tend to keep an eye out

for bias.‖ Furthermore, there is a website called Wikiscanner that tracks the edits made on

100

84 84 8175

61

0

Wikipedia Blog Facebook YouTube Twitter Second Life WOW

Brand Presence (%)

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Wikipedia. Wikiscanner was created by CalTech student Virgil Griffith to see who is

behind Wikipedia edits (Nicole, 2007). According to Mashable.com (2007), organization

names, exact Wikipedia URLs, private and public IP addresses, and domain information

can be searched through Wikiscanner. Accordingly, there is no way that companies can

constantly manipulate their brand information pages in Wikipedia. Nevertheless, there are

brands‘ internal efforts to utilize Wikipedia as a helpful application for brands. For

example, Nokia used internal wikis to update their employees on project status and to

exchange ideas with its 68,000 staff members (Kaplan & Haenlein, 2010).

Blogs

When consumers are able to provide feedback, they feel more engaged with

products and companies (Mangold & Faulds, 2009). Blogs have features for enabling

consumers to engage with products or brands expressing their opinions that criticize or

provide supportive ideas. Toyota, for example, did a remarkable job of enabling its

customers to leave feedback on its ―Open Road Blog‖ (―Toyota‖, 2008). In addition to

the feedback, posting photographs and other sharing activities contribute to encouraging

open communications and enhanced customer engagement (Mangold & Faulds, 2009).

Toyota renovated its blog to a different name ―Our Point of View,‖ but still encouraged

people to participate and tell Toyota what consumers have in mind.

The findings for blogs indicate that 84% of the 100 brands have blogs. However,

only 48% of the brands are directly engaged with their blogs. In other words, more than

half of the brands do not control their brand presence in blogs. Seventy one percent of the

company blogs are user-generated and 35% of the brands which have blogs own both

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company and fan generated blogs. The top categories of brand-run blogs are electronics,

automotive, financial services and business services (see Figure 5). In contrast, brand

categories without any presence in blogs are alcohol (5 brands), financial service (4

brands), FMCG (4 brands), beverage (1 brand), and diversified (1 brand).

All five business service brands (i.e., IBM, Cisco, Oracle, SAP, and Accenture)

have their official brand blogs, suggesting that brands in the business services are making

concerted efforts to engage with consumers by running company blogs. For example,

Cisco has a blog which is easy to because the ―Blog Directory‖ tab guides visitors to

specific categories of topics such as industrial solutions, technology, business solutions,

and brand news. Moreover, the main blog page has a ―Featured Post‖ that displays the

most views and Likes through Facebook so the consumers can easily access to the most

attention-grabbing topics. Other general blog posts are sorted by recency, number of

comments, and number of views.

Figure 5.Top brand categories of brand-run blogs

10

5 5 54 4

Electronics Automovie Financial Services

Business Services

Internet Services

FMCG

Brand Categories of Corporate-run Blogs

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Many brands that maintain official blogs have features that connect consumers

directly from their official brand websites or blogs to their social media sites. Some of the

features implemented include social media sharing icons (e.g., Facebook, Twitter) that

encourage consumers to share the brands‘ blog posts through their social media pages.

Cisco, Accenture, and Canon have implemented the sharing feature. It is a representative

example of encouraging viral aspects of social media by implementing simple sharing

functions on a brands‘ blog (see Figure 6).

On the contrary, fan-based blogs occur highly in the automotive, electronics, and

luxury sectors (see Figure 7). All seven luxury brands have fan-based blogs. Armani is

the only brand which has both a brand blog and a fan blog, and the other six luxury

brands such as Louis Vuitton, Gucci, Hermes, Tiffany & Co., Cartier, and Burberry do

not have brand-run blogs. Both automotive and luxury products are high involvement

products which usually require a considerable amount of time before making a purchase

decision (Zaichkowsky, 1987). In this way, blogs help consumers‘ decision-making

process by enabling product comparison and opinion sharing about their products.

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Figure 6. Business service brands’ company blogs

Figure 7. Top brand categories of fan-based blogs

Content Community – YouTube

YouTube is one of the content communities which ―allow billions of people to

discover, watch, and share originally-created videos‖ (Deutsch, 2010). YouTube enables

1110

7

4 4

Automovie Electronics Luxury Business Services

Restaurant

Brand Categories of Fan-based Blogs

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organizations to share their messages through a rich video medium and allows

organizations to exponentially increase their audience (Taylor, 2009). The combination of

audio, visual and verbal messages can provide richer experiences to consumers than text-

based messages (Francis, 2011). Therefore, global brand marketers can expect an impact

through their YouTube presence.

The search results revealed that 81% of the brands have branded YouTube

channels. Among the top half of the brands in regards to the total number of channel

views, automotive, electronics, and Internet services maintain the greatest presence (see

Figure 8). On the other hand, the rest of the 19% of global brands without a brand

channel consist of the FMCG (7 brands), financial services (6 brands), alcohol (3 brands),

beverages (1 brand), computer software (1 brand), and tobacco (1 brand) sectors.

Figure 8. Number of brands with the highest number of YouTube channel views

As for the Best Global Brands’ channel views, the average number of channel

views is 1,079,922 as of March 16, 2011. The highest number of channel views is

10

8

4

Automotive Electronics Internet Services

Number of brands

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15,456,668 for Google and the fewest number of channel views is 636 for J.P.Morgan.

The average number of total upload views is 9,147,924 with the highest total upload

views of 343,207,122 for Google, and the fewest total upload views of 292 for Citibank.

The data shows that brands in the financial service sector have the fewest number of

upload views. The reason for the higher number of total upload views than the total

channel views can be explained that more users access brands‘ video clips directly than

access video clips by visiting brands‘ main channel pages.

The search results indicate that there are a number of brands with more than one

official YouTube channels that contain specific information about the brand. For example,

Google, Dell, and Cisco have more than a few YouTube brand channels that provide

information geared specifically toward consumers‘ interest through video clips. Google

not only has the official Google channel but the Google Mobile channel, Google Business

channel and Google Webmaster Central channel (see Figure 9). Each channel has its

unique areas that cover different topics of interest. According to the Google Mobile Blog,

―In our channel‘s featured section, we highlight some of our mobile search capabilities

like search by voice, sight, and location that really help you take advantage of your

phone‘s unique technology‖ (Kim, 2010). Similarly, Dell has its official YouTube

channel, the Dell Tech Center channel which shares best practices and information about

Dell products and the Dell Business channel which helps companies solve business and

IT challenges, among others.

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Figure 9. Google’s YouTube channels

As for YouTube channel features, typical YouTube brand channels have standard

tabs such as ―Uploads‖, ―Favorites‖, and ―Playlist‖. A lot of YouTube brand channels

have these basic features but, quite a few brand channels such as Toyota, Cisco, Siemens

and American Express have distinctive designs that implement different tabs displaying

the brands‘ own identity. For instance, Cisco‘s channel has ―Vision‖, ―Business‖,

―Technology‖, ―Cisco @ Home‖, ―Training & Events‖ and ―Partners‖ drop-down tabs

and these tabs guide visitors to specific video clips related to the topic (see Figure 10).

There are also other features that display different social media‘s content such as

Facebook and Twitter brand messages on YouTube channels in real time. This provides

integrity to the channel so consumers can have an opportunity to observe a wide variety

of messages about the brands.

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Figure 10. Cisco and Toyota YouTube channel

Unlike other social media applications, YouTube channel profile pages exhibit the

date of creation which can be an indicator of how long a brand has been utilizing the

YouTube channel. The results disclose that 23 global brands created their brand channels

in 2005, 28 brands in 2006, 8 brands in 2007, 13 brands in 2008, 6 brands in 2009, and 3

brands in 2010. Knowing that YouTube was founded in February 2005, slightly more

than half of the 100 brands opened their channels within two years since YouTube was

launched.

Regarding consumer engagement on brand channel pages, 57% of the brands have

a ―Channel Comments‖ feature which allows channel visitors to provide feedback about

the channel pages and the brands. In comparison with the Facebook case that 71% of the

Facebook branded pages allow consumers to initiate comments on the wall feature,

YouTube branded pages does not provide as much opportunity as Facebook branded

pages does for consumers to interact.

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Social Networking Site 1 – Facebook

The Facebook brand page search results reveal that 84% have Facebook pages.

Brands in business services, computer software, diversified, electronics, luxury, tobacco,

and financial services sectors do not have a presence in Facebook.

The average number of Likes for the brand pages as of March 15, 2011, is

2,026,701. The brand with the highest number of Likes is Coca-Cola, with 23,094,949

Likes and the one with the fewest number of Likes is Santander with 1,235 Likes. The

number of Likes can be an indicator of determining popularity of a brand since the Like

button replaced the ―Become a Fan‖ button which determines the brands‘ fans. The Like

button allows Facebook to keep a record of what a user links to, providing the company

with data about consumer preferences (Helft, 2010). A different function of the Like

button is that, when a user clicks a Like button, Facebook lets the person who posts the

content know that somebody liked the post, and a story appears in the user‘s friends‘

News Feed with a link back to the user‘s page (―Facebook Developers‖, 2011).

In addition, the results suggest that the brands employ promotional materials on

their Facebook brand pages. The analysis shows that 47 brand pages which make up 56%

of the 100 brands that run Facebook pages have promotional postings such as coupons,

sweepstake information and the brands‘ advertisements. The promotional features are

posted through Facebook walls as a message, or a link, or a separate tab exclusively for a

promotional purpose. The promotional materials are featured in rich graphical images and

videos. Figure 11 shows two examples.

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Figure 11. Facebook promotional tabs

As for interaction, the Facebook wall feature allows people, including brand

marketers, general users and fans to interact through exchanging messages on the wall. A

majority of brand pages allows users and fans to post any messages, photos and videos.

For example, a total of 71 brands (85%) of the Best Global Brands that run Facebook

pages allow consumers to initiate comments on the wall. Yet, the rest of the brands do not

allow visitors to initiate posts on the wall so consumers are only allowed to leave

comments on the messages initiated by brand marketers. The findings suggest that the

global brands control consumers‘ interactions in some degree.

Furthermore, there is another feature that controls consumers‘ communication on

Facebook..Twenty one (25%) Facebook fan pages have a feature called ―terms of use‖ or

―house rules‖ that states the guidelines for using the page. This feature indicates that

marketers review all postings and remove inappropriate and offensive postings to keep

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their cyberspace clean. The rules feature is either included in brands‘ information section

or in a separate tab to explain the rules.

Finally, there is a wide variety of unique features such as the implementation of

dynamic designs and interactive features. For example, McDonald‘s has a ―Local‖ tab

that leads consumers to type in their zip code. When the zip code is entered, it displays

local news, photos, and information on McDonald‘s events in the area. Google has

―Google Doodles‖ and ―doodlegram‖ tabs which encourage consumers to share Google‘s

doodles. The ―doodlegram‖ was created for Valentine‘s Day thus, consumers could

choose one of the various doodles which have a Valentine‘s Day theme and send them as

a gift to their friends. This can increase Google‘s brand presence since Google‘s doodle

features are created based on the official Google logo. What‘s more, Disney has a

―TicketsTogether‖ tab which allows consumers to purchase tickets for the Disney movie

―Tangled‖ without leaving the Facebook page by implementing a transaction application.

Similarly, Pizza Hut has an ―Order App‖ tab that allows consumers to order pizza

without leaving Facebook. These unique features are exceptionally advanced ways of

utilizing Facebook to provide consumers convenient experiences for making transactions

(see Figure 12).

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Figure 12. Disney and Pizza Hut transaction applications

Social Networking Site 2 -Twitter

The Twitter account search results show that 75% of the brands have an official

Twitter account. However, brands in tobacco and home furnishing sectors do not have a

presence in Twitter.

As of March 30, 2011, the brands‘ average number of following is 6,094 (the

maximum is 79,458 and the minimum is 0). Starbucks has the greatest number of

following, 79,458, followed by Coca-Cola which is following 65,801 people and Pepsi

which is following 39,050 people. There are 15 brands which have followings above the

average, 6,094 (e.g., Starbucks, Coca-Cola, Pepsi, Ford, Samsung, KFC, Pizza Hut,

Toyota, Smirnoff, American Express, Audi, Lancome, Gillette, McDonald‘s, and Honda).

Among these brands, four brands are in the restaurant category and another four brands

are in the automotive sector. The higher numbers of following means the global brands

read and care more about consumers‘ opinion.

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The average number of the brands‘ followers is 150,812 (the maximum is

2,925,909 and the minimum is 250). Google has the greatest number of followers at

2,925,909, followed by Dell which has 1,581,634 followers, and Starbucks, which has

1,364,544 followers. There are 10 brands which have followers above the average,

150,812 (e.g., Google, Dell, Starbucks, MTV, Disney, Adidas, BlackBerry, Coca-Cola,

Burberry, and Louis Vuitton). Accordingly, as the number of Likes in Facebook case

explains, the total number of followers can be an indicator of the popularity of the brands.

In terms of the tweets, the average number of tweets that the brands with their

Twitter account is 2,596 including replies and retweets. This means that brand marketers

have left messages, replied to consumers and retweeted about 2,596 times. The number of

tweets can be an indicator of the level of brands‘ communication on Twitter. Coca-Cola

has posted the highest number of tweets at 25,527, MTV has posted 15,226 tweets and

Nike has posted 12,820 tweets. Brands such as Hermes have only 6 tweets and HSBC has

a total of 8 tweets. This shows that luxury and financial services categories have a much

lower level of Twitter activity.

Because of the limited functionality of Twitter, which does not allow users to

implement other functions, a majority of the brands has similar page features. However, a

significant number of brands made modifications to distinguish their brands from others

by applying unique background designs that are associated with their brands images.

Brands such as Dell and Toyota have background designs that display the account

contributors. Moreover, Disney, Microsoft and KFC‘s Twitter pages show other social

media information that fans and users can visit. Brands such as Pepsi and McDonald‘s

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39

placed their products in the background design so these Twitter pages appear to be

similar to their online display advertisements (see Figure 13).

Figure 13. Twitter brand page examples: Pepsi and McDonald’s

Virtual Game World – World of Warcraft (WOW)

The Google search results for brands‘ presence in World of Warcraft (WOW)

reveal that none of the brands directly shows its brand presence in WOW. However,

eleven brands have tried to associate their brands with WOW (e.g., Coca-Cola, Microsoft,

Google, Nokia, Gillette, Toyota, Pepsi, Dell, BlackBerry, Panasonic and VISA). For

example, Toyota released a 30-second Toyota Tacoma truck TV commercial by placing a

Tacoma truck in WOW game setting to reach the WOW gamers. The commercial was

viewed almost 400,000 times in one day and spread quickly and widely through social

media (Meacham, 2007). Similarly, Coca-Cola was affiliated with WOW to promote its

brand through a televised commercial in China (Bennaïm, 2005). Pepsi also had

promoted one of its products, Mountain Dew, by working in partnership with Blizzard

Entertainment. Pepsi offered WOW players an in-game pet known as a "battle-bot,"

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available exclusively through the promotional web site (―PR Newswire‖, 2009) (See

Figure 14).

Figure 14. Toyota Tacoma commercial and Mountain Dew game fuel promotion

Furthermore, several other brands such as Google, Dell and Panasonic had tried to

associate their brands with WOW. For instance, Google demonstrated WOW game play

on Google TV by using a cloud system called ―Gamestring Adrenalin‖ (Cuccureddu,

2010). Dell released a WOW-themed laptop which retail price as high as $4,500

(Buchanan, 2007). This WOW-themed laptop is primarily targeting WOW fans and Dell

tried to provide the gamers with their best experiences through its product. Similarly,

Panasonic introduced its portable gaming system, ―Panasonic Jungle‖ for users to play

WOW online (Hope, 2010). This handheld device made it possible for WOW game

players to change their locations while playing the game. Even though the 100 brands

have been trying to employ WOW in different ways, there is no direct brand exposure in

the WOW game play. This implies that the unrealistic presence of global brands cannot

be allowed in virtual game worlds.

Virtual Social World – Second Life

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Google and the Second Life Marketplace key word search results disclose that 61%

of the brands have a presence in Second Life. Among the 61 brands, three brand sectors

such as electronics, automotives, and alcohol have the highest presence. In particular, 12

electronics brands, 10 automotive brands, and 7 alcohol brands placed their brands in

Second Life. Interestingly, unlike other social media applications except Facebook,

alcohol brands show a greater level of presence in Second Life.

Brands exposed their presence through different forms such as brand stores,

product placements, branded islands, events, and advertisements (see Figure 15). A

majority of the brand presence in Second Life is through virtual products. In fact, 32

brands have placed their products in Second Life. In addition, a wide variety of branded

items are sold in the Second Life Marketplace, an online store in Second Life. However,

the ultimate use of Second Life is hosting an event or running a store since during an

event or in a store, marketers and Second Life villagers can interact instantly using the

full dimensions of audio and visual effects through realistic Second Life features. What‘s

more, holding a conference or meeting can help brands save a lot of money. For example,

IBM reduced a large amount of expenses by hosting a Virtual World Conference and

Annual Meeting since participants‘ virtual presence saved travel costs and produced

productivity gains (Shiao, 2009).

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Figure 15. Second Life branded places: Nokia, IBM and Xerox

On the other hand, there are trademark issues in Second Life. It is stated that there

should not be trademark and copyright abuses in Second Life (Adamczyk, 2006). In fact,

there are products and places fairly similar to the brands‘ products and places in Second

Life but they are merely replicas because of trademark and copyright rules. For example,

in Second Life Marketplace, there is a McLife‘s restaurant which is very similar to a

McDonald‘s restaurant but it is a replica of McDonalds‘. In addition, there is a vehicle

called Hondi Civic which is a replica of a Honda Civic. The trademark policy does not

allow adopting unauthorized brand names in Second Life. This explains how global

brands try to protect their trademark and copyright from wrongful brand abuse in Second

Life.

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DISCUSSION

The analysis of the seven dominant social media provides helpful insights into the

current state of the global leading brands‘ social media presence and their activities. The

major findings of this study show that a great number of global brands are actively

utilizing social media as a part of their marketing communications. In fact, all of the 100

brands have their presence in social media. This clearly explains that social media have

become a part of companies‘ strategic tools that benefits the brands‘ business (Fischer &

Reuber, 2011).

More important, the findings suggest that there are differences in brands‘ social

media presence depending on the type of social media application. The global brands

show higher presence in social media applications which have a lower level of social

presence and media richness (e.g., blogs, Wikipedia, YouTube and Facebook) (Kaplan

and Haenlein, 2010). In contrast, brand presence is less prominent in such social media

with a higher level of presence and media richness as virtual worlds and virtual game

worlds. These findings suggest that marketers tend to employ specific types of social

media that are most popular among consumers. For example, the total number of active

users can be an indicator for the popularity of the social media. Facebook had 373 million

active users in February, 2010 (Eldon, 2010), and Second Life had 826,214 actively users

as of March, 2010 (Nino, 2010). Accordingly, marketers primarily have chosen to place

their brands in popular social media which guarantee enhanced opportunities to reach

consumers while employing social media with a higher level of social presence and

media richness which can increase the effectiveness.

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44

Similarly, there is a pattern that brands of a higher global ranking show a higher

level of social media presence. For instance, among the 100 brands, the top 50 brands

utilize an average number of 5.1 social media applications but the bottom 50 brands

utilize 4.5 social media applications. This implies that succeeding brands are employing

social media more vigorously and are making a greater effort in social media.

Another significant finding reveals that people express their fondness of global

brands regardless of the level of brands‘ social media involvement. For instance, 489,033

people have liked the Apple Inc. Facebook brand page as of April 2, 2011. In fact, Apple

does not run an official Facebook brand page so the Apple Inc. Facebook page is a null

page which only displays its Wikipedia description without any functioning features. The

reason that Apple does not have an official Facebook page is, instead of creating an

official Apple page to gather fans at large, Apple focuses its efforts on specific product

pages such as an iTunes page and App Store pages (McDevitt, 2010). Therefore, in this

study, Apple is not considered as a brand which has a presence in Facebook. Nevertheless,

a vast number of Apple fans have clicked the Like button on Apple‘s null page. This

suggests that when people have affection towards a brand, they express the feeling in

social media regardless of the level of brands‘ activity in a particular social media

application.

In addition to the level of presence and activity in social media, there are different

levels of communication in the global brands‘ social media pages. A number of brands

focus on providing information about their brand to consumers. This type of activity is

mainly based on one-way communication. Consumers can gather useful information from

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45

global brands‘ social media pages but if the one-way communication feature becomes

overwhelming, consumers may lose their interest because they do not want to be treated

as a mass or companies‘ marketing objects (Lamb, Hair, & McDaniel, 2009).

Likewise, a large number of the brands do not allow consumers to initiate or leave

comments on the brands‘ social media pages. For instance, 43% of YouTube brand

channels do not have the ―Channel Comments‖ feature which allows visitors to leave

feedback about the channel. Moreover, 29% of Facebook brand pages do not allow

consumers to initiate wall postings. In this way, the brands are trying to control user‘s

activities by limiting social media features which associates with interaction. This implies

that global brands are concerned about consumers‘ activities of leaving negative feedback

about the brands which could harm the brand images. On the other hand, global brands‘

control of social media pages could function as a filter and this prevents people from

leaving meaningless comments. One of the disadvantages of brands‘ social media

utilization is that even if content is excellent, it may not be read because of the intense

amount of overall traffic (―Blog@Impact‖, 2010). However, consumers can have

improved experiences when navigating the brands‘ social media pages since brands do

not allow unnecessary postings that could create a mess. Consequently, brands‘

communication control on social media pages can benefit consumers.

Marketing Implications

There have been numerous opportunities for marketers to utilize social media as

social media have become more prominent. This study provides practical examples of the

leading global brands‘ social media applications. Among them, distinctive designs and

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46

creative applications are the indispensable features that brands can employ to

differentiate their brands from others. As Disney‘s movie ticket transaction application

and Pizza Hut‘s ordering application indicate, global brands can expect new sources of

revenue through the implementation of new applications. Even if it does not generate

revenues at the moment, features such as game applications on Facebook, virtual

conferences in Second Life and innovative videos on YouTube can enhance consumers‘

experiences and help develop a positive attitude towards the brands.

In order to generate a desirable outcome, marketers should understand the

advantages of social media and utilize them. One of the advantages is that social media is

perceived as a trustworthy source of information and consumers are turning away from

the traditional way of gathering information from advertisements (Foux, 2006).

Furthermore, consumers increase their reliance on social media to get information as

guidance for purchase decision-making (Mangold & Faulds, 2009). Therefore, marketers

should treat their customers with respect. Furthermore, marketers as representatives of

their brands should make every effort to talk with the consumers instead of talking at

them. Given that interaction is a key benefit of social media, marketers‘ direct

communication with consumers increases consumers‘ involvement with the brands.

Besides, it is essential to generate viral effects among consumers throughout

brands‘ social media since WOM is one of the influential features of social media. By

creating innovative features and providing invaluable information, marketers can expect

the greater WOM effects. In fact, for many consumers, the primary reason for visiting

brands‘ social media pages is to receive promotions (Spector, 2010). Therefore, the

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47

effective placement of promotional materials on brands‘ social media pages can enhance

viral effects among those who seek coupons and sweepstakes.

As a majority of the 100 brands have their presence in multiple social media, what

brand marketers of relatively lower levels of brand presence can do is to connect social

media pages with each other. For example, Cisco‘s YouTube channel displays its

Facebook and Twitter live feeds and consumers can acquire integrated information from

different social media messages via one social media page. Accordingly, by displaying

social media content feeds and implementing a brand‘s social media icons that links to all

other social media pages, brands could offset the disadvantage that consumers could miss

critical information because of the overwhelming infusion of traffic.

In addition, in order to improve user experience, it is important to maintain brands‘

social media pages without inappropriate content. For example, 29% of Facebook global

brand pages have ‗House Rules‘ and ‗Terms of Use‘ features to protect consumers from

getting exposed to unfriendly postings. Consumers will eventually be aware of the efforts

to protect consumers if brands create healthier social media environments. Therefore,

implementation of the rule features should be encouraged to all social media to create a

clean social media environment.

Lastly, marketers can get helpful insights from consumers. When marketers have

difficulties in creating new ideas for social media marketing, they can simply ask their

consumers as a way of social media communication. The consumers may provide

straightforward answers on what they really want to get out of the brands‘ social media

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48

marketing activities. This will not only lower the marketers‘ burden but also help create

effective social media content and activities.

Limitations and Future Research

This study examined the 100 global brands based on Interbrand‘s Best Global

Brand 2010 list. Since this ranking is updated annually based on the brands‘ performance,

some of the leading global brands may not be included in this study. Moreover, brand

categories such as tobacco, home furnishings, transportation, and energy only have one

brand for each category so this influences the analysis of the study especially when

examining the level of social media presence. For example, the tobacco category is

ranked as having the fewest number of social media applications. If there were more

brands in the tobacco category, the result would have been different. For this reason,

future research with a higher variety of brands is needed.

In addition, this study only examines the total number of brands‘ social media

applications and their features on the surface to figure out the basic patterns. Thus, there

is no in-depth analysis of the content and messages in social media. A qualitative analysis

of the social media content will provide helpful insights about the communication

between brand marketers and consumers.

As for the virtual social worlds and virtual game worlds‘ cases, there were

difficulties of examining global brands‘ presence in a direct way. Only secondary data

from news articles, blogs, studies, and websites were collected since global brands have

disclosed their presence for a limited amount of time and disappear shortly.

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49

Finally, the findings of this study are limited to seven social media cases. There is

a wide array of social media that brand marketers are involved in maintaining their brand

presence. Therefore, future research is needed to investigate global brands‘ social media

presence with a more variety of social media cases.

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50

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VITA

Chang Bong Ok was born in Wonju, South Korea, on July 24, 1982. He graduated

from Kyung-il High School in February 2001. Chang Bong entered Ajou University in

March 2001 and transferred to The University of Wisconsin at Eau Claire in August 2006.

He received the degree of Bachelor of Arts in Advertising and a minor in Language

Studies in May 2009. He entered the Graduate School at The University of Texas at

Austin in August 2009.

Permanent Address: 101-1302 Prugio Apt., Wolsung-Ri, Sanam-Myun, Sacheon-Si,

South Korea 642-020

[email protected]

This report is typed by the author.