Emersing Issues in User Generated Content Era
Nai-Chia Huang|
Each time technology advances, the world’s behavior changes accordingly. Just
as the printing press and copy machine revolutionized the publishing world, the
online interactive technology and
World Wide Web in a very short time had dramatically altered how people
communicate as well as the way products and services are advertised and sold to
consumers. The marketers are rushing to get a piece of the global marketplace by
establishing itself on the web-based media environment. Ultimately, advertisers
have an interactive medium for reaching a prosperous, technologically educated,
and savvy target market.
When stopping to look back at the leading trends in internet usage over the
past year, it becomes obvious that 2006 was the year that consumers took control
of the internet. The explosive growth of User-Generated Content (also known as
UGC) prompted “Time magazine” to name "you" (i.e. the consumer) as its "Person
of the Year." Ad Age also chose "the
consumer" as its agency of the year. And according to BIGresearch's latest
Simultaneous Media Usage Study, marketers in 2007 are faced with the new reality
of a consumer controlled communication model.
But how did UGC begin? How did the advertising industry embrace this new and challenging medium? Is Consumer-Generated Ad (CGA) just a gimmick or is it the way of the future? And what’s the implication for advertisers? This paper begins with a brief history and development of the Internet, the World Wide Web, and online advertising. Next it will discuss the definition, origin, format of UGC/CGA in an effort to project the future of User Generated Content within the advertising industry, and more specifically, Consumer Generated Ad. The paper also provides a look at the practical implications for advertisers and marketers in the world of UGC.
The Internet was originally a military project used only for defense purpose.
It then became a link for academic institutions sharing research results, and
then involved into a medium for mixed academic, commercial, and personal uses
(Hoffman, 1996).
The creation of the Internet extended back to the 1960s. The U.S. military
had wanted to develop a network that could survive even if one or many of the
computers shut down. Around 1970, the U.S. Advanced Research Project Agency,
part of the Department of Defense (ARPANET), set up the first part of what would
become the Internet. Originally, ARPANET was created to advance computer
interconnections to help the nation could survive and function in the event of
nuclear attack. The ARPANET soon caught attention of other U.S. agencies that
saw the promise of an electronic network as a means of sharing information among
research facilities and educational institutions (Kaye & Medoff, 2001). The
first Internet message was transmitted from UCLA to Stanford University. This
system represented the true beginning of a network, and allowed the host
computers to communicate with one another. By 1971 there were 15 different node
systems in place, and by 1973 the first international connection was made to the
University College of London. The ARPANET continued to develop, and eventually
grew into what we now know as the Internet (Leiner, 2003).
In the late 1970s, the ARPANET was so large that the original standards can
not sustain the rate of growth of the networks. Thus ARPANET formed the
TCP/IP communication system,
which allowed distinct computer networks to interconnect and exchange
information with one another. The biggest advantage of TCP/IP was it allowed for
almost unlimited growth in the size of the network. By the mid-1980s, the
ARPANET with TCP/IP standard was used for electronic mail (e-mail)
and was widely used in government and educational institutions.
In the later stage of the development of Internet was the introduction of the World Wide Web, an information-sharing model of interlinked, hypertext documents is built on top of the Internet. This technology made possibile a breakthrough which exceeded the original restriction. Before, the Web could only contain text. This improvement made the use of the Web become more widespread. The following are some important milestones of the development of the World Wide Web.
By Christmas 1990, Berners-Lee had built all the tools necessary for a
working Web: the first Web browser, WorldWideWeb, (which was also a Web
editor), the first Web server (info.cern.ch), and the first Web pages that
described the project itself. The browser could access Usenet newsgroups and
FTP files as well. However, it could run only on the NeXT;
Nicola Pellow therefore created a simple text browser that could run on
almost any computer (wikipedia.org, 2007). To increase the web’s popularity,
the web browser and server code were freely available to the public.
Berners-Lee announced this on Internet newsgroups such as alt.hypertext on
August 6, 1991(Berners-Lee, 1999). This date marked the debut of the World
Wide Web as a publicly available service on the Internet as well.
Berners-Lee and his collaborators laid the groundwork for the open standards of the Web. Their efforts included the Hypertext Transfer Protocol (HTTP) linking Web documents, the Hypertext Markup Language (HTML) for formatting Web documents, and the Universal Resource Locator (URL) system for addressing Web documents (Alesso & Smith, 2006). Today, Berners-Lee is the head of the World Wide Web Consortium, which is dedicated to developing open standards to unlock the full potential of the web.
Growth of the WWW
In April 1992, the world's first Web browser with a graphical user interface for non-NeXT computers released, which included advanced features such as embedded graphics, scripting, and animation.
But the public rarely used the Web until 1993, when Marc Andreesen and a group of student programmers at the University of Illinois developed a graphical browser for the World Wide Web called Mosaic, which he later reinvented commercially as Netscape Navigator. Mosaic provided users a way to access and share Web-based information without having to master complicated commands or interfaces. It has been regarded as a turning point for stimulate the internet boom of the 1990s.
Two major breakthroughs on internet development were NSC's formal announcement of commercializing the Internet and the introduction of World Wide Web technology in 1993. Moreover, President Clinton implemented the National Information Infrastructure (NII) project in the same year, which actively encouraged e-commerce online. All these practices and technology development have a huge impact on the tenor of commercialization of Web.
The Internet has now become almost a "commodity" service, and much of the latest attention has been on the use of this global information infrastructure for support of other commercial services (Leiner et. al., 2003). For example, a public Web presence became necessary for most publicly traded companies. According to the Census Bureau of the Department of Commerce’s survey, the total e-commerce sales for 2006 were estimated at $108.7 billion, an increase of 23.5 percent (±3.3%) from 2005 (The U.S. Census Bureau, 2006). Also, the IAB (Internet Advertising Bureau) announced that Internet advertising revenues for the first six months of 2006 increased nearly 37 percent from the same period in 2005. These estimated figures reveal that online advertising industry has continued to explode and everyone is upbeat.
WWW Becomes Ubiqutious
The Web continued to gain popularity even though it experienced the
dot-com bubble in 2001. During this time, a pile of companies developing
successful business models on the Web. These include
Google's
search engine and its system of "relevant advertising",
Apple Computer's
iTunes web
music store and
Expedia's
web-based travel service. Other companies, while offering traditional
services, managed to find a solid Web-based niche and survive the bust;
these include
Amazon.com and
eBay (wikipedia.org, 2007).
On the other hand, due to the prevalence of wideband, wireless, and other
advanced Internet technologies, the Web provides general users with access
whenever and wherever they find themselves, with applications that
dynamically adapt to the user’s needs, device capabilities and environmental
conditions. Application mobility will allow users to seamlessly switch
between devices whilst continuing to access the same applications. Clearly,
the number of people with Internet access will continue to grow in the
future.
The emergence of User-Generated Content (UGC) including social networking websites such as MySpace, Bebo, Xanga, Friendster, Facebook and orkut, is another rising phenomena in this era. This increasingly powerful trend has given consumers a publishing forum where they can share their opinions and personal experiences on a wide range of issues. It also enlightens some marketing practices for the advertisers. This issue will be addressed later.
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Internet Advertising The expansion of Internet advertising since its 1994 birth has been truly phenomenal. Over the last decade, the industry involved and extended creativity, introducing new types of Web advertising, and companies devoted more budgets in business plans to online exposure. This part will discuss the history, format, pros and cons, and present status of online advertising. It also attempts to give some insight into the future trend of online advertising.
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History
Internet Advertising was born on October 27, 1994, when online version
of Wired magazine (HotWired) signed up 14 advertisers for its
online debut. HotWired posted the first banner ad as well as the first
button ads and first sponsorships. The following years witnessed the
emergence and public acceptance of the Web as an interactive medium.
Major brands such as Maytag and United Airlines introduced their web
sites and promoted them through banners. Sun Microsystems revolutionized
Web advertising with its release of JAVA. JAVA also baked cookies, which
made a breakthrough of the measurement of online
advertising.Interstitials arrived on 1998 and became more common as did
other experiential ads that allowed customers to place orders and
conduct other interactions directly from the banner. Newspapers banded
together to create joint venues for their classified advertisements.
Spam, unwanted e-mail, was getting out of control (Koprowski, 1999;
Thorson, Wells & Rogers, 1999).
The first banner ad (Source: AT&T, October 1994, one of the first Internet ads, on HotWired) More recently, online advertising has evolved into a world of rich-media banners that pop up into their own browser window from which users can order products or get more information. Online advertising has begun to resemble television commercials as broader bandwidths speed the transmission of video images to computer screens. Advertisement has appeared on screens before documents are fully downloaded and they interrupt online games and other interactions. Online advertising now comes in many forms from text-only banners to real-time videos (Kaye& Medoff, 2001).
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2. E-mail --banner ads, links or advertiser sponsorships that appear in e-mail newsletters, e-mail marketing campaigns and other commercial e-mail communications.
3. Classified Advertising-- Numerous web sites have started offering classified advertising on their sites designed to sell products, provide services, distribute information, and solicit employment. (e.g., online job boards and employment listings, real estate listings, automotivelistings, auction-based listings, yellow pages).
4. Sponsorship-- represents custom content and/or experiences created for an advertiser which may or may not include ad unties (i.e., display advertising, brand logos, advertorial and pre-roll video). Sponsorships fall into several categories:
5. Slotting fees–feescharged to advertisers by Internet companies to secure premium positioning of an advertisement on their site, category exclusivity or similar preference positioning (similar to slotting allowances charged by retailers).
6. Referrals / Lead Generation–fees advertisers pay to Internet advertising companies that refer qualified purchase inquiries (e.g., auto dealers which pay a fee in exchange for receiving a qualified purchase inquiry online) or provide consumer information (demographic, contact, behavioral) where the consumer opts into being contacted by a marketer (email, postal, telephone, fax). These processes are priced on aperformance basis (e.g., cost-per-action, -lead or - inquiry), and can include user applications (e.g., for a credit card), surveys, contests (e.g., sweepstakes) or registrations.
7. Search–fees advertisers pay Internet companies to list
and/or link their company site domain name to a specific search word or phrase
(includes paid search revenues).
Search categories include:
8. Broadband Video Commercials–TV-like advertisements that may appear as in-page video commercials or before, during, and/or after a variety of content in a player environment including but not limited to, streaming video, animation, gaming, and music video content. This definition includes broadband video commercials that appear in live, archived, and downloadable streaming content.
(Source: Internet Advertising Bureau,2006; wikipedia.org, 2007)
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Advantages of Internet Advertising
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Disadvantages of Internet Advertising
Current State of Internet Advertising
According to the Interactive Advertising Bureau (IAB) and
PricewaterhouseCoopers (PwC) report, the Internet advertising revenues
for 2006 are estimated at $16.8 billion, a 34 percent increase over
the previous revenue record of $12.5 billion in 2005. The 2006 Q4
revenues totaled just under $4.8 billion, making it the highest
quarter reported. Fourth-quarter revenues for 2006 represent a 32
percent increase over the same period in 2005, and a 15 percent
increase over Q3 of 2006, estimated at slightly under $4.2 billion (IAB,
2007).
“Results for 2006 confirm a very healthy environment for online
advertising,” said David Silverman, partner, PricewaterhouseCoopers.
“All signs point to a steady increase in the level of spends by
traditional advertisers that are using online advertising as an
important part of their media mix.” Obviously, the shift of
advertising budget towards online continues at an unprecedented pace.
Compared to traditional medium, the targeting and tracking available
for online ad campaigns will continue to drive advertisers to the Web.
As Peter Petrusky, at PricewaterhouseCoopers stated, “The maturation
of the Internet as an effective advertising medium is directly tied to
its ability to deliver qualified audiences to marketers.”
Additionally, more and more marketers and advertisers have begun built
brands through interactive advertising campaign. In a brief, the
ever-increasing online advertising is clearly based on marketers'
recognition that Interactive advertising can engage consumers, build
brands and sell products and services most effectively. Another phenomenon deserved to pay attention is online advertisers
continue to test how to use the Internet with other media to leverage
a combination of consumer touch points across different media. While
search advertising, display advertising, and classified advertising
remain the largest format in terms of revenues, some new formats such
as lead generation, behavioral targeting, video ads, and consumer
generated content continue to emerge. Analysts predict the online
advertising will continue growing afforded by the growing installed
base of broadband users."
Ad Spending by Media
Advertising Spending by Media:
Full Year 2006 vs. Full Year 2005
Source: TNS Media Intelligence
(2006, February)
Share of Spending by
Media Share of Advertising
Spending by Media:
Source: TNS Media Intelligence(2006, February)
Ad Formats
Source: IAB (Interactive Advertising Bureau) (2006, February)
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Top 15 Countries by
Internet Penetration
Unique Visitors Age 15+*
January 2007 vs. January 2006 Total Worldwide – All Locations
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Jan-06 |
Jan-07 (000) |
Percentage Change |
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Worldwide |
676,878 |
746,934 |
10% |
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United States |
150,897 |
153,447 |
2% |
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China |
72,408 |
86,757 |
20% |
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Japan |
51,450 |
53,670 |
4% |
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Germany |
31,209 |
32,192 |
3% |
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United Kingdom |
29,773 |
30,072 |
1% |
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South Korea |
24,297 |
26,350 |
8% |
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France |
23,712 |
24,560 |
4% |
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India |
15,867 |
21,107 |
33% |
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Canada |
18,332 |
20,392 |
11% |
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Italy |
15,987 |
18,106 |
13% |
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Brazil |
12,845 |
14,964 |
16% |
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Spain |
12,206 |
12,710 |
4% |
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Russian Federation |
10,471 |
12,707 |
21% |
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Netherlands |
10,772 |
11,077 |
3% |
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Mexico |
8,624 |
10,149 |
18% |
Source: comScore World Metrix *Excludes traffic from public computers such as Internet cafes or access from mobile phones or PDAs.
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% Change vs. 2006 |
2007 (forecast) |
2006 (estimate) |
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Internet1 |
13.4% |
7.2% |
6.5% |
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Syndication TV |
6.6% |
2.9% |
2.8% |
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Outdoor |
5.7% |
2.6% |
2.5% |
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Consumer & Sunday Magazines |
5.5% |
17.9% |
17.5% |
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Spanish Language Media |
5.4% |
3.3% |
3.2% |
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Cable Network TV |
4.7% |
11.9% |
11.7% |
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Business-To-Business Magazines |
2.1% |
3.0% |
3.0% |
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Radio |
1.7% |
7.3% |
7.4% |
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Network Television |
0.6% |
15.2% |
15.0% |
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Newspapers2 |
-0.9% |
17.7% |
18.4% |
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Spot TV |
-2.8% |
10.9% |
11.6% |
Source: TNS Media Intelligence (2006, Feburary)
Audio Ads&Podcasting
Meanwhile, research firm eMarketer expects that advertisers will spend more than $400 million on podcasting by 2011, up from $80 million last year, according to a report schedule of Google. Fueling the anticipated growth is the expected Google entrance of Google (GOOG) into the podcasting arena as well as new podcasting services. For example, the Mountain View [Calif.] company will develop the ability to insert audio ads, based on keywords, into audio podcasts within the next five years. Moreover, the video ads have promising opportunity to grow as advertisers to seek to leverage the opportunities afforded by the growing installed base of broadband users.

Social Networking& User Generate Content
Microsoft’s Bill Gates has contented that User-Generated Content (UGC) will become an important theme in the world of online advertising in a speech at the Engage 2005 conference, which was organized by the International Advertising Bureau. He said the content of Internet advertising will be personalized and interactive permitting consumers to view what they want, when they want and how they want it, providing a wealth of opportunities for marketers and advertisers.
Social networks have become an indisputable part of the fabric of the
Internet during the 2006. Led by MySpace, which is now one of the most
visited sites in the US, social networking is a cultural phenomenon that is
still developing a stable revenue model. Social network ad spending is
growing fast as advertisers become more comfortable with viral marketing and
UGC. Search, e-commerce, video and international expansion will be key areas
to watch in 2007 (IAB, 2007).
For many marketers, advertising on social networks has now become a top
priority. For example, Google's $900 million deal with MySpace and a
generally increased advertiser interest in other social network sites are
among the key factors driving growth. eMarketer estimated that marketers
spent $350 million on social network advertising in 2006. Spending is
expected to rise 147% this year, to $865 million, and to $2.15 billion in
2010.

Source: eMarketer (2007, Feburary)
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Definitions
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User-Generated Content (UGC) refers to various kinds of media content that is created, initiated, circulated and used by consumers through digital technology. Opposed to traditional media producers, licensed broadcasters, and production companies, UGC encompasses opinions, experiences, advice and commentary about products, brands, companies and services—usually informed by personal experience—that exist in consumer-created postings on Internet discussion boards, forums, Usenet newsgroups, blogs, mobile phone photography and wikis. UGC can contain text, images, photos, videos, podcasts and other forms of media. Major examples of websites rooted in user-generated content include Friends Reunited, YouTube, MySpace and Facebook.
What is UGC all about ? The first form of UGC seems to be Web TV, which emerged around 1996 when Internet access was broadened at an exponential rate. Since that period, UGC has developed gradually as the popularity of the World Wide Web. But the earliest mention of the term "Consumer-Generated Content" appeared in press-releases of the consumer review site MouthShut.com issued by the digital media agents called ShareYourWorld, Inc on 27th March 2000. Since then, the trend of chat groups, message boards and electronic forums blogging has spread like wildfire. In late 2002, Pete Blackshaw, the CMO for CGM analytics firm Nielsen BuzzMetrics coined the phrase "Consumer-Generated Media." But lately, Superbowl XLI announced the arrival of the Consumer Generated Ad (CGA). GCA is a construction of a consumer that created an ad for a specific brand or product. For example, MasterCard invited consumers to fill in the blanks as part of their newest "priceless" campaign, results to be used in national spots. iPod lover and teacher George Masters created his own online advertising for Apple iPod, using his passion for the brand and imagination. This consumer-to-consumer ad form has recently found its way into everyday conversation and has broadened the scope of the UGC concept. Also, CGM is rapidly adopting the same rich-media formats we see in online advertising. In short, the term User-Generated Content (UGC) consists of the following concepts: Consumer-Generated Media (CGM), Consumer Generated Ad (CGA), and Consumer-Generated Multimedia (CGM2).
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Formats of Consumer-Generated Media(CGM)
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1. Weblogs (Blogs)
2. Internet Forums (Message Boards/Discussion
Forums)
3. Usergroups (Usenet) (Source: TNS Media Intelligence/ Cymfony, 2007)
Formats of UGC Source: Forrester Research, Inc. and Intelliseek (2004)
Source: Blackshaw, P. ( 2005, June)
The Pocket Guide to Consumer-Generated Media.
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Consumer-Generated Media now is becoming one of the most influential online marketing channels. For many marketers, advertising on social networks has now become a top priority. In addition, the hype of Super Bowl XLI commercials involved various campaigns to allow consumers to be involved in the creation of Super Bowl ads, inspired by consumer-generated content sites like YouTube (wikipedia.org, 2007). That, in turn, means that advertisers want to be on YouTube, which is why Google paid so much for it. The supporting background that leads to this phenomenon includes ever-growing media fragmentation, maturity of device proliferation, and the rise of interactive media, social networks, and democratized publishing. But why have both the consumers and advertisers become obsessed with tapping into the craze for user-generated content? What's the attraction of CGA?
Consumer Perspective
The motivation drives consumers online to share their personal experiences or comments about brands resulted from the natural desire for self-expression. They are attracted to the Internet because it gives them an unfiltered, unfettered voice, a community in which they can establish and exert influence. Generally, they are talkative, active consumers who try new products first and have no qualms about sharing and spreading their “been there, done that” experiences among other consumers. For the consumers who gather information before purchase, it’s because UGC is regarded as a trusted, third-party, independent source of information that’s populated by other consumers. A recent Forrester and Intelliseek study found that over 90% of consumers trust "recommendations from consumers," while trust in various types of ad runs from about 40% to under 10%.

On the other hand, when it comes to the reasons that make consumers create CGAs, the monetary and publicity rewards are apparent incentives. However, there are still a large number of consumers are motivated by the passion for a brand. For example, a Mac-aficionado-woman wrote a song “I love my Mac” to convey how much she liked her Mac, put it on the internet, and it took off like wildfire.
Advertiser Perspective
During this year’s Super Bowl, Doritos promoted consumer-generated ads for
its brand at
www.crashthesuperbowl.com, where people could view and vote for their
favorite submissions. From January 1st through January 28th, the site attracted
227,000 unique visitors, which demonstrates the broadening appeal of the
consumer generated content phenomenon (Dube, 2007). Just as Mike May, an
interactive media analyst and consultant with The Acorn Group said “If you get
consumers talking about your brand, you don't have to spend to talk about it
yourself. […] There's no point in saving money if you're not being effective.
But if the consumer-generated campaign does work, it could result in more cost
effective marketing."
More and more advertisers have jumped on the Consumer-Generated Ad bandwagon
owing to its benefit of humor, novelty, saving the production costs, or the
ability to generate buzz. "AMA’s survey revealed that compared to a company that
uses only professional advertising, most adults feel that a company that uses
customer-created advertising is more customer-friendly (68%), creative (56%),
and innovative (55%). Bryan Wiener, the President of 360i LLC also contended
that CGA engages consumers as active participants with the brand and increases
the base of registered users, especially if there's a community aspect.
Most importantly, CGA can lead credibility to a brand. There's no better advocate of a brand than a consumer who communicates effectively and positively about a product or service. On the other hand, the risks of CGA include opening a brand, product, or service up to negative feedback. There's nothing worse than a consumer who can manipulate the media to communicate effectively and negatively about a product or service(Michael J. Konowicz, 2006).

Source: Forrester Research, Inc. and Intelliseek (2004)
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Issues of UGC/CGA
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As stated above,
Doritos’ effective
Consumer-Generated Ad during the Super Bowel appears to be influencing
consumer opinions. Based on comScore Networks’ Pre-Super Bowl Survey, 33%
of respondents said that they were looking forward to seeing the Doritos
ads, ranking the brand second only to perennially popular Super Bowl
advertiser Anheuser-Busch (66 %) in terms of consumer anticipation. In
fact, when asked about their expectations for these commercials, more than
twice as many respondents (27 %) said they thought the consumer generated
commercials would be more entertaining than thought the
professionally-produced commercials would be (13 %) (comScore Networks).
As production tools and techniques become democratized, consumers now have the chance to bypass the traditional agency gatekeeper and make their own commercial or TV show. Some poignant questions arise followed by: “What happens if the winning Doritos video is considered to be more effective than a professionally produced commercial? And what if, this year, it is found that enabling your customers to create advertising for your products proves more effective, and cost effective, than going through the traditional ways? If it works, just how far are you prepared to go to put your marketing plans into the hands of your consumers?” (Nick Usborne, 2007). Max Kalehoff, the Vice President of Marketing with Nielsen BuzzMetrics also argued that consumer-generated ads, hyped to the extreme during the 2007 Super Bowl, will drive disruption in existing ad-production models. Some might think the above-mentioned comments overstate this phenomenon, but the advent of user-generated content marks a shift among some media organizations from creating on-line content to creating the facilities and framework for non-media professionals (i.e. everyday people) to publish their own content in prominent places (wikipedia.org). But certainly, with the growing shift towards greater consumer influence over media, marketers are starting to realize they may want to relinquish some of their control and embrace this new paradigm. Many are beginning to assume it's time to invite consumers to help shape the brand message because their voice can be the most authentic and credible. So what does this mean for marketers? And how advertisers can take advantage of this phenomenon in the world of CGM?
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Although we couldn’t tell if CGA is just a gimmick or it is the way of the future right now, marketers and communications professionals can benefit from UGC by “listening” to what the consumers are saying to gain unfiltered insights. Indeed, UGC plays a growing role in shaping consumer purchase behavior, especially as consumers increasingly place their buying power and trust in other consumers rather than other forms of media and marketing.
Marketers’ abilities to understand online behavior needs to be
adaptable since consumers’ behaviors expand over time and with experience and
technological evolution. “CGM is of particular interest to marketers, brand
managers and market researchers because it leaves a digital, archivable trail
on the Internet that can now be measured and transformed into market research
and intelligence” (Blackshaw, 2004).
Now more and more companies manage the UGC as a marketing tool; they institute and operate an Internet-monitoring program as part of a broader marketing intelligence program. Online word-of-mouth measurement firm like Nielsen BuzzMetrics and Bazzarvoice use their web-based monitoring system to gather, categorize and analyze what consumers say about their clients’ brand, product, service, or advertising. Measurement firm can also evaluate consumers’ suggestions so that clients can incorporate consumer thoughts and opinions into their business plan. These suggestions from monitoring program are considered to be very credible because they provide unclouded, real-life entry into the minds of consumers.
Source: Jupiter Research (2005)
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Final Thoughts
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While there is no way to determine the influence of CGA with total
accuracy, there is no doubt that the way players market needs to be
adaptable in the User-Generated Content era. Pete Blackshaw, the chief
marketing officer of Nielsen Buzzmetrics, pointed out some insightful
views that “marketers/advertisers “need to know how to find and analyze
what’s on the Internet to have a deeper understanding of opinions,
sentiment and winds of change. [And] they need to know
how consumers are reacting to marketing/ad campaigns and promotional
programs and to shift their efforts accordingly.”
Consumer Generated Ads may be a fad that comes and goes with time, but
marketers must find a happy medium and engage consumers with an efficient
two-way dialogue. Despite how big CGA becomes, or whichever direction it
goes, advertisers should reevaluate the long-held assumption that agencies
are the primary place to go for advertising creative and execution. The
advertiser/consumer relationship will be transformed, as it inevitably
should, to a more collaborative one. By and large, User-Generated Content should always be converted into a brand's strategy--abundant online word-of-mouth can help craft new products as well as improve or alter existing marketing/ad campaign strategy. However, a brand marketer and its agency should never put consumers in the driver's seat of their marketing strategy. Consumer word-of-mouth is meant to improve marketing, not replace it. When a brand is preparing to jump on the user-generated content bandwagon, it needs to scrutinize if its brand arouse the consumers’ emotion easily. The company needs to decide to what extent consumers can be involved in their marketing strategy. Companies also take a risk that consumers’ engagement will backfire when customers react negatively to heir brand, so advertisers must prepare for this possibility.
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References
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Alesso, P. E.,& Smith, C. F. (2006). Thinking on The Web: Berners-Lee,
Godel, and Turner. New Jersey: Wiley.
Anfuso, D. (2006). What Advertisers Say about UGM. iMedia Connection. Retrieved March 12, 2007, from http://www.imediaconnection.com/content/10324.asp Blackshaw, P., & Nazzaro, M. (2004). Consumer-Generated Media (CGM)
101: Word-of-Mouth in the Age of the Web-Fortified Consumer. Nielsen
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