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Likes to Loves
                   Oct 4, 2011




likes
                   Michael Wu, PhD
                   Principal Scientist of Analytics
                   Lithium Technologies




to loves
                   @mich8elwu




World Tour 2011
       Amsterdam           We’re Tweeting! Join
                           the conversation at    #L2LTour
social is NOT new
▪ Humans have been social since they were caveman
▪ Cyber-anthropology of social media:
 shift the focus from technology à relationship
▪ From the relational perspective, there are only 2 major types
 of social media
  •  social network
  •  community

▪ Social in the pre-digital era

                                                        #L2LTour
                                                                   2
how do social networks form?

A story of how Bob’s social         Zaanse Schans
  network was built                   = community

                                           weak ties
  Bob                                      strong ties
                                        old members
                                        new / casual
                                        members



                                                 #L2LTour
                                                            3
how do social networks form?

                           Zaanse Schans
college                      = community

                             Social networks form
                             naturally within
                             communities as people
                             establishes relationships

                             Social network
                             maintains relationships
                             as people move
          work               between communities

                                           #L2LTour
                                                         4
what do real social network data look like?




                                   #L2LTour
                                              5
communities vs. social networks (on/offline)
▪ Social Network                       ▪ Community
 •  Held together by pre-existing       •  Held together by some common
   interpersonal relationships           interests of a large group of
   between individuals                   people

 •  You know everyone in your           •  Most people, especially new
   network (ego-network), people         members, do not know majority of
   who are connected to you directly     the members in the community

 •  Each person has only one social     •  Any one person may be part of
   network, despite there are many       many communities at any given
   social network platforms              time

 •  Structure: Network                  •  Structure: Hierarchical,
                                         overlapping & nested

                                                                      #L2LTour
                                                                                 6
communities vs. social networks (on/offline)
▪ Social Networks              ▪ Community
 •  Facebook, Linkedin, etc.    •  Flickr, Yelp, Wikipedia, Youtube,
                                 Digg, etc.




                                                            #L2LTour
                                                                       7
connection vs. interaction (engagement)
▪ Social networks connects people
  •  It determines who connects to whom
  •  But it doesn’t determine who interacts with whom

▪ A connection is required before you can have interaction
  •  Connection gives people the potential to interact
  •  But it is not sufficient to guarantee interaction

▪ Connection is easy to maintain, interaction is much harder
  •  Connection: only takes 1 action, no subsequent actions are required:
     Once connected, you’ll always be a connection
  •  Interaction: requires persistent actions over time


                                                                        #L2LTour
                                                                                   8
realizing the value of your connections
▪ The potential value of a connection is huge
  •  That is why Facebook received ~$40 billion valuation




                                                            #L2LTour
                                                                       9
realizing the value of your connections
▪ Potential value through influence
  •  Connection to other fans, customers, or consumers
   à can potentially influence them through WOM
   à can potentially gain value through customer acquisition & accelerated
   adoption




                                                                        #L2LTour
                                                                                   10
what is influence?
▪ Definition for businesses:
  •  The ability to cause a change in thought (sentiment, opinion, etc.) OR
   behavior (purchase, referral, etc.) through non-coercive and transparent
   means where the targets voluntarily want the changes even with no monetary
   compensation



▪ It matters how you produce the change
  •  No carrot: no money (doesn’t mean no reward)
  •  No stick: no force/coercion (doesn’t mean no punishment)
  •  No annoyance: no spam/frustration, target has to want it
  •  No trick: no deception/hidden agenda


                                                                          #L2LTour
                                                                                     11
what does influence means to your business?
                        engage/                               el
                        empower                           funn                                       dY
                                              ha       se                                     bran




                                                                                mass public
                                         purc




                                                                                consumers
                                       r
                                    you




                                                                   awareness
                                                        interest
                                              desire
                                     action
                                                                                                brand X



                                                                                              bran
                                                                                                     dZ




             potential (+) influence = promoters                                           potential (−) influence = detractors
                     your brand                                                                                        competitors’ brand
 your superfans      advocates         your                                     unaware                   competitors’     advocates
(product experts)   (evangelists)   customers                                  consumers                   customers (your brand detractors)


                                                                                                                            #L2LTour
                                                                                                                                               12
a model for influence
influencer
             Domain Credibility: The influencer's expertise in a specific
               domain of knowledge.
             High Bandwidth: The influencer's ability to transmit his expert
                knowledge through a social media channel.
             Content Relevance: How closely the target's information
               needs coincide with the influencer's expertise.
             Timing: The ability of the influencer to deliver his expert
                knowledge to the target at the time when the target needed it.
             Channel Alignment: The amount of channel overlap between
               the target and the influencer.
             Target Confidence: How much the target trusts the influencer
  target:       with respect to his information needs
influencee
                                                                 #L2LTour
                                                                                 13
the importance of relevance and timing

Friendship

Relevant relationship
                        FanGirl
                                    WizKid
w/in 1 month
1 month ago
3 month ago
6 month ago
                           PopGuy



                                             #L2LTour
                                                        14
realizing the value of your connections
▪ Potential value through influence
  •  Connection to other fans, customers, or consumers
   à can potentially influence them through WOM
   à can potentially gain value through customer acquisition & accelerated
   adoption


▪ Potential value through loyalty
  •  Connection to brands
   à can potentially build stronger/deeper customer-brand relationship
   à can potentially gain value through persistent consumption of product &
   service


                                                                        #L2LTour
                                                                                   15
how do we quantify the strength of relationship?

▪ Prof. Mark Granovetter identified 4 components of tie
 strength
  •  Time: amount of time spent together
  •  Intensity: emotional intensity and the sense of closeness
  •  Trust: intimacy or mutual confiding (transparency)
  •  Reciprocity: amount of reciprocal services


▪ Strong relationships requires more time & attention

                                                                 #L2LTour
                                                                            16
relationship development & maintenance
            disconnected                          Easy!
       do
something                  1. creating       All it takes is
     bad                      a weak tie      an “hello”

              weak tie
       do                  2. building
  nothing                     tie strength

             strong tie    3. maintaining
                              relationship

                                                  #L2LTour
                                                               17
realizing the value of your connections
▪ Potential value through influence
  •  Connection to other fans, customers, or consumers
     à can potentially influence them through WOM
     à can potentially gain value through customer acquisition & accelerated
     adoption
  •  But w/o interaction, there is no way to spread WOM

▪ Potential value through loyalty
  •  Connection to brands
     à can potentially build stronger/deeper customer-brand relationship
     à can potentially gain value through persistent consumption of product &
     service
  •  But w/o interaction, there is no way to build any relationship
                                                                          #L2LTour
                                                                                     18
realizing the value of your connections
▪ The latent value of a connection (a fan) is
 the potential to interact
  •  When people actually interact, they can realize this
   value

▪ When friends (connections) don’t interact,
 they cannot realize their latent value
  •  Likewise, if fans (connections to brands) don’t
   interact, they also cannot realize their greatest latent
   value (e.g. WOM influence, loyalty, etc.)

▪ Nevertheless connections do have value,
 interactions simply create greater value
                                                              #L2LTour
                                                                         19
how can we drive actions and interactions?
▪ Gamification:
  •  The use of game attributes to drive game-like player behavior in a non-game
   context with predictability




                                                                        #L2LTour
                                                                                   20
how can we drive actions and interactions?
▪ Gamification:
  •  The use of game attributes to drive game-like player behavior in a non-game
   context with predictability

  •  game attributes
    •  gamemechanics, game dynamics, game design principles, gaming psychology, player
     journey, narratives, etc.




                                                                            #L2LTour
                                                                                         21
how can we drive actions and interactions?
▪ Gamification:
  •  The use of game attributes to drive game-like player behavior in a non-game
   context with predictability

  •  game attributes
    •  gamemechanics, game dynamics, game design principles, gaming psychology, player
     journey, narratives, etc.
  •  game-like player behavior
    •  engagement, interaction, competition, collaboration, awareness, learning, obsession,
     and/or any other observed player behavior during game play




                                                                                  #L2LTour
                                                                                              22
how can we drive actions and interactions?
▪ Gamification:
  •  The use of game attributes to drive game-like player behavior in a non-game
   context with predictability

  •  game attributes
    •  gamemechanics, game dynamics, game design principles, gaming psychology, player
     journey, narratives, etc.
  •  game-like player behavior
    •  engagement, interaction, competition, collaboration, awareness, learning, obsession,
     and/or any other observed player behavior during game play
  •  non-game context
    •  work,
          education, health & fitness, sale & marketing, community participation, civic
     engagement, volunteerism, goodwill, etc. (anything but a game)


                                                                                  #L2LTour
                                                                                              23
what’s the magic behind gamification?
 Communal Response Collection Countdown             Discovery Variable Ratio
                                   Cross Situational
Collaboration Fun Once, Delayed                      Lottery Reward Schedule
Reputation       Fun Always         Leader-boards
                 Status    Mechanics     Free Lunch Serendipity Points
    Fixed Ratio
                   Moral Hazard SocialShell Game          Communal
 Reward Schedule
      Modifiers of Game PlayCohesion             Interval Discovery Loyalty
Rank           Leader-boards      Avoidance Reinforcement
    Reinforcer
 Reward Schedules Urgent Appointment Schedules Virtual Items
        Privacy Envy Optimism Dynamic Chain SchedulesSet Completion
                                                                  Companion
  Epic MeaningMicro Leader-boards
Loss Aversion        Cascading Rolling Social Fabric of Games Gaming
                                     ContingencyViral Game Mechanics
       Free Lunch Information Physical       Level Up         Virality
  Pride Achievement Theory       Goods Behavioral Contrast             Endless
       Infinite Gameplay                                   Combos Games
 Disincentives Ownership Variable Interval
                            Reward Schedules Progression Dynamic
     Fixed Interval Behavioral Momentum                Blissful Ratio Reward
                                          Real-time
   Reward Schedules Extinction                       Productivity Schedules
                                   Quest Mechanics                  #L2LTour
                                                                                 24
behavior model
▪ Fogg Behavior Model (FBM):
 •  3 Factors underlying human behavior.
 •  Temporal convergence of 3 factors.




   MotivationAction             Ability    Trigger




     wants                       can       told to

                                                     #L2LTour
                                                                25
behavior model
▪ Fogg Behavior Model (FBM):                                        Trigger
 •  3 Factors underlying human behavior.
 •  Temporal convergence of 3 factors.




                                           Motivation
                                                                   activation
                                                                   threshold
              Action



                                                         Ability

                                                                   #L2LTour
                                                                                26
what motivates people
▪ Abraham Maslow’s hierarchy of needs (1943)
                                   Game mechanics/dynamics
being-needs
(meta-needs)                         status, achievements,
                                     ranks, reputation, etc.
deficiency                                social cohesion, virality &
needs                                     most communal/community
                                          dynamics
                                                 security, money
                                                 (gambling)
                                                     food, water, etc


                                                        #L2LTour
                                                                        27
what motivates people
  ▪ Abraham Maslow’s hierarchy of needs (1943)
                     Dan Pink’s intrinsic       Game mechanics/dynamics
  being-needs        motivators (2009)
  (meta-needs)
                                                  ownership, blissful productivity,




                            DRiVE
                                    autonomy
Maslow’s meta-motivators:                         serendipity, etc.


                                    mastery       points, progression, level up, set
                                                  completion, etc.


                                    purpose       epic meaning, quest, discovery,
                                                  justice, save the world, etc.

                                                                       #L2LTour
                                                                                       28
Mihaly Csikszentmihalyi: Flow
▪ Flow: an optimal state of intrinsic
 motivation
  •  Forget about physical feelings (e.g. hunger,
   sleep), passage of time, and their ego

▪ Skill ~ Challenge à Flow
▪ Certainty vs. Uncertainty
  •  People love the control state
    •  b/c   it gives them a sense of security & safety
  •  People hate the boredom state
  •  People like arousal
  •  People dislike worry
                                                              #L2LTour
                                                                         29
Mihaly Csikszentmihalyi: Flow
▪ People acquire skills over time à move into the
 relaxation/boredom state                                   steep learning curve
                                                            to get back to flow
  •  We are motivated by challenges,                        shallow
     surprises, and varieties, to avoid    way too hard     learning
     boredom                                                curve
  •  IRL, matching challenge to            a bit too hard
     people’s skills exactly is hard
  •  They are either too easy (boring)
     or too hard (frustrating)
                                                            too easy
▪ Gamification must adapt
 & evolve with the player

                                                                       #L2LTour
                                                                                   30
behavior model
▪ Fogg Behavior Model (FBM):
  •  3 Factors underlying human behavior.
  •  Temporal convergence of 3 factors.

                                       Perceived                     Types of
          Motivation                    Ability                      Trigger
                                      or simplicity                 at the right
                                                                        time
            wants                         can                        told to
▪ The magic formula of gamification
  •  Place the proper triggers in the behavioral trajectory of motivated players, at
   the moment when they feel the greatest excess in their ability

                                                                             #L2LTour
                                                                                        31
influence relationship
                       psychology
 social network
    sociology       community
                        analytics
anthropology            motivation
              Likes
   social media
                  gamification
  interaction          connection
     behavior model loyalty       32
Loves
Likes

        33

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2011 10-04 lithium -likes to love amsterdam v slide-share

  • 1. Likes to Loves Oct 4, 2011 likes Michael Wu, PhD Principal Scientist of Analytics Lithium Technologies to loves @mich8elwu World Tour 2011 Amsterdam We’re Tweeting! Join the conversation at #L2LTour
  • 2. social is NOT new ▪ Humans have been social since they were caveman ▪ Cyber-anthropology of social media: shift the focus from technology à relationship ▪ From the relational perspective, there are only 2 major types of social media •  social network •  community ▪ Social in the pre-digital era #L2LTour 2
  • 3. how do social networks form? A story of how Bob’s social Zaanse Schans network was built = community weak ties Bob strong ties old members new / casual members #L2LTour 3
  • 4. how do social networks form? Zaanse Schans college = community Social networks form naturally within communities as people establishes relationships Social network maintains relationships as people move work between communities #L2LTour 4
  • 5. what do real social network data look like? #L2LTour 5
  • 6. communities vs. social networks (on/offline) ▪ Social Network ▪ Community •  Held together by pre-existing •  Held together by some common interpersonal relationships interests of a large group of between individuals people •  You know everyone in your •  Most people, especially new network (ego-network), people members, do not know majority of who are connected to you directly the members in the community •  Each person has only one social •  Any one person may be part of network, despite there are many many communities at any given social network platforms time •  Structure: Network •  Structure: Hierarchical, overlapping & nested #L2LTour 6
  • 7. communities vs. social networks (on/offline) ▪ Social Networks ▪ Community •  Facebook, Linkedin, etc. •  Flickr, Yelp, Wikipedia, Youtube, Digg, etc. #L2LTour 7
  • 8. connection vs. interaction (engagement) ▪ Social networks connects people •  It determines who connects to whom •  But it doesn’t determine who interacts with whom ▪ A connection is required before you can have interaction •  Connection gives people the potential to interact •  But it is not sufficient to guarantee interaction ▪ Connection is easy to maintain, interaction is much harder •  Connection: only takes 1 action, no subsequent actions are required: Once connected, you’ll always be a connection •  Interaction: requires persistent actions over time #L2LTour 8
  • 9. realizing the value of your connections ▪ The potential value of a connection is huge •  That is why Facebook received ~$40 billion valuation #L2LTour 9
  • 10. realizing the value of your connections ▪ Potential value through influence •  Connection to other fans, customers, or consumers à can potentially influence them through WOM à can potentially gain value through customer acquisition & accelerated adoption #L2LTour 10
  • 11. what is influence? ▪ Definition for businesses: •  The ability to cause a change in thought (sentiment, opinion, etc.) OR behavior (purchase, referral, etc.) through non-coercive and transparent means where the targets voluntarily want the changes even with no monetary compensation ▪ It matters how you produce the change •  No carrot: no money (doesn’t mean no reward) •  No stick: no force/coercion (doesn’t mean no punishment) •  No annoyance: no spam/frustration, target has to want it •  No trick: no deception/hidden agenda #L2LTour 11
  • 12. what does influence means to your business? engage/ el empower funn dY ha se bran mass public purc consumers r you awareness interest desire action brand X bran dZ potential (+) influence = promoters potential (−) influence = detractors your brand competitors’ brand your superfans advocates your unaware competitors’ advocates (product experts) (evangelists) customers consumers customers (your brand detractors) #L2LTour 12
  • 13. a model for influence influencer Domain Credibility: The influencer's expertise in a specific domain of knowledge. High Bandwidth: The influencer's ability to transmit his expert knowledge through a social media channel. Content Relevance: How closely the target's information needs coincide with the influencer's expertise. Timing: The ability of the influencer to deliver his expert knowledge to the target at the time when the target needed it. Channel Alignment: The amount of channel overlap between the target and the influencer. Target Confidence: How much the target trusts the influencer target: with respect to his information needs influencee #L2LTour 13
  • 14. the importance of relevance and timing Friendship Relevant relationship FanGirl WizKid w/in 1 month 1 month ago 3 month ago 6 month ago PopGuy #L2LTour 14
  • 15. realizing the value of your connections ▪ Potential value through influence •  Connection to other fans, customers, or consumers à can potentially influence them through WOM à can potentially gain value through customer acquisition & accelerated adoption ▪ Potential value through loyalty •  Connection to brands à can potentially build stronger/deeper customer-brand relationship à can potentially gain value through persistent consumption of product & service #L2LTour 15
  • 16. how do we quantify the strength of relationship? ▪ Prof. Mark Granovetter identified 4 components of tie strength •  Time: amount of time spent together •  Intensity: emotional intensity and the sense of closeness •  Trust: intimacy or mutual confiding (transparency) •  Reciprocity: amount of reciprocal services ▪ Strong relationships requires more time & attention #L2LTour 16
  • 17. relationship development & maintenance disconnected Easy! do something 1. creating All it takes is bad a weak tie an “hello” weak tie do 2. building nothing tie strength strong tie 3. maintaining relationship #L2LTour 17
  • 18. realizing the value of your connections ▪ Potential value through influence •  Connection to other fans, customers, or consumers à can potentially influence them through WOM à can potentially gain value through customer acquisition & accelerated adoption •  But w/o interaction, there is no way to spread WOM ▪ Potential value through loyalty •  Connection to brands à can potentially build stronger/deeper customer-brand relationship à can potentially gain value through persistent consumption of product & service •  But w/o interaction, there is no way to build any relationship #L2LTour 18
  • 19. realizing the value of your connections ▪ The latent value of a connection (a fan) is the potential to interact •  When people actually interact, they can realize this value ▪ When friends (connections) don’t interact, they cannot realize their latent value •  Likewise, if fans (connections to brands) don’t interact, they also cannot realize their greatest latent value (e.g. WOM influence, loyalty, etc.) ▪ Nevertheless connections do have value, interactions simply create greater value #L2LTour 19
  • 20. how can we drive actions and interactions? ▪ Gamification: •  The use of game attributes to drive game-like player behavior in a non-game context with predictability #L2LTour 20
  • 21. how can we drive actions and interactions? ▪ Gamification: •  The use of game attributes to drive game-like player behavior in a non-game context with predictability •  game attributes •  gamemechanics, game dynamics, game design principles, gaming psychology, player journey, narratives, etc. #L2LTour 21
  • 22. how can we drive actions and interactions? ▪ Gamification: •  The use of game attributes to drive game-like player behavior in a non-game context with predictability •  game attributes •  gamemechanics, game dynamics, game design principles, gaming psychology, player journey, narratives, etc. •  game-like player behavior •  engagement, interaction, competition, collaboration, awareness, learning, obsession, and/or any other observed player behavior during game play #L2LTour 22
  • 23. how can we drive actions and interactions? ▪ Gamification: •  The use of game attributes to drive game-like player behavior in a non-game context with predictability •  game attributes •  gamemechanics, game dynamics, game design principles, gaming psychology, player journey, narratives, etc. •  game-like player behavior •  engagement, interaction, competition, collaboration, awareness, learning, obsession, and/or any other observed player behavior during game play •  non-game context •  work, education, health & fitness, sale & marketing, community participation, civic engagement, volunteerism, goodwill, etc. (anything but a game) #L2LTour 23
  • 24. what’s the magic behind gamification? Communal Response Collection Countdown Discovery Variable Ratio Cross Situational Collaboration Fun Once, Delayed Lottery Reward Schedule Reputation Fun Always Leader-boards Status Mechanics Free Lunch Serendipity Points Fixed Ratio Moral Hazard SocialShell Game Communal Reward Schedule Modifiers of Game PlayCohesion Interval Discovery Loyalty Rank Leader-boards Avoidance Reinforcement Reinforcer Reward Schedules Urgent Appointment Schedules Virtual Items Privacy Envy Optimism Dynamic Chain SchedulesSet Completion Companion Epic MeaningMicro Leader-boards Loss Aversion Cascading Rolling Social Fabric of Games Gaming ContingencyViral Game Mechanics Free Lunch Information Physical Level Up Virality Pride Achievement Theory Goods Behavioral Contrast Endless Infinite Gameplay Combos Games Disincentives Ownership Variable Interval Reward Schedules Progression Dynamic Fixed Interval Behavioral Momentum Blissful Ratio Reward Real-time Reward Schedules Extinction Productivity Schedules Quest Mechanics #L2LTour 24
  • 25. behavior model ▪ Fogg Behavior Model (FBM): •  3 Factors underlying human behavior. •  Temporal convergence of 3 factors. MotivationAction Ability Trigger wants can told to #L2LTour 25
  • 26. behavior model ▪ Fogg Behavior Model (FBM): Trigger •  3 Factors underlying human behavior. •  Temporal convergence of 3 factors. Motivation activation threshold Action Ability #L2LTour 26
  • 27. what motivates people ▪ Abraham Maslow’s hierarchy of needs (1943) Game mechanics/dynamics being-needs (meta-needs) status, achievements, ranks, reputation, etc. deficiency social cohesion, virality & needs most communal/community dynamics security, money (gambling) food, water, etc #L2LTour 27
  • 28. what motivates people ▪ Abraham Maslow’s hierarchy of needs (1943) Dan Pink’s intrinsic Game mechanics/dynamics being-needs motivators (2009) (meta-needs) ownership, blissful productivity, DRiVE autonomy Maslow’s meta-motivators: serendipity, etc. mastery points, progression, level up, set completion, etc. purpose epic meaning, quest, discovery, justice, save the world, etc. #L2LTour 28
  • 29. Mihaly Csikszentmihalyi: Flow ▪ Flow: an optimal state of intrinsic motivation •  Forget about physical feelings (e.g. hunger, sleep), passage of time, and their ego ▪ Skill ~ Challenge à Flow ▪ Certainty vs. Uncertainty •  People love the control state •  b/c it gives them a sense of security & safety •  People hate the boredom state •  People like arousal •  People dislike worry #L2LTour 29
  • 30. Mihaly Csikszentmihalyi: Flow ▪ People acquire skills over time à move into the relaxation/boredom state steep learning curve to get back to flow •  We are motivated by challenges, shallow surprises, and varieties, to avoid way too hard learning boredom curve •  IRL, matching challenge to a bit too hard people’s skills exactly is hard •  They are either too easy (boring) or too hard (frustrating) too easy ▪ Gamification must adapt & evolve with the player #L2LTour 30
  • 31. behavior model ▪ Fogg Behavior Model (FBM): •  3 Factors underlying human behavior. •  Temporal convergence of 3 factors. Perceived Types of Motivation Ability Trigger or simplicity at the right time wants can told to ▪ The magic formula of gamification •  Place the proper triggers in the behavioral trajectory of motivated players, at the moment when they feel the greatest excess in their ability #L2LTour 31
  • 32. influence relationship psychology social network sociology community analytics anthropology motivation Likes social media gamification interaction connection behavior model loyalty 32