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“How can we face Facebook?”
 Conversations about web 2.0 and social networking
 PWA meeting - Rome, 18 March 2009




Federica Garbolino
www.coreconsulting.it
AGENDA




  What is Web 2.0? An overview
  Youtube and queen Rania
  Around Slideshare
  Face-book, social network and W.O.M.
  Second life
  Some implications and opportunities for marketing 2.0
  Future trends




                                                          1
THE STARTING POINT…




                                            “Person of the year”
    “Person of the year”
                                                TIME - 2006
        TIME - 1982

                    Key words to say “web 2.0”:
            My internet; UGC (User Generated Content);
                  P2P (Peer to Peer) collaboration        2
1999: CLUETRAIN MANIFESTO
                                                            Let the people do what they do better: talk


        “MARKETS ARE CONVERSATIONS”
        Customers are pro-sumers and “consum-attore” and
        give more and more credibility to information coming
        from untraditional sources and media




The roll out of Fiat     The DUCATI                LEGO Mindstorm:              KRIPTONITE and              FLUEVOG: the
500 through              President blogging                                     the bug-fixing              most rated shoe is
                                                   Community of
conversations                                                                                               produced
                                                   product building
                         http://blog.ducati.com/                                http://www.bikeforums.net
                                                                                /video/                     www.fluevog.com
http://www.fiat500.com
                                                   http://mindstorms.lego.com




                                                                                                       3
2004: TIM O’REILLY

                                                Over 1 million applications
     Web 2.0 is a social
   phenomena. It’s not an
  evolution of the web but a
    change of paradigm




 New York, Sept 2008




                The power of people and
              new values: trust, credibility,
              simplicity, sharing, reputation
                                                                    4
WEB 2.0: EMBLEMS & NUMBERS


                                          60 million login per day; 6 million items
            The free encyclopaedia


                                         30 millions of users (Dec 2008)
            Business networking

                                         170 millions of video viewed per day
            Social broadcasting


                                         175 millions of users
            Social networking


                                         16 millions of users
            MUVE – Second Life


                                     •   133 mln of blog (Sept 2008)
            Storytelling             •   120.000 new blogs a day




                                                                     5
YOU TUBE AND QUEEN RANIA




http://www.youtube.com/watch?v=zAmJl
UdjSKk&feature=channel


http://www.youtube.com/watch?v=
JPcw3fLeBHM&feature=channel




                                       6
USER GENERATED & SHARED CONTENT




                                                   Photo-sharing
Collaborative filmmaking

      sharing
       Slide




                              Social advertising

                                        7
SLIDESHARE




     http://www.slideshare.net/guest190b7a/meet-the-most-influential-women-in-web-20-presentation


                                                                                         8
FACEBOOK, SOCIAL NETWORK AND W.O.M.

  “Word Of Mouth” (WOM) mechanisms spread
  online a message “like a virus”
  According to Paul Marsden from the
  marketing company ClickAdsor.com, today
  word of mouth impacts 50% of consumer
  decisions in respect to 30 years ago
  Online, the consumer opinion influences the
  reputation of a product and service, and
  therefore, other consumer choices as well
  Companies do not simply make advertising on
  social networks but exploit the dynamics and
  the viral aspects of the social networks to
  promote a brand, an event, a product


                                                     Mark Zuckerberg




                                                 9
SECOND LIFE




 It’s a MUVE (Multi-Users
 Virtual Environment) in 3D,
 powered by Linden Lab
 It’s a conversational
 marketplace
  Users interact with each other
 and “live” through their
 avatar, move by
 teletransporting, chat and
 meet in the different lands of
 SL.


                      Video del progetto ARGON (community in Second Life)
                      http://www.youtube.com/watch?v=-K60kAcapoc&eurl=http%3A%2F%2F



                                                                     10
MARKETING 2.0

  New profiles emerge (i.e. reloaded/multichannel consumers are over 5,5
  million people) and new consumers’ targets (i.e. digital natives)
  The market is saturated with information
  In 2008 Italian companies that invested in internet advertising grew by
  11%, Mobile advertising grew by 19%
  Key words for success:
   –   Experience and participation against message exposure;
   –   Fun and enjoying;
   –   Listening, dialogue, involvement, co-design against broadcasting advertising;
   –   Integrated and pervasive multichannel strategy;
   –   Trust and transparency;
   –   Community of passions/tribe
   –   Life-style data-catching; personalization of messages
   –   New advertising media mix.


                   THE MARKETING STRATEGY MUST RETHINK
                   THE WAY TO COMMUNICATE AND MANAGE
                        THE CUSTOMER RELATIONSHIP
                                                                           11
SOME OPPORTUNITIES TO RE-NEW MARKETING
CHANNELS
                                                        SOCIAL MEDIA MARKETING
        GUERRILLA MARKETING
                                                        Building a presence in online social
        Stickering – Environmental
                                                        network (Facebook, MySpace,
        installations– On the road theaters–
                                                        YouTube, Twitter…)
        Flash Mobs – Cross-media games



 AMBIENT                                                                 VIRAL/BUZZ
 MARKETING                                                               MARKETING
                                      Unconventional
 Dressing the space/                                                     Teaser, viral game, WOM,
 urban furnishing                                                        endorsement
                                          Marketing


USER-GENERATED
MARKETING                                                        PROXIMITY MARKETING
Involve customers in the                                         Spread contents and services
                                   CONVERSATIONAL
creation of the message or                                       in close relation to a
                                   MARKETING
product design                                                   geographic location. Physical
(crowdsourcing)                    Blog, communities, rating,    tagging, semacode.
                                   social tagging


                                                                                 12
THE SCENARIO THAT AWAITS US




                                          social
                                        networking

                       UNPREDICTABLE
                        UBIQUITOUS
        mobile             VIRAL
     interactions         SIMPLE
                          WEB 3.0




                        internet of
                      where/of things
                                             13
THE MACHINE IS US/ING US

            http://www.youtube.com/watch?v=NLlGopyXT_g




             FROM 3.17                                   14
THANKS FOR YOUR ATTENTION
                      LET’S OPEN THE DEBATE!




To continue the conversation on the web
– federica.garbolino@iks.coreconsulting.it




                                                15

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“How can we face Facebook?”

  • 1. “How can we face Facebook?” Conversations about web 2.0 and social networking PWA meeting - Rome, 18 March 2009 Federica Garbolino www.coreconsulting.it
  • 2. AGENDA What is Web 2.0? An overview Youtube and queen Rania Around Slideshare Face-book, social network and W.O.M. Second life Some implications and opportunities for marketing 2.0 Future trends 1
  • 3. THE STARTING POINT… “Person of the year” “Person of the year” TIME - 2006 TIME - 1982 Key words to say “web 2.0”: My internet; UGC (User Generated Content); P2P (Peer to Peer) collaboration 2
  • 4. 1999: CLUETRAIN MANIFESTO Let the people do what they do better: talk “MARKETS ARE CONVERSATIONS” Customers are pro-sumers and “consum-attore” and give more and more credibility to information coming from untraditional sources and media The roll out of Fiat The DUCATI LEGO Mindstorm: KRIPTONITE and FLUEVOG: the 500 through President blogging the bug-fixing most rated shoe is Community of conversations produced product building http://blog.ducati.com/ http://www.bikeforums.net /video/ www.fluevog.com http://www.fiat500.com http://mindstorms.lego.com 3
  • 5. 2004: TIM O’REILLY Over 1 million applications Web 2.0 is a social phenomena. It’s not an evolution of the web but a change of paradigm New York, Sept 2008 The power of people and new values: trust, credibility, simplicity, sharing, reputation 4
  • 6. WEB 2.0: EMBLEMS & NUMBERS 60 million login per day; 6 million items The free encyclopaedia 30 millions of users (Dec 2008) Business networking 170 millions of video viewed per day Social broadcasting 175 millions of users Social networking 16 millions of users MUVE – Second Life • 133 mln of blog (Sept 2008) Storytelling • 120.000 new blogs a day 5
  • 7. YOU TUBE AND QUEEN RANIA http://www.youtube.com/watch?v=zAmJl UdjSKk&feature=channel http://www.youtube.com/watch?v= JPcw3fLeBHM&feature=channel 6
  • 8. USER GENERATED & SHARED CONTENT Photo-sharing Collaborative filmmaking sharing Slide Social advertising 7
  • 9. SLIDESHARE http://www.slideshare.net/guest190b7a/meet-the-most-influential-women-in-web-20-presentation 8
  • 10. FACEBOOK, SOCIAL NETWORK AND W.O.M. “Word Of Mouth” (WOM) mechanisms spread online a message “like a virus” According to Paul Marsden from the marketing company ClickAdsor.com, today word of mouth impacts 50% of consumer decisions in respect to 30 years ago Online, the consumer opinion influences the reputation of a product and service, and therefore, other consumer choices as well Companies do not simply make advertising on social networks but exploit the dynamics and the viral aspects of the social networks to promote a brand, an event, a product Mark Zuckerberg 9
  • 11. SECOND LIFE It’s a MUVE (Multi-Users Virtual Environment) in 3D, powered by Linden Lab It’s a conversational marketplace Users interact with each other and “live” through their avatar, move by teletransporting, chat and meet in the different lands of SL. Video del progetto ARGON (community in Second Life) http://www.youtube.com/watch?v=-K60kAcapoc&eurl=http%3A%2F%2F 10
  • 12. MARKETING 2.0 New profiles emerge (i.e. reloaded/multichannel consumers are over 5,5 million people) and new consumers’ targets (i.e. digital natives) The market is saturated with information In 2008 Italian companies that invested in internet advertising grew by 11%, Mobile advertising grew by 19% Key words for success: – Experience and participation against message exposure; – Fun and enjoying; – Listening, dialogue, involvement, co-design against broadcasting advertising; – Integrated and pervasive multichannel strategy; – Trust and transparency; – Community of passions/tribe – Life-style data-catching; personalization of messages – New advertising media mix. THE MARKETING STRATEGY MUST RETHINK THE WAY TO COMMUNICATE AND MANAGE THE CUSTOMER RELATIONSHIP 11
  • 13. SOME OPPORTUNITIES TO RE-NEW MARKETING CHANNELS SOCIAL MEDIA MARKETING GUERRILLA MARKETING Building a presence in online social Stickering – Environmental network (Facebook, MySpace, installations– On the road theaters– YouTube, Twitter…) Flash Mobs – Cross-media games AMBIENT VIRAL/BUZZ MARKETING MARKETING Unconventional Dressing the space/ Teaser, viral game, WOM, urban furnishing endorsement Marketing USER-GENERATED MARKETING PROXIMITY MARKETING Involve customers in the Spread contents and services CONVERSATIONAL creation of the message or in close relation to a MARKETING product design geographic location. Physical (crowdsourcing) Blog, communities, rating, tagging, semacode. social tagging 12
  • 14. THE SCENARIO THAT AWAITS US social networking UNPREDICTABLE UBIQUITOUS mobile VIRAL interactions SIMPLE WEB 3.0 internet of where/of things 13
  • 15. THE MACHINE IS US/ING US http://www.youtube.com/watch?v=NLlGopyXT_g FROM 3.17 14
  • 16. THANKS FOR YOUR ATTENTION LET’S OPEN THE DEBATE! To continue the conversation on the web – federica.garbolino@iks.coreconsulting.it 15