Elements of the management of norms and their effects on the sense of virtual community

2014 ◽  
Vol 38 (3) ◽  
pp. 436-454 ◽  
Author(s):  
Gregor Petrič ◽  
Andraž Petrovčič

Purpose – The purpose of this paper is to investigate how decisions of managers and administrators of online communities on norms and rules affect the sense of virtual community (SOVC), which is an important factor of the quality of online information. Design/methodology/approach – The study followed a two-level research design based on 970 online community members, nested within 36 online communities. Data collection consisted of two stages: first a web survey of a sample of online community members was conducted, followed by a web survey of administrators of the same online communities. A two-level hierarchical regression analysis was used to test the hypotheses. Findings – The empirical results suggest that prominence of rules under the condition of members’ participation in their creation, presence of reputation mechanisms, and content moderation contribute significantly to the SOVC , while presence of lighter sanctions and interactive moderation do not. Research limitations/implications – Since this study is based on web forums, the validity of the proposed hypotheses for other types of online communities cannot be firmly established. Additional elements of online community management could be considered for a stronger system-level explanation of the SOVC. Practical implications – The study demonstrates that online community administrators need to be considerate in creating and enforcing norms, as their decisions have an impact on the SOVC and consequently on the quality of online information. Originality/value – The literature considers many factors of the SOVC but none of the previous studies have considered how community management is associated with this phenomenon.

2014 ◽  
Vol 32 (1) ◽  
pp. 17-30 ◽  
Author(s):  
Yun Kuei Huang ◽  
Wen I. Yang

Purpose – The aim of this paper was to investigate word-of-mouth communication behavior and other interactions between bloggers writing book testimonials and their community of readers in order to develop a method and strategy for enhancing word-of-mouth communication about books. Design/methodology/approach – This study conducted a netnographic investigation to explore word-of-mouth communication and interactions about new books between bloggers and their community of readers. Netnography is a qualitative approach for exploring the information exchange among online community members. Findings – It was found that personality traits, testimonials, and the responses of community readers to bloggers affected word-of-mouth related to books. Exposure to testimonials with commercial characteristics will not necessarily hinder the word-of-mouth about books. Practical implications – These results may provide a reference for publishers or related businesses that sell books or products via blogs during the planning of their marketing strategies. Originality/value – Businesses value the effects of online communities on marketing communication. This study provides insights into the communication between bloggers and their community of readers by demonstrating how word-of-mouth affects the promotion of books. This could facilitate the selection of relevant recommendations by management.


2016 ◽  
Vol 29 (1) ◽  
pp. 120-145 ◽  
Author(s):  
Pradeep Kumar Ponnamma Divakaran ◽  
Sladjana Nørskov

Purpose – The purpose of this paper is to investigate two questions. First, are movie-based online community evaluations (CE) on par with film expert evaluations of new movies? Second, which group makes more reliable and accurate predictions of movie box office revenues: film reviewers or an online community? Design/methodology/approach – Data were collected from a movie-based online community Fandango for a 16-month period and included all movies released during this time (373 movies). The authors compared film reviewers’ evaluations with the online CE during the first eight weeks of the movie’s release. Findings – The study finds that community members evaluate movies differently than film reviewers. The results also reveal that CE have more predictive power than film reviewers’ evaluations, especially during the opening week of a movie. Research limitations/implications – The investigated online community is based in the USA, hence the findings are limited to this geographic context. Practical implications – The main implication is that film studios and movie-goers can rely more on CE than film reviewers’ evaluation for decision making. Online CE can help film studios in negotiating with distributors, theatre owners for the number of screens. Also, community reviews rather than film reviewers’ reviews are looked upon by future movie-goers for movie choice decisions. Originality/value – The study makes an original contribution to the motion picture performance research as well as to the growing research on online consumer communities by demonstrating the predictive potential of online communities with regards to evaluations of new movies.


Author(s):  
Martin C. Kindsmuller ◽  
Sandro Leuchter ◽  
Leon Urbas

“Online community” is one of today’s buzzwords. Even though superficially it is not hard to understand, the term has become somewhat vague while being extensively used within the e-commerce business. Within this article, we refer to online community as being a voluntary group of users who partake actively in a certain computer-mediated service. The term “online community” is preferred over the term “virtual community,” as it denotes the character of the community more accurately: community members are interacting online as opposed to face to face. Furthermore, the term “virtual community” seems too unspecific, because it includes other communities that only exist virtually, whereas an online community in our definition is always a real community in the sense that community members know that they are part of the community.


2019 ◽  
Vol 122 (8) ◽  
pp. 2513-2530 ◽  
Author(s):  
Monica Fait ◽  
Demetris Vrontis ◽  
Amedeo Maizza ◽  
Federica Cavallo

Purpose The purpose of this paper is to observe how the motivational engagement system of the consumers should be established so that communities of practice became a driver to reducing the informative asymmetries of sustainability. Design/methodology/approach The paper proposes a conceptual framework called connection, discussion and influence (CDI), along which the motivational dimensions to disclose sustainability can be formed. The framework has been tested on 200 firms in the Italian wine industry. A correlation analysis proved to be suitable for identifying groups of representative variables representing the engagement motivations that characterize participation in sustainability-oriented virtual communities. Findings The findings of this paper suggest that the pro-social behavior represented by the exchange of knowledge oriented toward sustainability is enhanced by the engagement of online community members. This happens when the online community is structured so as to activate a virtuous circle between CDI. Research limitations/implications The main limitation of this study is the interviewees do not actually participate in a virtual community, but have only been asked if they would be potentially interested in participating in one, and about the importance they give to specific motivations. Practical implications The paper provides important reflections for companies operating in the wine industry that have been called to intervene in the disclosure of sustainability. Originality/value The virtuous circle described here is the main contribution of the paper, as it can serve as a driver for managers of virtual communities that choose to disclose their idea of sustainability to reduce informative asymmetries and to engage consumers.


2014 ◽  
Vol 17 (4) ◽  
pp. 410-440 ◽  
Author(s):  
Christine Hallier Willi ◽  
Bang Nguyen ◽  
T.C. Melewar ◽  
Charles Dennis

Purpose – This study aims to evaluate elements of corporate communication in online communities (OCs) and their influence on corporate impression formation. Interactive online platforms such as OCs are growing. Companies are discovering their importance and increasingly include OCs in their communication activities. The present study identifies the underlying components relevant to successful corporate communication in OCs, and further explore if and how online community members (OCMs) expect companies to communicate with them, explaining how corporate impressions are formed. Design/methodology/approach – A qualitative research method was chosen, consisting of two stages. In stage one, 17 expert interviews with academics and practitioners were conducted, and in stage two, 12 OCMs were interviewed to clarify the concepts and gain new insights. Findings – The study gains new knowledge relating to corporate communication in OCs and image formation. Specifically, the authors identify and confirm important key constructs in corporate impression formation in OCs, namely, relevance of messages, communication style, social context cues, affiliation, perceived similarity, source credibility and interpersonal communication. Furthermore, a conceptual model is proposed on the relationship between communication elements relevant in online communities and their influence on corporate impression. Practical implications – The study helps to refine existing concepts of corporate impression formation in OCs. It is suggested that understanding how corporate impression is formed in OCs helps companies to participate in virtual networks, improving their corporate impression. Originality/value – This study extends prior findings on word-of-mouth on the Internet (word-of-mouse) to demonstrate that communication among virtual community (VC) members can influence the image formation process, such that positive word-of-mouse has a positive effect on corporate image.


Author(s):  
Martin C. Kindsmüller ◽  
André Melzer ◽  
Tilo Mentler

In this article, we define and describe the concept of online communities, outline the essential conditions under which they emerge and present some means that foster the building of online communities. “Online community” is one of the buzzwords in the age of Web 2.0. Within this article, we refer to online community as a voluntary group of users who partake actively in a certain computer-mediated service. The term “online community” is preferred over the term “virtual community,” as it denotes the character of the community more accurately: community members are interacting online as opposed to face-to-face. Furthermore, the term “virtual community” seems too unspecific, because it includes other communities that only exist virtually, whereas, an online community in our definition is always a real community in the sense that community members know that they are a part of their community. Nevertheless, there are other reasonable definitions of online community. An early and most influencing characterization (which unfortunately utilizes the term “virtual community”) was coined by Howard Rheingold (1994). He wrote: “…virtual communities are cultural aggregations that emerge when enough people bump into each other often enough in cyberspace. A virtual community is a group of people […] who exchanges words and ideas through the mediation of computer bulletin boards and networks” (p. 57). A more elaborate and technical definition of online community is given by Jenny Preece (2000), which acts as a benchmark for developers since then. She states that an online community consists of four basic constituents (Preece, 2000, p. 3): • Socially interacting people striving to satisfy their own needs; • A shared purpose like an interest or need that provides a reason to cooperate; • Policies in the form of tacit assumptions, rituals, or rules that guide the community members’ behavior; and • A technical system that works as a carrier that mediates social interaction. Not explicitly mentioned in this characterization, but nevertheless crucial for our aforementioned definition (and not in opposition to Preece’s position), is voluntary engagement (see also Janneck, Finck, & Oberquelle, 2005). As Preece’s (2000) definition indicates, the basic constituents of online communities include individual issues, group-related issues, as well as technology-related issues. Online communities thus comprise the participants’ basic individual motivation, the social interaction processes entailed to “bundle” individual needs to increase efficiency, and the implemented technical functions that support these processes. In the light of the aforementioned role of social processes, it is not surprising that, with respect to online communities, findings from voluntary groups of active user communities outside computer-based systems are also a highly relevant source of information (see e.g., Baumeister & Bushman, 2008). In the section devoted to online community building, we will present Kraut’s (2003) suggestion of a highly-sophisticated application of social psychology theory to address some well-known problems in online communities.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Zeynep Didem Nohutlu ◽  
Basil G. Englis ◽  
Aard J. Groen ◽  
Efthymios Constantinides

PurposeThe purpose of this article is to obtain an in-depth insight into the nature and impact of customers´ cocreation experiences in online communities and the effects of customer cocreation on innovation processes.Design/methodology/approachThis study is focused on an online cocreation community created by a market research company on behalf of a company. By means of a case study approach and through in-depth interviews, the authors identify the actual customer experiences and measure (or assess) the degree of involvement of customer creativity and experience in new idea generation.FindingsCocreation experience can be enhanced through evoking pragmatic, sociability, usability and hedonic experiences and more positive experiences and therefore, outcomes of collaborative innovation in online communities can be achieved. Findings show a classification of each role the community moderator/community manager and peer online community members perform as antecedents of cocreation experience, highlight the value of group feeling/sense of community/sense of belonging and homophily/communality in achieving that, the nature of a supportive online platform and give an overview of positive and negative outcomes of cocreation experience.Originality/valueThis case study provides with valuable insights in the phenomenon of customer cocreation and how to enhance participation of community members in collaborative innovation in online communities through positive experience, which is important for businesses involved in innovation trajectories and product and service improvement efforts.


2017 ◽  
Vol 30 (2) ◽  
pp. 371-395
Author(s):  
Juliane Jarke

Purpose The idea of “best practice” is very much built into information systems and the ways in which they organise and structure work. The purpose of this paper is to examine how “best practice” may be identified (produced) through a community-based evaluation process as opposed to traditional expert-based evaluation frameworks. The paper poses the following research questions: how does “best practice” (e)valuation in online communities differ depending on whether they are produced by community members or experts? And what role play these two practices of valuation for online community performance? Design/methodology/approach The paper is based on a three-year ethnographic study of a large-scale online community initiative run by the European Commission. Participant observation of online and offline activities (23 events) was complemented with 73 semi-structured interviews with 58 interviewees. The paper draws on Science and Technology Studies, and in particular actor-network theory. Findings Promoting the idea of “best practice” is not just an exercise about determining what “best” is but rather supposes that best is something that can travel across sites and be replicated. The paper argues that it is crucial to understand the work performed to coordinate multiple practices of producing “best practice” as apparatuses of valuation. Hence if practices are shared or circulate within an online community, this is possible because of material-discursive practices of dissociation and association, through agential cuts. These cuts demarcate what is important – and foregrounded – and what is backgrounded. In so doing new “practice objects” are produced. Research limitations/implications The research was conducted in the European public sector where participants are not associated through shared organisational membership (e.g. as employees of the same organisation). An environment for determining “best practice” that is limited to an organisation’s employees and more homogeneous may reveal further dynamics for “best practice” production. Practical implications This paper sheds light on why it is so difficult to reach commensuration in crowd-sourced environments. Originality/value The paper provides an analysis of how online community members collaborate in order to identify relevant and meaningful user-generated content. It argues that “best practice” is produced through a process of commensuration.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Diah Priharsari ◽  
Babak Abedin

PurposeThe lack of authority of the sponsoring firm in online communities raises questions about how to orchestrate members of an online community in value co-creation. Hence, this study aims to examine how online communities co-create value with community members. The authors draw upon service-dominant logic (SDL) to study two comparable, and yet different, Indonesian firm-sponsored online communities.Design/methodology/approachThe authors build on an earlier systematic literature review and triangulate it with semi-structured interviews of 28 community members and content analysis of over 35,000 online comments. The data collection was conducted from February to October 2018.FindingsThe findings revealed that (1) value co-creation in online communities is orchestrated through the fluidity of the online community, which is represented by three mechanisms: consensus-making, consensus settlement and changing boundaries, and (2) the mechanisms can be conditioned by switching firm roles (as a co-creator and facilitator).Research limitations/implicationsThe study has enriched the body of knowledge in fluid organisations by explicating three mechanisms, consensus-making, consensus settlement and changing boundaries, that explain the coordination efforts between individuals who have options to participate or not and changing boundaries, that reveals actors' responses in online communities. The mechanisms demonstrate the dynamics of a service ecosystem.Originality/valueThis study offers valuable insights into how sponsoring firms orchestrate value creation in online communities where they do not have full control of participants' reactions. The authors hereby contribute to enriching the understanding of co-creating value with customers in a fluid organisation, such as online communities.


2019 ◽  
Vol 31 (8) ◽  
pp. 498-519 ◽  
Author(s):  
Sohel M. Imroz

Purpose Although the numbers of online community members continue to increase every day, most of the user-generated content in online communities comes from only a small percentage of members who are motivated to participate and contribute. While studies have been conducted on other professional online communities (e.g. teachers, mathematics practitioners, software developers, etc.), the online community for ServiceNow practitioners is not fully understood. Studies of this group could be useful to organizations that seek to understand ServiceNow practitioners’ motives to participate in these communities, fulfill their specific needs, and build and maintain a thriving community of users. Design/methodology/approach A qualitative case study method was used to learn what motivates ServiceNow practitioners to contribute and participate in ServiceNow communities. Data were collected from interviews with the participants, their stories and testimonials and physical artifacts created and used by them. Data analysis was carried out using data triangulation and continuous coding process. Findings Three primary motives were identified: find answers to questions or issues, learn about ServiceNow products and services, and share knowledge and expertise with others. Research limitations/implications As a single-case research method was used, findings of this study may not be generalized to a larger population. Originality/value Results should encourage and increase participation by ServiceNow Community's members, create a repository of knowledge and relationships that can improve their value and effectiveness, and help their organizations maintain competitive advantage.


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