On-line
Social Networking: The New Media?
by Andrew
Curry
Editor's
comment: One of the elements of the Internet that is changing the
way in which we live is the rise of new communities. Here Andrew
Curry looks at some of these and how they are changing our lives.
On-line social
networking (OSN) leapt to mainstream attention about a year ago when
Rupert Murdoch – a long-term Internet sceptic – changed track and
decided to pay the better part of $600 million for the social networking
site Myspace.com. Other high profile deals, such as the acquisition
by Yahoo of the photo site Flickr.com, underlined the excitement.
The
technology trends which are driving the boom in OSN are easy to see;
the increased capacity both of computers and of the distribution
networks which connect them. It’s long been a staple of computing
predictions that “the browser will become the desktop”. But it has
taken the significant penetration of broadband to make this come
true.
But the
growth is also driven by other strong trends which have less to do
with technology. These include, for example, the decline of
institutional authority and the rise of peer-based trust systems;
the rise in the production of content by users; changing attitudes
to the value of the content, and new copyright frameworks; the rise
of communities of interest; and perhaps even the decline in the
number of safe spaces for young people.
We see four
different types of online social network proposition:
-
Social: such
as Myspace or Bebo
-
Gaming: the
“massively multiplayer online role playing games” (MMORPG) such
as World of Warcraft or Runescape
-
Content:
from Flickr to YouTube (video); and
-
Business:
networking sites such as LinkedIn or Openbc (based in Germany).
The first
three sectors are far more developed than the last. It’s worth
having a bit of a reality check here. Although the numbers
registered with the largest sites are impressive, monthly usage data
from M:Metrics for April this year suggests that in the UK only 10%
of on-line users had engaged in any social networking activity (7.2%
for German, 6.5% for France, and 6.2% for the US), while only 6.9%
of UK users had uploaded a photo (for each of the other three
countries the figure was around the 3.5% mark). But users thought
they were far more likely to post photos or videos to the web in the
coming 12 months (UK 15%, France 13%, US 12%, and Germany 6%). And
separate research from Pew on social networking in the US market,
which was consistent with the M:Metrics analysis, suggested that
usage of social network sites was more intense than that of other
sites. In other words, if media value is about attention, social
networking sites are taking their users’ attention into different
spaces.
“Web sites
such as Myspace and Pitchfork have reshaped
youth consumption of cutting edge music”
And research
done for our forthcoming youth intelligence report, D_Code 6,
supports this argument. It suggests that social networking sites
are, for young people, usurping the role of traditional media. Matt
Hirst, an HCHLV consultant who’s part of the D_code team, says,
“Websites such as Myspace and Pitchfork media have played an
integral role in reshaping youth consumption of cutting edge music.
Social networking sites have provided the perfect conditions for
bands to propagate a staunch and committed fanbase, solely from word
of mouth recommendations, while Internet review sites carry
increasing weight by virtue of their ability to survive in an
environment where goliaths are so often cut down and exposed by
disgruntled bloggers.”
There are
some important lessons for organisations in all of this. The first
is that social networking sites aren’t going to go away. The trends
which drive them are among the strongest of current social trends.
Social networking is already a significant part of life for
particular, younger, demographics, which are already hard to reach
through conventional media channels. This is likely both to deepen
and to broaden; deepen because the penetration in younger
demographics will continue to increase; broaden because behaviour by
younger people tends to spread to other, older, technology users (as
we saw with SMS, for example).
The second is
that traditional organisational "command and control" models of
behaviour aren’t effective in this world. It's almost ten years now
since the Cluetrain Manifesto (www.cluetrain.com) said, presciently,
that "markets are conversations". In the world of online social
networking, this is truer than ever. Indeed, there's an illuminating
essay by the American academic danah boyd (“Friendster
lost steam. Is MySpace just a fad?”) which contrasts the
management style of the less successful Friendster site with that of
Myspace, which is - so far - characterised by flexibility and
dialogue, albeit around a core set of values about which the founder
has been clear since the launch of the site.
Third,
conventional media company attitudes to intellectual property don’t
play well. When Sony’s MMORPG, Everquest, realised that its players
were selling Everquest assets earned through their time playing the
game, it responded by decreeing that these assets belonged to Sony,
not to the users. The result was widespread anger among its players.
In contrast, SecondLife has built up a competitive difference by
being clear that its players own whatever they can create through
their game play.
Finally, some
of these social worlds are potentially volatile. Much of the
attraction to users of the 'social sites', such as MySpace and Bebo,
is that they offer a space where teenagers and young adults can test
and shape their identities. This suggests that they could have very
strong "cohort effects", as the next generation of young people
steers away from sites which are strongly identified with their
older siblings. The same thing which creates intensity of usage, and
of attention, is also their Achilles heel.