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Facebook at ad:tech – The figures don’t ALWAYS speak for themselves…

There is no doubt that Facebook, with more than 750 million members available to target, is of great interest to marketing professionals.  Indeed, emarketer recently predicted that this year would witness ad revenues rising 104% to $3.8 billion – not bad going for a company which claims to have made all its changes to date for the benefit of its users…not its advertisers. 

So when we were told that Facebook’s Gail Power – Director of Online Sales Operations – was to be speaking at ad:tech London on the 22nd September, we were anticipating something great.  We hoped to gain an insight (within reason!) into what the company planned to do next.  Instead, we got a basic – albeit fairly interesting and informative – run through of what Facebook currently offers to businesses wishing to reach out to consumers on the world’s largest social network.  A shared desire for concrete statistics was left unsatisfied by hazy claims, whilst mumblings about the threat of Google+ remained awkwardly unanswered.

Entitled ‘Social by Design’, Power’s talk emphasised the strength of word-of-mouth advertising – a form of marketing which Facebook, as a widely used social media platform, is able to utilise.  She attempted to demonstrate the strength of peer influence in directing action by showing us two slides; one featured a screenshot of the Facebook game Cityville, the other showed a car from Gran Turismo.  The graphics of Cityville were non-descript – comparing poorly to those of the latter.  However, apparently this did not stop it attracting an astonishing 100 million users in its first 43 days – the secret to its success allegedly being its social component.  According to Power, it is an effective illustration of peer influence; users receive notifications informing them that their friends are playing the game, so this encourages them to join in also.

Of course, the same principles can be applied to marketing.  According to a Facebook-Nielsen study, users are four times more likely to buy a product or use a service that their friends have ‘liked’.   As ‘likes’ can quickly disappear down busy newsfeeds, companies can pay to have them extracted and displayed in the advertising column on the right hand side of the home page – these are sponsored stories.  Power named this ‘word-of-mouth marketing at scale’ as one ‘like’ is visible to all of a user’s friends – with the average Facebooker having 130.  And as users are often friends with others with the same hobbies, of the same age, or from the same hometown, advertisers can target a specific group…without even really trying. 

Disappointingly, Power could not provide us with statistics regarding the success of the sponsored stories venture – though a study by TBG Digital in May found that they get 46% higher click-through than standard display ads.  We were also led to believe that it was a recent innovation, but it’s actually been around since January.  Of course we can understand Facebook’s unwillingness to divulge their plans for the immediate future, particularly as F8 was due to commence just as Power was switching off her microphone.  However, I think it’s fairly safe to say that we had all envisaged something a little more exciting.  Looks like we will have to wait until next year to see the impact of some of the changes announced at F8 (one of these being Timeline, which will see even more information being shared by users as they add to their profile the bits of their life that are missing).  Should’ve nipped off for that powernap instead…

Katherine Sola also contributed to this post.

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Comments
  • Laura

    Lima Bean,

    Taking Gran Turismo out of the equation, we can be picky and state that Cityville alone should never have been used as an example. There are many factors which contribute to the game’s success (such as those you refer to in your first point) and it is consequently incorrect to conclude that the game’s popularity is ALL due to peer influence. However, I do believe that it is ONE of the contributing factors – I am certain that games like Cityville would not be able to gain and retain such popularity if the social element (eg. notifications telling users their friends are playing, the interaction with friends within the game, etc.) was not present.

    I do agree that the comparison is poor; in my opinion, Gran Turismo needn’t have been included at all. As you rightly state, they are completely different for a whole host of reasons. My main objection is that people pay a lot of money for games like Gran Turismo, whereas Cityville – though some users do purchase virtual items – is free.

    Your last two sentences puzzle me…?

    Laura

  • http://twitter.com/beanbagboy Lima Bean

    So bringing this conversation over from Twitterland, why do I think the example she used is a weak one?

    1. She's not comparing apples with apples. Cityville is in a space that people are spending most of their time in. It's free and easy to access and you can play it in an instant. You don't have to order a copy online or go to the store to buy a copy of Cityville. You don't think twice playing it after reading a bad review. You don't spend lots of money on it then finish it in a month. People play it at work or at home while they're engaging with their family and friends in a social space while killing time.

    2. The target markets are completely different. The number one users of social games are not the same guys who play Gran Turismo. In fact, it's hardly even guys! Research often shows that, although some guys do play social games, it's mostly middle aged females who engage Facebook all day. Also, women use social media, emails and the internet differently to men. Guys are lazy. Women interact, share, comment, dig a little deeper.

    So I don't think it's a good example at all. If you think I'm being narrow minded, then show me the light. I'm open to (constructive) criticism and someone educating me. But as a whole, I think that this is all smoke and daggers and they're trying to pull the wool over our eyes. But that's just my opinion…

  • http://www.facebook.com/lauly26 Laura Webster

    Lima Bean,

    Taking Gran Turismo out of the equation, we can be picky and state that Cityville alone should never have been used as an example. There are many factors which contribute to the game's success (such as those you refer to in your first point) and it is consequently incorrect to conclude that the game's popularity is ALL due to peer influence. However, I do believe that it is ONE of the contributing factors – I am certain that games like Cityville would not be able to gain and retain such popularity if the social element (eg. notifications telling users their friends are playing, the interaction with friends within the game, etc.) was not present. 

    I do agree that the comparison is poor; in my opinion, Gran Turismo needn't have been included at all. As you rightly state, they are completely different for a whole host of reasons. My main objection is that people pay a lot of money for games like Gran Turismo, whereas Cityville – though some users do purchase virtual items – is free.

    Your last two sentences puzzle me…?

       
     

  • Laura

    Lima Bean,

    Taking Gran Turismo out of the equation, we can be picky and state that Cityville alone should never have been used as an example. There are many factors which contribute to the game’s success (such as those you refer to in your first point) and it is consequently incorrect to conclude that the game’s popularity is ALL due to peer influence. However, I do believe that it is ONE of the contributing factors – I am certain that games like Cityville would not be able to gain and retain such popularity if the social element (eg. notifications telling users their friends are playing, the interaction with friends within the game, etc.) was not present.

    I do agree that the comparison is poor; in my opinion, Gran Turismo needn’t have been included at all. As you rightly state, they are completely different for a whole host of reasons. My main objection is that people pay a lot of money for games like Gran Turismo, whereas Cityville – though some users do purchase virtual items – is free.

    Your last two sentences puzzle me…?

    Laura

  • Laura_blurGroup

    Hi Lima Bean,

    Taking Gran Turismo out of the equation, we can be picky and state that Cityville alone should never have been used as an example. There are many factors which contribute to the game's success (such as those you refer to in your first point) and it is consequently incorrect to conclude that the game's popularity is ALL due to peer influence. However, I do believe that it is ONE of the contributing factors – I am certain that games like Cityville would not be able to gain and retain such popularity if the social element (eg. notifications telling users their friends are playing, the interaction with friends within the game, etc.) was not present. 

    I do agree that the comparison is poor; in my opinion, Gran Turismo needn't have been included at all. As you rightly state, they are completely different for a whole host of reasons. My main objection is that people pay a lot of money for games like Gran Turismo, whereas Cityville – though some users do purchase virtual items – is free.

    Your last two sentences puzzle me…?

    Laura

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