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Construction & Study of Consumer Behavior in a
Virtual Social Space
ABSTRACT
The growth of YouTube.com, MySpace.com and SecondLife, are part of a trend that consumers seek to
partake in communities with increasingly real virtual simulations of actual social environments. Within this
context, consumption takes on social meaning and is mostly wrapped in the excuse of self-expression within
these virtual social spaces. What constitutes marketing relevant behavior in these social spaces is a dominant
issue for consumer behavior in the future, as this is where consumers will increasingly act out their lives.�Based
on cultural composition of virtual communities, ethnographic-based approaches are warranted to better yield
understanding of the meanings that are common to a particular community. Nevertheless, there is no existing
theory that adopts this way to addresses the consumer behavior in a virtual space of real simulation.
This research focuses on the creation of a live video virtual social space where users can freely enter and
utilize the space, and application of grounded theory and NVIVO software to uncover marketing relevant
behavior. As a result, thirty-four types of consumer behavior are constructed and divided into four categories:
egocasting, non-verbal behavior, relational pattern, and participation behavior. Next, the technique of social
network analysis and the UCINET software package help define groups of consumers and understand their
behavioral differences within this virtual space, resulting in a bridge group and core group that exhibit high
levels of various types of behaviors than the peripheral or isolated groups. Results are significant for consumer
behavior theory development within the context of the emerging online virtual citizen.
Keywords: virtual social space, consumer behavior, grounded theory, social network analysis, NVIVO
software, UCINET software package
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Construction & Study of Consumer Behavior in a
Virtual Social Space
І. Research Background With the popularity of the Internet use, numerous types of virtual social spaces have emerged as popular
meeting venues online. Nowadays, the growth of YouTube.com, MySpace.com and Second Life, reveal a trend
that people seek to partake in communities with increasingly real virtual simulations of actual social
environments, and feel comfortable showing themselves and sharing their lives online. These virtual social
spaces are often heavily immersed in consumption (Flanagin & Metzger, 2001; Kozinets, 1999), and products
take on social meaning within this context (Solomon, 1983). Some scholars notice that consumers express a
dislike of all things commercial and tend to wrap consumption in the excuse of self-expression (Kozinets, 2002;
Kozinets & Handleman, 2004).
The virtual meeting places are commonly referred to as �virtual communities� (Rheingold, 1993). Due to a
social nature, many researchers demonstrate the interpersonal influence of virtual communities from
perspectives of computer-mediated-communication, social network, small group, as well as social psychology.
These concerns also draw a lot of interests from both academic and commercial marketing researchers because
of potential consequential effects on consumer behavior existing within virtual communities have been long
recognized (Britt, 1950; Granitz & Ward, 1996; Kozinets, 1998; Levy, 1959; Muniz & O' Guinn, 2001). Such
an interest stems not only from their ability to influence members’ choices, and to rapidly disseminate
knowledge and perceptions regarding new products (e.g.,U. M. Dholakia, & Bagozzi, R. P. , 2001), but also
from the numerous opportunities to engage, collaborate with, and advance customer relationships actively in
such forums. While there is no existing theory addressing consumer behavior in a real virtual space.
Based on cultural composition of virtual communities, ethnographic-based approaches are warranted to
better yield understanding of the meanings that are common to a particular community (Kozinets, 1999), such
as participant observation within a predominantly inductivist framework (Gill & Johnson, 1997). Nevertheless,
marketing researchers have not begun to more fully explore the role of culture in buying behavior and apply
associated ethnographic research methods until the past two decades (Maclaren & Catterall, 2002).
From the above, the current research has three objects���irst of all, the creation of a live video virtual social
space where users can freely enter and take advantage of the space will be centered to understand the
willingness of consumers joining such a space. Secondly, through the use of the qualitative method of grounded
theory, this research will be able to uncover marketing related consumer behavior within a virtual social space.
Finally, social network analysis method will be applied to further understand the behavioral differences of
consumers in terms of the social structure.
�. Literature Review In order to explore fully consumer behavior within a virtual community, this chapter will focus on the four
facets: virtual community, marketing & virtual community, technology aspects of virtual community, and social
aspects of virtual community.
1. Virtual Community
Many definitions of virtual communities exist, while there is no single definition accepted. The term "
virtual community"(VC) was first cited as commonplace by Howard Rheingold (1993a), he has defined VC as
"social aggregations that emerge from the Net when enough people carry on those public discussions long
enough, with sufficient human feeling, to form webs of personal relationships in cyberspace." It is explicit from
the definition that the “technological” and “social” aspects are two pillars of VC. However, researchers suggest
not all conversations on the Internet constitute VC (Erickson, 1997; Fernback, 1999). Key attributes are
required to form it, such as: Erickson (1997) lists the following attributes that the term community suggests:1)
notion of membership; 2) relationships with other people; 3) Commitment and generalized reciprocity; 4)
Presence of shared values and practices; 5) production and distribution of collective goods; 6) existence for
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some duration; DeSouza and Preece (2004) also represent key components of an online community as: people
purposes, policies and software. In addition, there are many disputes over whether virtual communities are real
communities (Foster, 1997; Galston, 2000; Postman, 1993; Sardar, 1996; Snyder, 1996). Scholars point out that
the "virtual" might misleadingly imply that these communities are less "real" than physical communities (Jones,
1995), but their “real” existence for participation may have consequential effects on many aspects of behavior,
including consumer behavior (Kozinets, 1998).
2. Marketing &. Virtual Community
Marketing scholars have suggested the exchange model as a conceptual foundation for the discipline.
(Richard P. Bagozzi, 1975; Grönroos, 1999; Hirschman, 1987). While the �economic model� which assumes
that things are exchanged for their economic or utilitarian value had evolved in social exchange perspective,
which has been described marketing as the process of creating, resolving and maintaining exchange
relationships (Richard P. Bagozzi, 1974). While VC has been seen as a new social constructs created by the
Internet, and characterized by groups of people with common value systems, norms, rules and a sense of
identity and association (Fernback, 1999). This means that each VC is likely to have its own cultural
composition, a unique collective sense that members share (Maclaren & Catterall, 2002). The influence of
culture on consumer behavior has long been recognized by both academic and commercial marketing
researchers (Britt. 1950; Levy 1959). Nevertheless, marketing researchers have not begun to more fully explore
the role of culture in buying behavior and apply associated ethnographic research methods until the past two
decades (Maclaren & Catterall, 2002). Kozinet (1999) suggests that the nature of cultural composition warrants
“ethnographic-based approaches” to better yield understand- ing of the meanings that are common to a
particular community, such as participant observation within a predominantly inductivist framework (Gill &
Johnson, 1997). �Netnography�, or ethnography on the Internet, is suggested to be particularly useful for
revealing the rich symbolic online world that underlies needs, desires, meanings, and choice (see, eg., Levy
1959). Undoubtedly, such an approach can provide current research with a window into naturally occurring
behavior within a VC.
3. Technological Aspect of Virtual Community
The development of new electronic technology lets numerous types of virtual communities bloom and has
been affecting the way participants interact. Haythornthwaite, Wellman et al. (1998) notice six types of VC,
including text-based email, bulletin boards and newsgroups, text-based synchronous chat (IRC chat lines) and
role-playing games (e.g., MUDs, MUSHs and MOOs), voice-based teleconferencing and voice-mail systems,
desktop video -conferencing and video mail, and hypertext and multimedia systems. Catterall and Maclaran
(2001) also present seven types as email lists, Website bulletin boards, Usenet Newsgroups, Real-time
online-chat systems, Web-based chat rooms, multiplayer virtual games, Multi-user domains (MUDs). With the
advancement of technology, the types of virtual communities revolutionized from asynchronous, time-delayed
communication to synchronous, real-time communication.
4. Social Aspect of Virtual Community
(1) Computer-Mediated Communication (CMC)
When the primary interaction is electronic or enabled by technology, the community is virtual. This type of
communication is called CMC. When it comes to the implication of CMC in the context of interpersonal
interaction, there are different perspectives among researchers, including cues filtered out theory, social
identity/ deindividuation theory, social information processing theory, and hyper-social interaction theory. From
these viewpoints, it is apparent that the positive implication of CMC to interpersonal relations online is
increasingly noticed by researchers. Meanwhile, there are still much evidences demonstrating the arising effects
of CMC on online relations in past literature, such as Schlosser (2002) found consumers in the CMC were more
likely to convey their pre-discussion attitudes, and exhibited less choice shifts and acceptance of the groups first
attitude than those in the face to face environment.
(2) Social Network and Small Group
Virtual communities can be studied as either small groups or social networks (Wellman, 1997). Social
network theory suggests that Internet social communication supplements and extends traditional social
behaviors. The more individuals in organizations are connected, communicate face-to-face, and the more
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intimate their relationships, the more frequently and intimately they use email and a variety of media to
communicate (Haythornthwaite, Wellman, & Garton, 1998). Specifically, specific interaction in social
networks has significant social influence on specific attitudes and behaviors (Rice, 1993). One the other hand,
much concerns of small group reveal group influences on attitudes and behavior (Merton & Rossi, 1949).
Findings suggest that individuals behave in a similar fashion to the groups in which they belong. Obviously, no
matter the perspective of social network or small group indicates the significant role of social influence within
virtual communities. Especially, group membership has long since been recognized as a factor that influences
consumption.
(3) Causes of Social Interaction
What draws participants to virtual communities, what they are used for, and how they influence the
subsequent knowledge, opinion, and behavior of participants have been concerned in previous literature. What
underlies theses investigations is a common theme that explores the nature and role of the social influence
exerted by the community on its members (Alon, Brunel, & Schneier Siegal, 2003). While the social influence
does not constitute all causes of social interaction within virtual communities, the antecedents of social
influence should be considered as well (Dholakia, Bagozzi, & Pearo, 2004). The causes of social interaction in
terms of individual-level and group-level have been postulated to influence the participation behavior in virtual
communities separately (Richard P. Bagozzi, 2000), including the causes shown in Table 1.
Table 1 Conceptual Framework for Causes of Social Interaction in VC
Level of Influence Determinants Scholars
Individual Level Cognitive needs
Affective needs
Personal integrative needs
Social integrative needs
Tension release needs
Katz, Haas et al. (1973); Stafford, Stafford et al. (2004);
(Sunanda, 2005).
Group Level
Internalization
Social identity
Presentation of public self
Social anxiety
Sociability
Loneliness
Postmes, Haslam et al. (2005); Walrond-Skinner (1986).
Tajfel,H. and Turner, J. (1979); Festinger (1954).
Goffman (1959); (Ajzen, 1977; Thibaut & Kelley, 1959).
Clark and Wells (1995); Kiesler, Siegel et al. (1984).
Cheek and Buss (1981); Asendorpf and Wilpers (1998).
Peplau and Heim (1979);(Hojat, 1982);Burger (1997).
�. Methodology
This research mainly comprises three stages (see Figure 1): The first stage is mainly technical, centering
on the creation and testing of a virtual social space with video and audio. A preliminary trial is undertaken to
prove the viability of this research. The second stage focuses on a grounded theory qualitative research
approach to develop an understanding of the behaviors exhibited in the virtual social space. Digital recording is
adopted to capture all activities in this space. All records can then be transcribed, and analyzed by NVIVO
software to construct the theory afterwards. The final stage also involves in a chain of technical software
application to group together participants and depict the behaviors that make them similar and different. The
software of NVIVO, UCINET, and NETDRAW are all heavily used.
1. The First Stage: Virtual Social Space Design and Implementation
The emphasis of this research is to explore virtual social communities that employ real-time video and
audio interaction. Accordingly, a Flash Communication Server (developed by MacroMedia Company and now
marketed by Adobe) appears to be suitable in current research that it allows instantaneous use by any Web user
with an existing install of the ubiquitous Flash player. Stage one of this research emphasizes on creation and
implementation of the virtual social space, including database design, interface programming, video server
programming, and user testing.The preliminary design of virtual social space includes five main elements: open
login, user identification, individual meeting window, audio level, and visual meeting space, which is shown in
Figure 2. Any user was allowed to enter and login using any identifier. Upon login, any user can move anyone’s
video box and the movement will be updated on all users’ screens. All activities are socially shared
synchronously.
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Figure 1 Research Stage
Figure 2 Preliminary Virtual Social Space Design Figure 3 Research Spiral
2. The Second Stage: Grounded Theory Construction
The second stage of this research builds on the first’s hardware and software design and implementation.
Drawing more participants should not prove an obstacle in terms of the existing groups of users observed in
first stage. This stage will adopt digital recording to capture all videos and audio, which can then be transcribed
and analyzed by the software of NVIVO. During this process, the use of motion analysis will be centered
because users show a tendency to re-enact social personal space behaviors in the meeting area where windows
could be collectively shared and moved about. A grounded theory qualitative research approach will be adopted
in this stage to get an understanding of the behaviors exhibited in the virtual social space and how they
represent their self through consumption, due to the exploratory nature of the current research, and the heavy
use of behavioral observation, rather than surveys. The research spiral involves in several important steps
during three coding procedures (see Figure 3). After theory construction has begun, developments are
constantly checked against existing theory and observation in what Strauss & Corbin (1998) call the constant
comparative method. Validity is increased as the theory aligns well with existing theory, while expanding it,
and while real-world evidence of the theory can be collaborated.
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3. The Third Stage: Social Network Analysis
Every kind of social aggregation can be represented in terms of units composing this aggregation and
relations between these units. This kind of representation of a social structure is called “Social Network”
(Martino & Spoto, 2006).Through network analysis techniques, it then becomes possible to study the impact of
structure on the functioning of the group and/ or the influence of structure on individuals within the group
(Wasserman & Faust, 1994). Accordingly, this research wants to look for �sub-structures�, or groupings of
actors that are closer to on another that they are to other groups through social network analysis, to understand
similarities and differences of behavior among groups in this social virtual space. The third stage is threefold:
data collection, data analysis, and group behavior construction and validity test. The first part mainly includes
the establishment of relationship matrix, which is based on observation data in the second stage and is a
requirement to run the following analysis. Secondly, Ucinet 6.0 is a software package used to perform the
analysis and is one of the most popular, comprehensive and user-friendly social network analysis tools.
Through it, subgroups within this space can be presented and then further visualized by Netdraw software
(contained in Ucinet software package). Finally, contrast to the observing data in NVIVO, the behavior of
subgroups can be constructed and compared with each other thorough the quantitative method of One-way
ANOVA afterwards.
IV. RESULTS
The results of this research include three parts: pre-test results, categories of consumer behavior, and
results of social network analysis. The each will be explored in detail in the following sections. The statistics of
observing and participants data are shown in Table 2, Table 3.
Table 2 The Statistics of Observing Data
The Time of
Observation
Total Numbers of
Observing Days (Sources) Observing Length
(hour-minutes-seconds)
Total Numbers of
Analysis Units (References)
December, 2006 9 17-15-31 57
January, 2007 17 27-35-55 240
February, 2007 13 34-54-41 290
Total 39 79-46-7 587
Table 3. The Data of Participants
Gender Number ID
Male 24 Nerix Hazard Tit-Lou Senna Allam nora Eusebus Yohan Trillium kiwi Moogle Slider bineto
Benzer Angeblanc Embry deglingos LoiC zeplaY Javelle Alex Apollyon Jeanine Julien
Female 19 Aelita Ang Ioo Personne Nerak zaza Luna Maellys Melilou Elnaie estia Isouille Mclaggan
Chestouille Gwen Welhemina cloux ppetitefee claggy d'ed'e89 AAE Xav42
Unknown 47
NicePowa Meily Cocyte GrEaT Pom lk Onlyhope Nutella Snake :o Mcice Kiwi-FaB srf bidule
rubio Shmolt YourName SaphYr AquaLiSs GNI fete Kakamoolu Moiom Mikey erbina NiX
shry FuraxzZ Elw Sakoo mumi crepe bisoire mdr your valopal lulu charly chelSy Bibi-cricrou
Warang _Zoz BugMaster Ahmet
Total 90
1. Pre-test Results
� During the three month testing period, with no advertising or messages about the open video space being
sent out, a number of international users were visiting the virtual space regularly, which was well shown by server
log. It seemed that these unsolicited visitors were using the space during the night in Taiwan, and spread this
space via word-of-mouth. The visitors were indicated to be from France, Belgium, and other East European
locations through the languages in use and server records.They were found to utilize all functions very well, and
use commercial products to represent or supplement the self commonly in this space. However,when lots of users
were online at once, the audio communication was difficult for users. Thus, participants tend to communication
with each other through other ways, such as the use of ICR (Internet Chat Relay), or MSN messenger, or text
written on paper and held up to the camera etc. In conclusion, the preliminary trial yielded a rich data for
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facilitating the following research.
2. Categories of Consumer Behavior
After analyzing and classifying the consumer behavior occurred within the videoconferencing, there are
four main categories under the observation, including: egocasting, nonverbal behavior, relational patterns, and
participation behavior (see Figure 4). The statistics of observing data is shown in Table 4.
Table 4 The Coding Statistics of Categories
Figure 4 The Categories of Videoconferencing
(1) Egocasting
With the personalization communication offered in this virtual social space, participants have the
Categories Sub-categories Phenomenon Sources References Categories Sub-categories Phenomenon Sources References
Smoke 25 59
Drink 23 52 Silence 25 103
Listen to Music 23 44
Eat 7 8
Departure
Chain Reaction 31 66
Type 3 4
Consumptive
Activities
Cellphone 3 4 Stationary 22 64
Room Layout 22 52 Environment
Outdoor View 2 4 Exclusion 18 44
Face 38 246 Real Self
Partial Body 5 8
Regressive
Spirals
Rule Breaking 2 5
Toy 7 12
Monitor 7 12
Movement of
Window 18 40
Logo 8 11
Poster 5 5 Show 11 23
Keyboard 2 4
Relational
Patterns
Progressive
Spirals
Additional
Channel 4 6
Egocasting
Representation
of Goods
Paper 2 3 Visible 38 282
Sociable 31 113 Facial Expression 14 21
Group Unity
Persistent 26 87 Body Language
Gesture 5 5 Hidden 35 182
Lining up 34 95 Non-sociable 27 158
Nonverbal
Behavior
Proximity Distance 25 67
Participatio
n Behavior Individual
Expression Impatient 11 17
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capability to create personal bubble, inside which they as �egocasters� are the sole masters of what they see and
hear, such as consumptive products, surroundings, even their real face and body are contents they present. As
Rosen (2004) defined, "Egocasting is the thoroughly personalized and extremely narrow pursuit of one’s
personal taste, where we exercise an unparalleled degree of control over what we watch, and what we hear." In
current research, we find the concept of egocasting not only involves in the consumption of on-demand music,
monitor, beverage, food, and other products that cater to individual tastes, but also their real self. Participants
consciously or unconsciously control images by �different plots.� Sometimes, they �focus� their self or stuff to
be representations. However, sometimes they may become as �performers� on the platform, such as engaging in
some activities. As Rosen (2004) mentioned, "media audiences are seen as frequently selecting material that
confirms their beliefs, values, and attitudes, while rejecting media content that conflicts with these cognitions."
Every egocaster produces and displays their content in their own way. No matter �focus� or �action�, it is
obvious from the observation that the concept of egocasting extensively contains real self, every day life, and
consumptive goods, which can be well shown in sub-categories of egocasting. There are four dimensions
classified, including real self, environment, representation of goods, as well as consumptive activities.
(2) Relational Patterns
As relationships progress, patterns of interactions take shapes, such as rigid role relations,disconfirmations,
spirals, as well as dependencies and counter dependencies (Borchers, 1999). Among these patterns, spiral
patterns are conspicuous in current research. In a spiral, one partner's behavior intensifies that of the other
(Trenholm, 1995). The observing data shows spirals can be progressive or regressive. When in the progressive
spiral, one partner's behavior leads to increasing levels of satisfaction for the other. Such as window movements,
additional channels, as well as shows are behaviors that result in constant conversation afterwards. The
progressive spiral can be deeply experienced by cordial atmosphere of their interaction, including the behaviors
of imitation among participants. On the other hand, spirals can also be regressive, where one partner's
communication leads to increasing dissatisfaction, which is well evidenced by behaviors of stationary,
exclusion, silence, rule breaking, and departure reaction. Compared with progressive spirals, it is cooler when
participants interact in regressive spirals. Therefore, relational patterns can be divided into progressive spirals
and regressive spirals, which contain numerous related behaviors separately.
(3) Non-verbal Behavior
Numerous types of non-verbal communications are found in current research— messages and meanings
are exchanged by facial expression, posture, or physical movement. For participants, body language can
increase personal believability, even if they do not use an audible spoken language. They adopt and respond to
gestures and facial expression to present how they feel. Gestures are used in greeting and pointing, and
sometimes as a supplement of verbal communication. Cheerful conversation is much experienced by
participants’ facial expression, especially in the situation of sharing. From their smiles, it can be surmised that
there is a good relationship between them. In addition, the observing data also shows that participants are
inclined to line up to get closer or keep a distance from each other by window movement, which is what
Giddens terms �physical movement� in real environment. It can be inferred that if one person likes another, his
or her relationship with him or her is good, resulting in a close proximity. However, if not, when the proximity
becomes too small, the one backs away. Obviously, those who emphasize personal space attempt to keep social
distance as possible as they can, even if the capacity of this space may result in intimacy. Accordingly, the
subcategories of non-verbal behavior can be classified as body language and proximity, which comprises all
types of non-verbal communication observed in current research.
(4) Participation Behavior
There are numerous participation behaviors found in observing data, which can be individual expression or
group unity. The individual expression signifies the behavior that mainly center on self-reliance, liberty, and
privacy. Participants sometimes are shy, cool, and reluctant to reveal themselves. Most of time, only some
ambiguous stuff showed. It seems that they think highly of the importance of privacy. Besides, they seldom
engage in social activities, such as greet others actively, join the discussion, or even ask for another channel of
contact. They mostly keep silent and are impatient to take part in social interaction so that duration of their stay
does not last for a long time. Contrast to the individualists, being visible, sociable, and persistent are features of
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the group unity. Participants have tendency to show their real self, share their stuff with others. Every time
when newcomers join this space, the participants are enthusiastic greeting them actively, no matter
acquaintances or strangers. Such sociability also reflects on �persistent behavior�, including dependence of
people and space; they not only involve in persistent social discussion, but also see this space their virtual home.
Even if they are alone in this space, they feel free to show their self, real life, and stay for a long time.
3. Results of Social Network Analysis
The subgroups existing in this social virtual space can be effectively analyzed through UCINET and
NETDRAW software. Furthermore, the observing data in NVIVO facilitate tracing the behavior of each
subgroup, which can be then statistically compared with each other via One-way ANOVA and Turkey test.
(1) Subgroups Analysis
Analyzing subgroups in this network can adopt either top-down approaches or bottom-up approaches. In
order to define subgroups which the participants are more closely tied to one another than they are to other
members of the networks, cliques analysis of UCINET software is adopted in current research, resulting in 74
cliques and 74.19% overlap (see Table 5). Obviously, the network cannot be subdivided into exclusive cohesive
subgroups or factions, although some actors may be much better connected than others. Therefore, it is required
to adopt more abstract ways of making sense of the patterns of relations among social actors. The meanings of
�core�, �periphery�, �bridge�, and �isolation� are seen as ways of thinking about and describing how the actors
in a network may be divided into subgroups on the basis of their patterns of relations with one another.
The concept of a core/periphery structure suggested as a common but informal and intuitive notion in
social network analysis and other fields (Borgatti & Everett 1999) is based on the physical center and periphery
of a cloud of points in Euclidean space. Through two-mode core-periphery analysis by UCINET software, a fit
(correlation) of 0.334 is yielded. Besides, the result of density matrix shows core-to-core is 0.218,
eriphery-to-periphery is 0.020 (see Table 6). While far from perfect1, the model here is moderately good to be
taken. Core and peripheral memberships are shown in Table 8. In addition, the top-down approach like
cutpoints analysis, which is suggested to be able to find particularly important actors—who may act as brokers
among otherwise disconnected groups (Hanneman & Riddle, 2005), is also employed in current research. The
divisions into which cutpoints divide a graph are called blocks. Six cutpoints are found via blocks and cutpoints
analysis of UCINET software (see Table 7) and termed as �bridges group� in current research. Finally, the
disconnected members are also found in the block-by-actor indicator matrix (see Table 7). These people are
termed as �isolate group�. The four sub-groups are well shown in Table 8 and visualized in Figure 5, Figure 6,
Figure 7, Figure 8.
Table 5 Cliques Analysis
Strength of the relation Cliques Overlaps (%)
All ties 74 74.19
Table 6 Two-Mode Core-Periphery Analysis
Fitness (Correlation Criterion) 0.334
Density matrix
Core Periphery
Core 0.218 0.032
Periphery 0.031 0.020
Table 7 Blocks and Cutpoints Analysis
Blocks (12 blocks found)
Block 1: valopal charly
Block 2: Chestouille NiX
Block 3: Hazard shry FuraxzZ
Block 4: Personne Isouille
Block 5: Apollyon Nutella
Block 6: Isouille Kiwi-FaB
Block 7: Isouille d'ed'e89
Block8: Welhemina moiom Elw
Block9: nerix Hazard Tit-Lou Senna Allam nora Eusebus Trillium kiwi Moogle Slider
bineto Benzer Angeblanc deglingos LoiC zeplaY Aelita Ioo Nerak zaza Luna
Melilou Elnaie estia Isouille Mclaggan Chestouille Gwen Welhemina cloux
claggy NicePowa Julien Meily Cocyte GrEaT Pom Onlyhope Nutella :o bidule
rubio Your Name SaphYr AquaLiSs GNI fete Kakamoolu Mikey erbina Sakoo
mumi crepe bisoire mdr your charly Jeanine Warang _Zoz BugMaster Ahmet
AAE Xav42
Block 10: Yohan lk
Block 11:Javelle Ang
Block 12: Alex
Maellys
1 Borgatti & Everett (1999) suggests that a "fitness" score 0 means bad fit, 1 means excellent fit. Besides, the ideal structure matrix
consists of one in the core block and zeros in the peripheral block.
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Block-by-actor indicator matrix (*Cutpoints)
1 1 1
1 2 3 4 5 6 7 8 9 0 1 2
1 1 1
1 2 3 4 5 6 7 8 9 0 1 2
1 1 1
1 2 3 4 5 6 7 8 9 0 1 2
1 1 1
1 2 3 4 5 6 7 8 9 0 1 2
1 nerix
2* Hazard
3 Tit-Lou
4 Senna
5 Allam
6 nora
7 Eusebus
8 Yohan
9 Trillium
10 kiwi
11 Moogle
12 Slider
13 bineto
14 Benzer
15 Angeblanc
16 Embry
17 deglingos
18 LoiC
19 zeplaY
20 Javelle
21 Alex
22 Apollyon
23 Aelita
24 Ang
25 Ioo
26 Personne
27 Nerak
28 zaza
29 Luna
30 Maellys
0 0 0 0 0 0 0 0 1 0 0 0
0 0 1 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 1 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 1 0
0 0 0 0 0 0 0 0 0 0 0 1
0 0 0 0 1 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 1 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 1 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 0 1
31 Melilou
32 Elnaie
33 estia
34* Isouille
35 Mclaggan
36* Chestouille
37 Gwen
38* Welhemina
39 cloux
40 ppetitefee
41 claggy
42 NicePowa
43 Julien
44 Meily
45 Cocyte
46 GrEaT
47 Pom
48 lk
49 Onlyhope
50* Nutella
51 Snake
52 :o
53 Mcice
54 Kiwi-FaB
55 srf
56 bidule
57 rubio
58 Shmolt
59 Your Name
60 SaphYr
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 1 0 1 1 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 1 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 1 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 1 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 1 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
61 AquaLiSs
62 GNI
63 fete
64 Kakamoolu
65 d'ed'e89
66 moiom
67 Mikey
68 erbina
69 NiX
70 shry
71 FuraxzZ
72 Elw
73 Sakoo
74 mumi
75 crepe
76 bisoire
77 mdr
78 your
79 valopal
80 lulu
81* charly
82 chelSy
83 Bibi-cricrou
84 Jeanine
85 Warang
86 _Zoz
87 BugMaster
88 Ahmet
89 AAE
90 Xav42
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 1 0 0 0 0 0 0 0 0 0 0
0 0 1 0 0 0 0 0 0 0 0 0
0 0 1 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
1 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 0 0 1 0 0 0
Table 8 Subgroup Analysis
Subgroups Memberships Number of subset
Core
nerix Tit-Lou Senna Allam nora Eusebus Trillium kiwi Moogle Slider bineto Benzer
Angeblanc LoiC zeplaY Aelita Nerak zaza Luna _Zoz Melilou Elnaie Mclaggan Gwen cloux
claggy NicePowa Onlyhope :o bidule YourName Mikey Sakoo mumi 34
Periphery
Yohan Embry deglingos Javelle Alex Apollyon Ang Ioo Personne Maellys estia ppetitefee
Julien Meily Cocyte GrEaT Pom lk Snake Mcice Xav42 Kiwi-FaB srf rubio Shmolt SaphYr
AquaLiSs GNI fete Kakamoolu d'ed'e89 moiom erbina NiX shry FuraxzZ Elw crepe bisoire
mdr your valopal lulu chelSy Bibi-cricrou Jeanine Warang BugMaster Ahmet AAE
41
Bridge Hazard charly Welhemina Nutella Isouille Chestouille 6
Isolation Embry chelSy Bibi-cricrou Ppetitefee Snake Mcice srf lulu Shmolt 9
Figure 5 NETDRAW Visualization of Core Group
Figure 6 NETDRAW Visualization of Bridge Group
2008ING
10
Figure 7 NETDRAW Visualization of Peripheral Group
Figure 8 NETDRAW Visualization of Isolated Group
(2) Behavioral Difference Analysis of the Subgroups
After grouping the participants, One-way ANOVA and the Turkey HSD method are performed to examine
if there are significant differences in thirty-four behaviors among four subgroups, and where these differences
can be found. Of the 90 observing samples, 9 came from Isolate Group, 6 from Bridge Group, 41 from
Peripheral Group, and 34 from Core Group. Results from a statistical analysis of the samples are summarized in
to Table 9, which presents the analysis for average daily behavior. In Table 9, the one-way ANOVA result
indicates significant differences in a half of all behaviors (P<.05) based on type of group when exploring 34
behaviors, with multiple comparisons of Turkey test revealing that most of the differences separate bridge
group from other groups, and core group is segmented by the rest. The values of the means reflect that most
differences place bridge group with the highest behaviors of being impatient, visible, non-sociable, sociable,
exclusion, keeping a distance, listening to music, drinking, smoking, and showing logo and partial body. As for
the core group, rating highest in behaviors of being sociable, departure chain reaction, keeping a distance, lining
up, facial expression, showing a partial body, and face. On the other hand, when considering four main
behaviors, significant differences are found in self-disclosure and nonverbal behaviors, which separates core
group from other groups with highest values of means. While isolate group rates lowest.
The ANOVA result supports the idea that the people who have more social contacts, are surmised to be
more extrovert, gregarious, and willing to reveal their behavior, than those who have less social intercourse
(Cody et al., 1997; Joe, 1997). Apparently, the core group and bridge group, have larger social networks as a
result of social positions, are found to reveal more behaviors with higher level than the other two groups.
Specifically, as stated in Krackhardt (1999), an individual who is a member of two separates cliques is
advantaged by acting differently in different groups in private scenario where only the particular clique and ego
know about the behavior. Thus, s/he becomes motivated to control social situations such that two cliques cannot
converge. This reveals the important role of the bridge group, and may explain why the bridge group presents
more various behaviors with the highest level than other groups in 34 behaviors.
V. Conclusion Numerous consumer behaviors found in this virtual social space warn marketers to better realize the
consumers’ needs of seeking out such a simulation of real environment. Besides, the results of social network
analysis manifest the key role of the bridge group, which leaves opportunities for word-of-mouth marketing.
Four marketing relevant implications are suggested below.
1. Significance of egocasting
In current research, egocasting plays an important role that what it contains not only numerous consumer
behaviors but also a progressive spiral effect on interpersonal relationship. Such a phenomenon corresponds to
the social response theory that people tend to react to computer technology as though it is a social entity (Moon,
2000). When people are confronted with a computer or software program, they have a tendency to engage in a
�social response to communication technologies�� (Morkes, Kernal, & Nass, 1999). While this virtual social
space having a high degree of social presence allows people to reveal their real self and social responses.
Thus,we can imagine that an Internet venue which can offer �para-social interactions� undoubtedly will be the
2008ING
11
following popular meeting place, and afford marketers an opportunity to realize preferences and needs of
consumers via the behavior of egocasting, and engage, collaborate with, and advance customer relationships
actively. Such as knowledge and concepts regarding new products can be rapidly promoted. Nevertheless,
marketers have to pay attention to the privacy concerns of consumers, which may reduce the motivation of self
presentation. Marketers can use a number of approaches to alter their assessments of the costs and benefits, and
encourage consumers to present their self, such as offering rewards or posting extensive privacy policies that
claim to protect consumer privacy, especially when business messages are embedded in this venue.
2. Avoidance of regressive spiral effect
Negative performance spirals are induced in groups via strongly negative performance feedback before a
group has established trust (Peterson & Behfar, 2003), which can be observed in current research. Past research
shows that groups are particularly sensitive to negative rather than positive feedback information (Guzzo,
Wagner, MacGuire, Herr, & Hawley, 1986). Unambiguous negative performance feedback can have serious
repercussions for future group process and performance, and may send the group into a downward spiral of
relationship conflict and poor performance (Peterson & Behfar, 2003). Therefore, regressive spiral effect will
be a crucial issue for marketers when they attempt to promote the activity level of consumers online and
consumer relationships. Marketers need to understand how to avoid the occurrence of regressive spirals, such as
stationary, silence, rule breaking, exclusion, and departure chain reaction are behaviors that they have to keep
an eye on.
3. Consideration to different attributes of participants
The participation behavior found in current research implicates two attributes of participants in this space,
namely individualist and collectivist. This finding also indicates the possibility of small group that participants’
participation behaviors may be different when fronting out-group or in-group memberships. It cannot be
excluded that individuals who are sociable in interaction with acquaintances are more likely become
individualist as they encounter strangers. Accordingly, based on the importance of self disclosure, marketers
have to consider about how to encourage the individualists who tend to be hidden, shy, impatient to increase the
activity level and disclose their self more. They can enhance the personalized communication like sub-meeting
room to satisfy the private interaction needs for individualists or small groups.
4. Word–of–mouth recommendations in social network
Through social network analysis, marketers can know what common or different behaviors are likely
revealed by consumers of different groups and realize how to spread word–of–mouth recommendations of
products and services via the key consumers like bridges in consumers’ social network. According to the results,
the bridge group connecting the core group and peripheral group has the larger social contacts, and reveals the
numerous social behaviors. The person who creates a bridge between otherwise disconnected people are
strongly proposed to benefit from this position. In an ideal case, this actor is called tertius gaudens, or �the third
one who benefits� (Kemppainen, Timonen, & Yrjönen, 2003). Not only does the individual gain from having
access to a different set of information, s/he has the power to control what aspects of this information can be
shared with the different social clusters to which s/he belongs (Boyd, Potter, & Viegas, 2007). Therefore, the
behaviors of bridge group are potential to influence the demands and ideas of both parties. How to take
advantage of the bridge group to make the peripheral group, even the isolated group become a member of core
group would be a crucial issue for marketers.
There are three suggestions concluded for future research. Firstly, due to the diversified backgrounds of
sample, specific levels of samples cannot be explored in detail. Thus, through the promotion of the open video
space on purpose, future research could draw particular backgrounds to get understandings of behavioral
characteristics. Secondly, this research is mainly based on the motion analysis to understand the consumer
behavior. The future study could adopt semantic analysis that would shed some more light on the meaning
between the lines and psychological state of consumers so that their behavior would be further comprehended.
Finally, the future research can also consider including increasingly intrusive levels of commercial marketing
messages to construct a theory of consumer behavior within a commercialized virtual social space, which can
then be contrasted with the theory from the current research. Certain behaviors may differ sharply between the
commercial and non-commercial space, warning marketers what will be left behind when commercializing a
virtual social space. To date, these issues have been completely unexplored.
2008ING
1
2
Tab
le 9
. O
ne-
way A
NO
VA
An
alysi
s fo
r A
ver
age
Dai
ly B
ehav
iors
Dim
ensi
ons
Tota
l
Mea
n
(n=
90)
Isola
te
Gro
up
(n=
9)
Bri
dge
Gro
up
(n=
6)
Per
ipher
al
Gro
up
(n=
41)
Core
Gro
up
(n=
34)
F V
alue
Sig
. M
ult
iple
Co
mp
aris
on
s D
imen
sions
Tota
l
Mea
n
(n=
90)
Isola
te
Gro
up
(n=
9)
Bri
dge
Gro
up
(n=
6)
Per
iph
eral
Gro
up
(n=
41)
Core
Gro
up
(n=
34)
F V
alue
Sig
. M
ult
iple
Co
mp
aris
on
s
Impat
ient
0.1
389
0.2
222
0.5
0.0
732
0.1
324
2.7
97*
2
B>
P3
Non-s
oci
able
0.7
844
1
1.3
333
0.3
659
1.1
353
2.9
67*
B>
P
Hid
den
1.6
687
0.8
333
1.3
333
1.5
2.1
525
1.8
9
--
Per
sist
ent
0.8
613
0.2
222
1.6
0.5
61
1.2
623
3.4
83*
--
Vis
ible
1.4
724
0.7
778
1.8
639
0.4
024
2.8
775
8.1
43*
B>
P
Soci
able
0.5
926
0
1.3
413
0.4
39
0.8
025
8.0
2*
B.C
>I
B>
P
Par
tici
pat
io
n
Beh
avio
r
2.0
4
1.8
1
1.8
8
1.8
9
2.3
1
.497
--
Dep
artu
re
Chai
n
Rea
ctio
n
0.5
519
0.2
222
0.8
889
0.3
659
0.8
039
5.6
06*
C>
I,P
Ex
clusi
on
0.3
87
0
1.0
833
0.3
415
0.4
216
5.2
*
B>
I,P
,C
Sta
tionar
y
1.0
754
0.2
222
1.4
722
0.8
78
1.4
691
2.4
8
--
Rule
Bre
akin
g
0.0
667
0
0
0.1
463
0
0.8
--
Sil
ence
1.3
115
0.5
556
1.4
762
1.1
707
1.6
522
1.4
12
--
Addit
ional
Chan
nel
0.1
222
0
0.1
667
0.0
732
0.2
059
1.0
51
--
Win
dow
Movem
ent
0.7
115
0
0.7
0.5
976
1.0
392
2.0
59
--
Show
0.1
583
0.1
111
0.3
333
0.0
488
0.2
721
1.9
24
--
Rel
atio
nal
Pat
tern
s
1.3
9
.56
1.3
5
1.4
6
1.5
3
2.3
87
--
Kee
pin
g a
dis
tance
0.8
339
0.2
222
1.4
444
0.5
935
1.1
779
5.4
37*
B,C
>I
C>
P
Lin
ing u
p
1.1
109
0.1
111
1.5
735
0.9
634
1.4
718
4.3
13*
C>
I
Fac
ial
0.1
532
0
0.2
381
0.0
244
0.3
342
5.4
99*
C>
P
Non-v
erb
al
Beh
avio
r
1.2
4
.33
1.5
5
1.2
2
1.4
5
4.6
91*
B
,P,C
> I
2 *P
<.0
5
3 B
=B
rid
ge
Gro
up, C
= C
ore
Gro
up,
I= I
sola
te G
roup, P
= P
erip
her
al G
rou
p
2008ING
1
3
Ex
pre
ssio
n
Ges
ture
0.0
667
0.1
111
0
0.0
244
0.1
176
1.0
95
--
Outs
ide
0.0
222
0
0
0.0
244
0.0
294
0.1
38
--
Insi
de
0.2
819
0.2
222
0.3
667
0.0
488
0.5
637
1.4
64
--
Par
tial
Bod
y
0.0
778
0
0.8
333
0.0
244
0.0
294
7.1
3*
B,C
,P>
I
Fac
e 1.3
078
0.6
667
1.9
356
0.4
268
2.4
29
6.4
26*
C>
P
Musi
c 0.2
583
0.4
444
0.8
194
0.0
244
0.3
922
4.1
42*
B>
P
Food
0.0
556
0
0.1
667
0
0.1
176
1.6
2
--
Bev
erag
e 0.1
31
0.1
111
0.5
482
0.0
244
0.1
912
3.0
24*
B>
P
Tel
ephone
0.0
556
0
0
0
0.1
471
1.5
87
--
Cig
aret
te
0.1
304
0.3
333
0.9
563
0.0
244
0.0
588
8.5
85*
B>
C,P
,I
Typew
riti
ng
0.0
444
0
0
0
0.1
176
1.5
18
--
Post
er
0.0
111
0
0
0
0.0
294
0.5
41
--
Pap
er
0.0
167
0
0
0
0.0
441
0.5
41
--
Monit
or
0.0
889
0.1
111
0
0.0
976
0.0
882
0.0
82
--
Keyboar
d
0.0
667
0
0
0
0.1
765
1.4
59
--
Lo
go
0.0
139
0
0.2
083
0
0
5.3
51*
B>
C,P
,I
To
y
0.0
389
0
0
0
0.1
029
1.0
91
--
Sel
f-
dis
closu
re
1.1
2
.41
1.2
9
.52
1.9
8
8.1
05*
CG
> I
G
CG
> P
G
2008ING
14
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