Word-of-Mouth is a fickle beast. It is difficult to trigger WOM for a product, but it is even harder to determine how the word will be spread, how the message changes, and who it will reach as it goes from one generation of consumers to the next.
Keller Fay Group released research showing that 90% of WOM conversations occur offline and only 7% occur online. For marketers targeting the online space, this was a hard finding to swallow as it suggested that opportunities were being missed in a space where WOM is difficult to measure.
Our solutions at Affinitive focus mostly online, so at first glance it seems perhaps we were focusing on the wrong space. In our programs, we ask participants to self-report the number of times they are involved in conversations related to the product or brand of interest and whether those conversations occurred online or offline. I gathered results from 8 of our past programs in the video game industry. The results showed that only 37% of WOM happened offline for participants of the program, a marked difference from the 90% presented earlier:

So, what is happening here? I think there are three Ps in play:
- Person (Who is being targeted?)
- Place (How are they being targeted?)
- Product (What is being talked about?).
Depending on how and where a program is executed has effects on where the WOM happens. We found an online-rich personality is often a major psychographic trait of video game consumers. Noting this, we were able to to augment their natural social engagements with product-related WOM encompassing specialized strategies designed to keep participants online.
If you want to target people who feel more comfortable in the online space, then use that to your advantage. Offer tools and ideas to spread the word online. Integrate your program into the environment with which your consumers are most comfortable. Tactics developed for a program must complement both audience and product.



3 responses so far ↓
1 Sharjeel // Mar 13, 2008 at 4:57 pm
This was actually very very interesting. =) Go word of mouth! It’s so much fun talking about your favorite products with your friends. Love to gush about stuff.
2 Gamey // Mar 18, 2008 at 3:02 pm
“only 37% of WOM happened offline for participants of the program, a marked difference from the 90% presented earlier” I have to agree. Being a participant in a few WOM efforts, I focused roughly more than 85% of my efforts to the online croud to reach the most people as possible.
3 Affinibuff // Mar 21, 2008 at 2:39 pm
I have to disagree with the impact that WOM seems to hold over the everyday consumer. I have (and currently still) participate in many of the Affinitive run communities and find that they only make an impact on people who are already fans of the series.
I started going to these sites when the advertised a game that I am still a huge fan of. I participated there because I loved the series and I ended up getting free merchandise out of it.
I then went to the other sites and participated only for free merchandise and never once purchased the actual product being advertised.
WOM only works for the retailer if the consumer is already a fan or has some type of interest in the type of product being advertised.
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