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Wednesday, November 16, 2011

We got a crush on you(th)! involving influential Gen Y'ers from 15 global cities to learn why something is cool

Simona Sbarbaro, Joeri Van den Bergh, Elias Veris and Tom De Ruyck
MTV Networks, Italy and InSites Consulting, Belgium

IT’S SO UNCOOL TO THINK YOU’RE COOL

At the end of the 1980s and start of the 1990s youth marketing was on the rise. Marketers were in search of new segments and target groups to conquer and to them the young consumer was a rather easy target. If only you shouted hard enough through specific youth media like MTV that you ought to use brand X to be a cool hipster or sexy chick, your success was guaranteed. Commercial media were relatively new, global brands were by definition cool and young people loved to submerge in consumerism. Buying stuff made them feel independent and grown-up. And yuppie culture endorsed the glamorous appeal of brands that dictated how to dress, behave, walk and talk.

Today, twenty years later, things have dramatically changed. This new youth generation, called Generation Y or Millennials, has been bombarded with commercial messages from their birth. They have learned to filter out all those loud marketing messages and their parents empowered them to have an opinion of their own and never merely believe whatever somebody is proclaiming. But the global brands are still there. So are the commercial media. And there must be countless times more choice of both. To survive in a cluttered and fragmented world flooded with products and alternatives, today’s youth uses collective peer wisdom and social connections. They believe in what their best friends and parents are telling them and self-consciously explore the roads they want to take rather than follow whatever the next image advertising wants them to believe.

And what are brands to do now? They have lost their role model or oracle status. Although the current youth generation still embraces cool brands, the ones that just claim they are cool won’t even reach their radar. They decide themselves what’s cool and what’s not. “Coolness” is not a brand personality trait that you can deliberately plan or chase. You have to earn the status of ‘cool brand’.

THE CRUSH MODEL AS A BACKBONE

In How Cool Brands Stay Hot. Branding to Generation Y, Joeri Van den Bergh and Mattias Behrer describe a model, based on years of youth experience and quantitative Gen Y research in several European markets, to connect with this new generation of consumers (Van den Bergh, Behrer, 2011). The brand CRUSH model (see figure 1) summarizes the five aspects that are key in developing branding strategies with Generation Y.
The five components of the CRUSH model are:
  1. Coolness: What does it mean to be a cool brand for this generation? How do you achieve a cool status and why should you bother?
  2. Realness: Brand authenticity is a key aspect that discerns long-term winning brands from fads. With Generation Y, authenticity is attained in another way than the traditional approach of claiming origin, heritage or history.
  3. Uniqueness: A clear positioning based on a sustainable brand DNA will increase impact among youngsters. This generation is craving for anchor brands in a fragmented world. But how do you assert uniqueness when most innovations are copied within a couple of months’ time?
  4. Self-identification with the brand: Gen Yers will only feel emotionally connected with your brand when it feels like a friend to them. This implies that your brand should reflect their diverse lifestyles. A better understanding of their identity construction will make your brand fit in with youths’ lives while embracing diversity.
  5. Happiness: Popular youth brands know how to leverage from positive emotions and avoid arousing negative ones.
Based on their research work, Van den Bergh and Behrer concluded that brands that are highly rated on each of the CRUSH elements by Generation Yers are more likely to experience increased word-of-mouth and a more positive brand image eventually leading to a better NPS (Net Promoter Score).

FIGURE 1, THE CRUSH MODEL
Since the model was developed using European data, MTV Networks (present in many developing and global markets) wanted to find out how these five components are translated regionally around the world. Are they valid to explain why youth in America, Asia, Africa, Eastern and Western Europe perceive something as “cool” or “likeable”? To enhance its connection with the current youth generation around the world, MTV was looking for inspiration and input to challenge the new global positioning and brand brief consisting of both re-evaluated brand values and brand personality. Exploring the CRUSH dimensions in a more qualitative diagnostic way would help MTV to further shape its brand positioning and brand focus while InSites Consulting could investigate in what way the five dimensions could be operationalized for future qualitative research approaches through consumer communities.

HOW WE DID IT: A GLOBAL ONLINE COMMUNITY OF INFLUENTIAL YOUTH

To obtain an answer to these questions InSites Consulting and MTV Networks teamed up to create “Crushed Ice”, a global online community of influential youth discussing whatever they are observing around them in their local cities during six consecutive weeks. We started from 150 carefully selected urban recruits, aged 18-29 years and living in 15 cities around the world (in alphabetical order: Amsterdam, Berlin, Cape Town, Dubai, Istanbul, London, Mumbai, New York, Paris, Rio, San Francisco, Shanghai, St Petersburg, Stockholm and Sydney). Recruitment sources were panel brokers as well as cool blogs such as holycool.net and contributors to the MTV global Sticky panel. All of them had to pass a TOEFL test to make sure they could fluently communicate with each other in English. To ensure all of the participants would be rightfully placed to feed our objectives, we used innovator-gatekeepers standardized scales as well as open ended questions tracking their leisure time activities, sports, frequently visited websites and social networks as well as devices owned. Half of the participating Gen Yers were studying, the other half were already working. Each of them had to have an active interest in at least one out of the five topics we were about to discuss in the community:
  • shopping and fashion;
  • in-home entertainment (movies, games, technology);
  • going out;
  • food and drinks;
  • travel.
Together the participating Millennials from all five continents have produced 1,589 posts. The community platform was “live” after a kick-off session in the second half of April 2011 until early June 2011.
The platform consisted of five different rooms and a blog section (see fIgure 2). The five rooms in the research community were the following:
  • the We Are room: where we got to know the participants, the different cities they are living in and their own cultural background;
  • the Crush room: where we tried to understand what products, brands and hotspots they were linking to our CRUSH dimensions. The core idea was to understand the reason-why something would be perceived a cool, real, unique, like themselves or bringing happiness as well as to detect which consumer trends are related to each of the different components;
  • the Trend room where we asked global youth what trends they would name as well as the ones they feel are completely dead at present;
  • the Brand room in which we confronted our participants with stuff that we thought was cool or uncool and just wanted their critical view on;
  • the Secret room: this was a section of the site only accessible to the participants who were selected as being interested and an expert in one of the five themes of the community stated above. So we actually had five secret rooms not accessible to all participants but just to the happy few that were selected by us, well by themselves actually…

FIGURE 2
The blog section was used to enhance community feeling and boost intrinsic motivation of all participants. Every week at least two blog messages were posted: a video message of the moderator or client involved and a hot/cool gimmick we discovered and wanted to share with the participants to receive their feedback.

Elements of Gamification

More and more effort is currently being focussed on trying to engage people for longer periods of time in certain initiatives. These can be marketing-related, but also link to social or environmental purposes. A number of authors and speakers use the term Gamification for this (Gabe Zicherman, Sebastian Deterding), and operationalize this renewed focus on engagement through the use of techniques that stem from the world of gaming. 

In the ‘Crushed Ice’ community, a number of these game mechanics were used to boost participation and longer term engagement. A system of points (granted for each meaningful post) that add up to levels (five in total) that become gradually harder to reach, was in place. When reaching a level, a reward under the form of access, power or status was given. Access was granted to hidden pieces of amusing content, for instance by playing on the meme of how cool brands stay “hot” and giving a small visual that explains how spiciness of peppers (= “hotness”) is measured by the Scoville heat scale. 

The aforementioned secret rooms were only accessible to a limited amount of content experts, from a certain level on, which is also an access-reward. The power reward consisted of getting the right to write blogposts on the blog section, which is normally only reserved for moderators. We played on a feeling of status by having a leader board showing the name of the person and the number of points and level that he/she has on the homepage. Furthermore, we motivated respondents to do a certain number of special actions/posting under certain topics, by granting them a badge. Badges are “virtual goods” – digital artifacts that have some visual representation – which are awarded to users who complete specific activities as soon as they did so (Antin and Churchill, 2011). 

We used badges for activities such as posting self-made pictures from their city, and also rewarded badges for every letter from the CRUSH acronym. This way we also induced respondents to keep on participating, playing on the human desire for completion (collecting all five letters).
Read more: http://warc.com/Content/ContentViewer.aspx?ID=f40c7cb5-069b-40e5-910f-4dee157b8fe3&MasterContentRef=f40c7cb5-069b-40e5-910f-4dee157b8fe3

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