Archive for July, 2006

New Frame of Reference: Value is in the Quality of the Co-creation Experience

July 31st, 2006 by Sam Decker | Chief Marketing Officer

In this excerpt from "The Future of Competition" by C.K. Prahalad and Venkat Ramaswamy, there is a key paragraph:
If the consumer and the firm cocreate value, then the cocreation experience becomes the very basis of value. This suggests new capabilities for firms. Managers must attend to the quality of cocreation experiences, not just to [...]

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The World is Now Run by a Customer Ecosystem

July 29th, 2006 by Sam Decker | Chief Marketing Officer

CRMGuru recently wrote a story that capture the pardigm shift in marketing. The title was "It's No Game: If You Want To Keep Up With Your Customer, You Have To Adapt to New Business Logic" by Paul Greenburg.
Here are a few choice quotes:
The time-weary business concept that the company, through its products and services, [...]

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Perspective from the new Client Services VP - Wayne Stribling

July 28th, 2006 by Wayne Stribling | VP of Client Services

I am very excited about joining the Bazaarvoice team as the VP of Client Services. Coming from a medium-sized software company that went public in 2003, Callidus Software, I was attracted by the impressive value that the Bazaarvoice solution delivers to clients and the market potential for this type of ASP solution. While working at [...]

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PETCO Drives Conversion & Shopping Convenience with Ratings-Powered Search

July 16th, 2006 by Brant Barton | Co-Founder and VP of Client Services and Business Development

We recently completed a 12-week analysis of PETCO's site search feature, focusing in particular on the conversion performance of the Sort dropdown box, which allows online shoppers to refine search results using key merchandising criteria, including price, popularity, new, on sale, and last but not least, customer rating! 

Using Coremetrics online analytics, we found [...]

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The Long Tail’s Impact on Word of Mouth and eCommerce

July 8th, 2006 by Brett Hurt | Founder and CEO

"The hierarchy of attention has inverted - credibility now rises from below.  MTV and Tower Records no longer decide who win.  You do."  - from "The Rise and Fall of the Hit" by Chris Anderson, Wired magazine, July, 2006
Chris Anderson's book, "The Long Tail: Why the Future of Business Is Selling Less of More", is [...]

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Consumer-generated ads and GM (revisited at Supernova)

July 4th, 2006 by Brett Hurt | Founder and CEO

Two Wednesdays ago, I had the pleasure of speaking at Supernova 2006 in San Francisco.  I led a discussion group on how large companies could improve their brand image/trust in today's hyperlinked, "always on", "the user is in control" (their words) world.  This was part of the "Engaged Markets: Conversations" track and Robert Scoble of [...]

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Insightful Research on the ‘IM Generation’

July 3rd, 2006 by Brett Hurt | Founder and CEO

Tony Perkins, founder of the AlwaysOn Network and Red Herring magazine, wrote a passionate and insightful three-part post on the "IM Generation" (i.e. IM as in the "Instant Messaging" Generation).  IMers were born between 1980 and 2000, and they follow the "PC Generation", which was led by entrepreneurs like Bill Gates, Steve Jobs, and Michael [...]

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Keller Releases Americas Top Word of Mouth Brands

July 1st, 2006 by Sam Decker | Chief Marketing Officer

Who's winning at word of mouth? On June 22 the Keller Fay Group announced America's most talked about brands:

Toyota
Wal-Mart
Honda
Apple / iPod
Chevrolet
Target
Sony
Home Depot
BMW
Verizon

The results are findings from Talk Track, a tracking and diagnostic tool to understand what consumers are talking about. What's interesting about this study and his methodology is it uncovers how people are talking [...]

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Word of Mouth #1 Factor in Game Buying

July 1st, 2006 by Sam Decker | Chief Marketing Officer

Frank N. Magid Associates released a study entitled "Improving Game Marketing: The Game Purchase Process From A Consumer's Point Of View" which was presented during this week's MI6: Marketing Interactive '06, the company outlined a series of fascinating results of an survey aimed at improving game marketing.
Overall, the survey found that 43 percent of hardcore [...]

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