Description
The purpose of this research is to explore the impact of social media and to analyze to what extent social media have impact on organizational capabilities and business performance.
THE IMPACT OF SOCIAL MEDIA ON BUSINESS
PERFORMANCE
Martin Smits, Tilburg School of Economics and Management, Tilburg University, PO Box
90153, 5000LE Tilburg, Netherlands, [email protected]
Serban Mogos, Universidade Católica Portuguesa (UCP), Palma de Cima, 1649-023 Lisboa,
Portugal, [email protected]
Abstract
Social media are gaining popularity and are increasingly used in regular operations of many
companies, including start-ups, small, medium-sized, and large organizations. The purpose of this
research is to explore the impact of social media and to analyze to what extent social media have
impact on organizational capabilities and business performance. We develop a research model and
two simple propositions based on the resource based view of the firm. We analyze the impact of six
social media applications on six business capabilities and on business performance in SponsorPay, a
start-up company since 2009 in the on-line game advertising industry. We use a mixed research
method including qualitative analysis based on interviews and quantitative analysis based on a survey
among 60 employees. We find that the use of social media enhances business capabilities and business
performance. The impact is not due to one (out of six) social media tools only, but due to successfully
combining the six social media tools into one effective social media ecosystem that enables
coordination between internal and external business processes.
Keywords: Web 2.0, social media, Business Performance, Resource Based View, Business
Capabilities, Knowledge management.
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1 Introduction
Social media tools are gaining popularity and are increasingly used in regular operations of many
companies, ranging from start-ups and small and medium enterprises to large corporations (Lee et al,
2008; Osimo, 2008; Andriole, 2010; Bell and Loane, 2010). Despite extensive use of social media,
little is known on the specific impact that these tools and technologies have on business process
performance (Denyer et al, 2011).
The purpose of this paper is to go beyond the listings of benefits and drawbacks of social media
technologies and to analyze to what extent their employment has a measurable impact on business
process performance (Bughin, 2009, 2011). The business impact may be due to the impact of social
media on management (Birkenshaw and Crainer, 2010), on governance (De Hertog et al, 2011), on
knowledge management (Schneckenberg, 2009), on strategic competitiveness (Liu and Liu, 2009).
Emerging technologies gain popularity as tools to enable cooperation among businesses in business
networks (Liu and Liu, 2009; Bell and Loane, 2010), whereas the applications market is flourishing
(Dutta, 2012). Networked companies that take advantage of the latest social media technologies seem
to outperform their competitors and report benefits like lower costs and improved efficiencies (Harris
and Rea, 2009; Eisenfeld and Fluss, 2009). In this context it is important to understand the specific
impact that social media have on business process performance (Wetzstein et al, 2011). The
identification of a direct connection between the two will support the shift towards Enterprise 2.0 – a
new business environment in which companies will maximize the benefits they can obtain by
integrating social media suites into their daily operations.
The research question in this paper is ‘What is the impact of social media on business process
performance?’ The present study aims to better understand the social media environment and the
impact of common social media tools used in practice. To answer the research question, we analyze a
case and assess how business managers and IT managers in a successful social media based company
evaluate this impact.
We explore the impact of social media technologies on intra- and inter organizational processes in the
on-line gaming and advertisement industry. We also analyze the impact on business performance. The
purpose of the study is to identify linkages between social media and business process performance by
taking a closer look at the operations developed by SponsorPay, the company in which we did a case
analysis. We first develop our research model and propositions in section 2, describe our method and
the SponsorPay case in section 3, and present our results and conclusions in sections 4 and 5.
2 Theory on social media and business impact
In this section we define social media (2.1), refer to the resource based view of the firm and theories
on social media impact on organizations (2.2) to develop a research framework and propositions (2.3).
2.1 Defining social media
The term Web 2.0 was coined in 2001 by O’Reilly (2005) in a conference brainstorming session to
reflect the transition from the manager generated content era to the user generated era. O’Reilly
identifies seven differences between Web 1.0 and Web 2.0: the web as a platform; the harnessing of
collective intelligence; the data as the next Intel Inside; the end of the software release cycle; the
lightweight programming models; the software above the level of a single device; the rich users’
experience (O’Reilly, 2005). The term was widely adopted and definitions have been formulated for
Web 2.0, all emphasizing collaboration and enhanced communication, as well as user involvement.
Harris and Rea (2009) define Web 2.0 as “a perceived second generation of Web development and
design that facilitates communications and secures information sharing, interoperability, and
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collaboration on the Web”. Bell and Loane (2010) define Web 2.0 as “a set of economic, social, and
technology trends that collectively form the basis for the next generation of the Internet – a more
mature, distinctive medium characterized by participation, openness and network effects”.
Web 2.0 technologies share common characteristics that distinguish them from previous generations
of Web development. First, Web 2.0 brings about an emphasis on collaborative learning as well as on
user engagement through participation. Second, Web 2.0 is regarded user friendly, as it enables
immediate publication and wide distribution of user generated content. The driving force behind the
new wave of applications stands in their content and data management systems, as well as in their
architecture of participation that encourages user contributions. Further on, the new generation of
applications uses web as a development platform. Most Web 2.0 tools are based on the Software as a
Service technology (Bell & Loane 2010).
Web 2.0 is social software whose value is derived by its volume of users that are collaboratively
creating and sharing content. In the absence of an exact definition, it is difficult to realize a
comprehensive list of tools that fall into this category. However, taking into consideration the
emphasis put on collaboration, there is common agreement on particular instruments that belong to the
Web 2.0 generation of Web development. Among these are weblogs, wikis, RSS technologies, social
networks, mashups, podcasts, folksonomies, or virtual worlds.
Web 2.0 and social media have different meanings. Kaplan and Haenlein (2010) define social media
as ‘a group of Internet-based applications that build on the ideological and technological foundations
of Web 2.0, and that allow the creation and exchange of user-generated content’. In this paper we use
Web 2.0 if we address the technology platform, if we need to address tools then we use social tools,
and if we need to specifically address applications, we will use social media.
In this research we focus on six Web 2.0 tools that are used in the case organization: Google Apps
(including Gmail, Calendar, Docs, Sites), Asana, Pivotal Tracker, Github (github.com/SponsorPay),
Zendesk (Helpdesk - helpdesk.sponsorpay.com), Salesforce (CRM). Detailed descriptions on these
tools and their functionality is given in section 4.
2.2 Impact of social media on business
We take a resource based view perspective on organizations to explain the impact of social media on
firm performance. The resource-based view states that organizations obtain a set of certain resources
(like human resources, IT infrastructure, and social media) that are specific to the firm, rare and not
capable of easy imitation by rivals. The particular combination of resources forms the basis for firm
competitiveness and performance. A distinction can be made between resources and capabilities.
While resources serve as basic units of analyses, capabilities are repeatable patterns of action in the
use of resources to create, produce, or offer value to a market (Barney 1991). Note that resources (like
Web 2.0 tools) may be obtained easily, but that it is not easy to develop business-wide capabilities to
use the resources to enhance business performance. So, while resources can be imitated easily,
capabilities embedded in business practice are not. We focus on Web 2.0 based capabilities.
Following the resource based view we regard social media in our research model as resources that are
used by an organization in particular combinations with other resources, thus forming the resources
with specific functions that enable the development of certain capabilities, processes, and strategies.
Based on this perspectives we summarize three social media theories (the honeycomb framework,
latent factors, and business process performance self-assessment) to specify our research model.
2.2.1 Social media functionalities (Honeycomb framework)
Kietzman et al (2011) present the honeycomb framework to analyze the impact of Web 2.0 tools by
distinguishing between seven functional building blocks of a Web 2.0 tool (identity, conversations,
sharing, presence, relationships, reputation, and groups) and the impact or implications of these seven
functionalities on business capabilities (see Table 1).
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Seven Functional building blocks Impact of the Functionality on Capabilities
Identity The extent to which users reveal
themselves
The company’s ability to control data privacy and offer
tools for personal branding and self-promotion
Conversations The extent to which users use the tool
to communicate with each other
The company’s ability to monitor conversations and to
identify adequate moments for starting conversations
Sharing The extent to which users exchange,
distribute, and receive content
The company’s ability to manage content and identify
the objects having viral potential
Presence The extent to which users are aware of
the presence of one another
The company’s ability to create and manage the
context by analyzing user availability and location
Relationship The extent to which users relate to one
another
The company’s ability to manage network relations by
identifying strength of relations and interaction patterns
Reputation The extent to which users are aware of
the social standing of other users
The company’s ability to identify metrics that monitor
the strength of sentiment of others and the reach
Groups The extent to which users form
communities
The challenge is to identify membership rules and
protocols for being part of the group
Table 1: Seven functional building blocks (functionalities) of Web 2.0 tools and their business
impacts as defined in the Honeycomb framework (Kietzman et al, 2011).
The emergence of Web 2.0 has brought about competitive advantages to networked organizations: the
companies that effectively use social tools for enhancing communication flows, collaboration, and
business processes (Bradbury 2010). Moreover, a new classification system has arisen, separating this
new type of companies into three distinct categories: internally networked organizations, externally
networked organizations, and mixed networked organizations (Bughin 2011). Benefits of Web 2.0 for
networked organizations include lower costs, faster product development and innovations. Several
models have been developed to analyze and quantify the business impact of Web 2.0 (Andriole, 2010;
Birkinshaw & Crainer, 2010; Bughin, 2011; Dutta, 2012). The current paper will use the framework
developed by Andriole (2010) in order to analyze Web 2.0 impact on business processes (Figure 1).
Following Oesterle et al (2001) and Van Heck and Vervest (2007) we assume that the set of Web 2.0
functionalities together form an ecosystem of capabilities that support business networking, network
effects and increased performance. These authors assume that such network effects and increased
performance will only occur if the network has developed Networked Business Operating Logic. This
logic allows different business actors to easily connect and create linkages among proprietary and
network processes and data. Such logic makes the network smart since it creates the ability to “rapidly
pick, plug, and play” business processes to configure rapidly to meet a specific objective, for example,
to react to a customer order or an unexpected situation (Van Heck and Vervest, 2007).
Following the same tenet, we argue that effective use of Web 2.0 resources will exist only if
Networked Business Operating Logic exists. Such logic (in the Web 2.0 ecosystem) includes the
capabilities to link multiple organizational actors, business processes, and information flows thereby
creating network effects and finally improve business effectiveness. We thus propose that a set of Web
2.0 tools improves business process performance only if adequate business capabilities exist’.
2.2.2 The impact of social media on business capabilities
Andriole (2010) identifies six latent factors (business capabilities) that are influenced by using Web
2.0 tools, and ultimately affect business performance:
• Collaboration and communication. Web 2.0 tools have the capacity to enhance communication and
collaboration within and among organizations, thus fostering the rapid internationalization of
companies and the globalization of their business operations (Bell & Loane 2010). The four
indicators associated to “collaboration and communication” are (i) the capability to coordinate
discussions, (ii) the capability to reach more people faster, (iii) the capability to synchronize
projects and tasks, and (iv) the capability to audit communication streams.
• Rapid application development. Web 2.0 tools enhance application development by integrating
third-party services and combining existing technologies and applications into new businesses.
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These tools engage experts, customers, suppliers, and company employees alike in the product
development efforts thus speeding them up. Since customers are also involved in the product
development process, the rate of failure is significantly reduced. (Bell & Loane 2010). The three
indicators are (i) the capability to modify and to develop applications faster, (ii) the capability to
support applications easier, and (iii) the capability to improve requirements modeling.
• Customer relationship management (CRM). Web 2.0 tools reshaped the traditional CRM processes,
transforming them into CRM 2.0, by identifying and solving customer service issues, using forums,
wikis and others. The four indicators are (i) the capability to mine customer data effectively, (ii) the
capability to reach more customers, (iii) the capability to ask for customer feedback, and (iv) the
capability to communicate effectively with customers.
• Innovation. Innovation is the direct result of the exchange of ideas between experts, fuelled by
user-generated content and mass co-creation (Bell & loane 2010). Web 2.0 tools allow faster
innovations to appear on the market by enabling around the clock, across boundaries
communication between the persons having expertise in the field (Schenckenberg 2009).
Innovation is measured as (i) the capability to syndicate innovation, (ii) the capability to improve
success rates, (iii) the capability to increase innovation activities, and (iv) the capability to produce
efficiently.
• Training. Web 2.0 tools influence training processes since information is becoming user driven and
companies face transitions toward shared data, user generated content, and user experience. As a
result, training activities are not bound to a specific geographical location or time frame: webinars
take place all over the world and blogs, RSS filters, forums, wikis, and podcasts may enhance the
training experience. Applications with an internal focus allow for cheaper and efficient education
and training for employees, while externally focused applications allow a company to integrate into
the on-line industry and lower costs with training customers and suppliers. The impact of social
media on training is measured as (i) the capability to support traditional training, (ii) the capability
to modify training content, (iii) the capability to support asynchronous training, and (iv) the
capability to codify and distribute training content.
• Knowledge management. Web 2.0 tools may improve knowledge management processes,
knowledge exchange, and knowledge creation (Schenckenberg 2009). Web 2.0 tools with an
internal focus may enhance the transfer of knowledge between employees, while tools with
external focus on two-way communications with customers and suppliers. Knowledge management
is measured as the capabilities to (i) share, (ii) retrieve, (iii) organize, and (iv) leverage knowledge.
These six latent factors all relate to organizational capabilities, influenced by social media use: the
capabilities (i) to collaborate and communicate, (ii) to rapidly develop applications, (iii) to manage
customer relations, (iv) to innovate, (v) to train, and (vi) to manage knowledge. We use the model of
Andriole (2010) to assess the six organizational capabilities using the 23 indicators summarized above.
Based on the resource based view of the firm, the use of social media technology resources may
enhance organizational capabilities, and, ultimately, business performance.
2.2.3 The impact of social media on business performance
Business Process Performance (BPP) is the efficiency with which companies transform the available
inputs into outputs (Brocke and Rosemann 2010). Traditionally, business process performance is
analyzed by establishing a set of Key Performance Indicators (KPIs) associated with each process of
the company. The management board sets target values for each KPI and compares these targets to
actual and historical values (Swabey, 2009; Wetzstein et al, 2011). Several methods for measuring
Business Process Performance exist, including the Balanced Scorecard (Kaplan & Norton, 1993), the
self-assessment (Hakes 1996), the traditional controlling approach (Harrington 1991), process
performance measurement systems (Brocke & Rosemann 2010), workflow based monitoring (Hakes
1996), and statistical process control (J uran & Gyrna 1988). In this research we use the self-
assessment method (Hakes, 1996) since it easily fits to our survey based case approach.
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2.3 Research model
Figure 1 summarizes our research model on the impact of Web 2.0 technologies on latent factors and
of these factors on business performance.
Proposition 1a builds on section 2.1 and assumes that ‘use of multiple Web 2.0 tools covering a set of
functionalities enhances latent factors Networked Business Operating Logic’.
Proposition 1b builds on section 2.2 and assumes that “using Web 2.0 tools influences latent factors
(business capabilities)”. These latent factors represent the business capabilities ‘knowledge
management’, Rapid Application Development’, Customer Relationship Management, Collaboration
and Communication’, ‘Innovation’, and ‘Training’, as identified by Andriole (2010).
Proposition 2 builds on section 2.2 and assumes that “enhancing business capabilities influences
business performance”.
Figure 1. Research model on the impact of Web 2.0 tools on business performance (numbers
between brackets indicate the numbers of indicators to assess a capability).
3 Method
Our research method is qualitative and quantitative and consists of a retrospective analysis of one case,
based on interviews with actors involved in the company, experiencing and reacting to the effects of
the social media use (Klein and Myers, 1999). In-depth analysis of one case is an appropriate research
strategy when it is difficult to separate a phenomenon (social media effects) from its context (business
processes, knowledge management, collaboration, innovation, training) (Yin, 1994). Myers (2007)
distinguishes between three types of qualitative research in information systems (positivist,
interpretist, and critical) and four research methods (action research, case study research, ethnography
and grounded theory). Our research is not action research because we did not participate in the design
and development of social media in use, and our findings did not influence the design during the
period investigated. Our case study research can be regarded as positivist but critical (Mingers, 2001).
To answer the research question (what is the impact of social media on business performance) and to
find empirical evidence for the two propositions, we use a mixed research method, including
qualitative and quantitative analysis. Each latent factor in the research model is assessed using the
indicators listed above using Likert scales (1-5). We assess business process performance using the
self-assessment approach BPP in our survey question 8 (see Table 2). We have multiple respondents in
this company, but still, our analysis is based on the observations in one company, one case.
3.1 Data collection
A questionnaire was sent to all employees of Sponsor Pay in order to be able to understand the way in
which the Web 2.0 technologies are perceived and how their impact in terms of improving business
processes is regarded by company employees. 60 respondents out of a total of 120 employees
participated in the survey. The survey questions are summarized in Table 2.
The 60 respondents are classified in two groups (technical employees and business employees) based
on their job specifications and business units they work in. Employees in the Advertiser Team, the
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Publisher Team and Marketing are coded as “business”. System developers, product managers and
technical supervisors are coded as “IT” employee.
1. In which department do you work?
2. How long have you been working at the company?
3. Which Web 2.0 tools do you use on a daily basis (Google Apps (Gmail, Calendar, Docs, Sites), Asana,
Pivotal Tracker, Github (github.com/SponsorPay), Zendesk (Helpdesk - helpdesk.sponsorpay.com),
Salesforce (CRM), Other (please specify)
4. How much does the tool improve your work? (scale 1-5)
5. To which business capabilities do you believe Web 2.0 technologies contribute most? (Knowledge
management/ Rapid application development/ Customer relationship management/ Collaboration and
communication/ Innovation/ Training)
6. Which Web 2.0 technologies have contributed the most to the business capabilities? (for each capability,
arrange in order of contribution: Google Apps/ Asana/ Pivotal Tracker/Github / Zendesk / Salesforce)
7. How satisfied are you with using Web 2.0 tools in your company? (scale 1 (low) -5 (high))
8. Rate how much your work has improved or has become more difficult since the introduction of the tool
(worse - neutral - better 5 points scale)
Table 2. Summary of the survey questions. Note that questions 4, 5, and 6 have been asked for
each of the six Web 2.0 tools and each of the seven business capabilities).
To validate the survey findings, we did five interviews with senior managers of the company: the
Chief Technology Officer, the Product Manager – Mobile, the Chief of Product, the Marketing
Director, and Director Advertiser Relations. The interviews are based on the following open questions:
(1) what are your tasks and what tools do you use to perform these tasks, (2) describe the impact of the
tools on your work and on company performance, (3) which tools and technologies have you avoided
and why, (4) what is your company’s greatest success with Web 2.0 technologies, what is the biggest
disappointment, (5) what will be the role of Web 2.0 applications in the next three years?
We analyse the SponsorPay case. SponsorPay is a German start-up company in the Web 2.0
dominated field of in-game advertising in the on-line B2B2C gaming industry. We introduce the
company and the industry below.
3.2 The Sponsor Pay Case in the online entertainment industry
Online entertainment is a fast growing industry as illustrated by the social games introduced by
Facebook, Google, Amazon, Intel, Microsoft, and Apple. For instance, Apples App Store in 2012
represents a six billion US$ market for 25 billion app downloads with a yearly growth of 25%. It is not
hard to realize that having more than 100 million users of these social games creates an immense
business opportunity for on-line, in-game advertising. SponsorPay operates in this new advertising
market as a start-up company since 2009, headquartered in Berlin with offices in San Francisco, New
York, London, Paris, Istanbul, and Tokyo. SponsorPay has 120 employees in 2012.
SponsorPay offers an in-game (web and mobile) advertising platform, aiming at user acquisition and
brand engagement on the side of advertisers and for content monetization on the side of publishers.
The overall structure of the business network is given in Figure 2 and includes the following entities:
• Advertisers can be direct advertisers or advertiser networks aiming to promote an offer (e.g. a
survey, sale, registration, or an application install). Advertisers pay to SponsorPay to have their
offers reaching a target audience. Advertisers may ask for advanced targeting features like
geographical, demographical or application-level focus. Advertisers receive reactions to offers,
which are then converted into sales leads. Users who end in such leads receive in-game rewards,
and are called ‘incentivized traffic’. Their motivation to complete an offer is to receive extra free
coins in the game instead of intrinsic preference for the brand, product, or service.
• Publishers are game creators (like EA Mobile and Zynga) that integrate the SponsorPay products
into their game applications, thus enabling traffic (users) to see and interact with the advertised
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offers. Publishers promote the advertiser offers in the games. Publishers are rewarded with a fixed
fee (set by the advertiser) for each successfully completed offer. Publishers receive real currency
(euro or dollars) in exchange for rewarding users with virtual currency inside the game.
• Publisher Applications (like Angry Birds and Farmville) are the actual games that users play.
Applications are ‘owned’ by publishers and can be web-based or mobile (Android or iOS).
• Users are the players of the games and complete the advertiser offers in exchange for receiving
virtual currency bonuses inside the games. Users complete offers which may require various
actions ranging from installing an application, giving personal information, answering a
questionnaire, entering an e-mail address to purchasing a product. Users receive virtual currency.
• Virtual currency: Applications usually have an in-game economy based on a virtual currency.
Users will receive coins (or similar virtual denominations) for completing offers, equal in value to
the Euro amount set by the advertiser for that offer at an exchange rate set by the publisher for that
applications. For instance, an advertiser offers one Euro for successful completion, out of which
the publisher will receive 0.5 Euro (after chargeback and commission). If the publisher’s
application has an exchange rate of 1000 coins for 1 euro, the reward for the user completing the
offer will be 500 coins.
Figure 2. The Sponsor Pay business network (E3 Value model (Gordijn and Akkermans, 2001)).
• SponsorPay products are the software services which allow users to see offers, interact with them
and finally get rewarded with in-game currency. The services also process the interactions with
Publishers and Advertisers. The most popular product is the Web Offerwall that contains a list of
offers from which users can choose one or more to complete. The mobile version of the Offerwall
often offers application installs (“install and open application X to receive N coins”) for other
mobile applications. BrandEngage is a new (video) product that allows deeper brand engagement.
It is targeted at direct advertisers (like Nike, Coca-Cola, Samsung) that look for personal
connections with users. In BrandEngage, users are supposed to watch a short video (1-3 mins) and
receive the reward upon the completion of the video. A BrandEngage campaign usually includes
additional steps (3-4 steps with Next and Back buttons) to drive the ‘engagement’: Facebook like
button, Twitter share button, short question about the video, etc.
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4 Results
We first report on our qualitative findings on the use of Web 2.0 tools in SponsorPay (4.1), then the
quantitative findings validated in our final interviews (4.2 and 4.3).
4.1 Six Web 2.0 tools in the SponsorPay ecosystem
The SponsorPay Web 2.0 ecosystem consists of six Web 2.0 tools that are used as follows.
Google Apps for business is a cloud-based service that provides independently customizable Google
products under a custom domain name like gmail, gdocs, calendar, sites, docs, or drive:
• Gmail is the backbone of all communication and collaboration in SponsorPay. All employees have
their e-mail client open 100% of the time. Gmail is also the place where employees receive
notifications from all other applications. Even though e-mail is asynchronous technology, the
continuous on-line presence of employees synchronizes communication and allows receiving
answers in seconds. SponsorPay also uses gmail as task manager. Prioritization of tasks is done by
starring and labelling e-mails. By integrating all other Web 2.0 applications in SponsorPay, gmail
is the core Web 2.0 tool in the company.
• Google Docs is the document collaboration tool that allows multiple users to view and edit all of
its internal and external documents. People are linked to a document in seconds and instantly
receive e-mail notification. Google Docs supports multiple file formats (Excel, Word, PowerPoint)
and local files can be converted to be accessible on-line.
• Google Calendar is used to organize and plan tasks per day/ week, including functionalities to
invite people to events, to send reminders, and to check availability of employees.
• Google Sites is a (static) website creator tool that allows users to create websites without having
any prior knowledge of programming or web design. Google sites are used in SponsorPay as a
basic knowledge management tool, with different available sites such as general, product,
advertisers, publishers, customer support, and marketing. The sites aggregate information such as
company rules, procedures, questions, and user problems.
Asana is a collaborative task management tool to keep track of day-to-day to-do lists per project by
instantly assigning tasks to people. Asana offers functionalities like task grouping and sorting or
subscriptions (receiving alerts of progress per project or task). Asana is used in the SponsorPay
marketing department, where the team leader assigns tasks and deadlines to the designers. This also
allows tracking the workload per employee and per department. Asana has also been tried in the
Product team. However, since product managers usually work independently, the collaborative nature
of the tool was not needed. Some product managers prefer alternative task management tools.
Pivotal Tracker is a project management tool to support the SCRUM method (an agile project
management approach for software development). Pivotal Tracker is the major tool of product
management and IT operations and the central place where project managers, IT developers and
quality assurance engineers collaborate. Pivotal Tracker also acts as a archive of comments and
attachments, thus representing the product life cycle story from conceptualization to final deployment.
Github is a tool for social coding and code versioning and it is free to use in open-source projects.
Github is the largest software repository in the world. It enables remote teams to contribute code into
one standardized code base by using advanced algorithms of file comparison and merging based on
the git system. Functionalities like user comments, code viewer, activity feed, history, list of commits,
pull requests, and email notifications make Github a popular place for code-sharing for both open
source and enterprise projects. SponsorPay developers use Github as enterprise account for private
code. All SponsorPay code is managed by Github which has increased the efficiency of IT developers.
Zendesk is a ticket (request) management system for large organizations. It has a user friendly
interface for viewing and managing tickets, including tracking ticket progress and performance.
Zendesk is a (Software as a Service) platform that can be integrated with the existing IT infrastructure
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of a company by using a custom domain and Google Apps login. The sponsorpay.zendesk.com site is
accessible at helpdesk.sponsorpay.com and the login is directly done by using the @sponsorpay.com
email address. Another feature of Zendesk is the e-mail notification for each ticket assigned to or by
an employee (the employee receives specific details by e-mail and the e-mail can be replied directly).
Salesforce is a popular on-line CRM platform. Salesforce presents itself as the sales cloud for the
social enterprise, and offers services such as data.com where companies can buy business contacts.
SponsorPay uses Salesforce as the CRM system after repeatedly trying alternatives such as Sugar
CRM and Highrise. With a continuously growing sales team across many locations, SponsorPay needs
a CRM tool to enhance coordination and sales performance.
Summarizing, Sponsorpay uses this set of six tools to support all business processes among the 120
employees, the customers, and the providers. Our interviews clearly indicate that together, the six tools
form the social media ecosystem that enables Sponsorpay to run and coordinate its intra- and inter-
organizational business processes. All business processes in Sponsorpay are supported and
coordination among processes is fully based on the wide set of functionalities offered by these tools.
The six tools all cover specific functionalities of the honeycomb framework, as listed in Table 3.These
findings indicate empirical support for proposition 1a.
Functionality Google
Apps
Asana Pivotal
tracker
Github Zendesk Sales-
force
Total per
feature
Identity is revealed 1 1 1 1 0 1 5
Conversations are supported 1 0 1 1 1 1 5
Sharing of content 1 1 1 1 0 0 4
Presence of users notified 1 0 1 0 0 0 2
Relationships can be established 1 0 1 1 0 0 3
Reputation of users is known 0 0 0 0 0 0 0
Groups can be created 1 1 1 1 1 1 6
Total per tool 6 3 6 5 2 3
Table 3. Web 2.0 tools characterized using the Honeycomb framework
4.2 The impact of Web 2.0 tools on Business Capabilities and Performance
Table 4 shows the impact of Web 2.0 tools on six business capabilities. The highest impact is on the
Collaboration and Communication process , the lowest on the Innovation process (ANOVA, P
The purpose of this research is to explore the impact of social media and to analyze to what extent social media have impact on organizational capabilities and business performance.
THE IMPACT OF SOCIAL MEDIA ON BUSINESS
PERFORMANCE
Martin Smits, Tilburg School of Economics and Management, Tilburg University, PO Box
90153, 5000LE Tilburg, Netherlands, [email protected]
Serban Mogos, Universidade Católica Portuguesa (UCP), Palma de Cima, 1649-023 Lisboa,
Portugal, [email protected]
Abstract
Social media are gaining popularity and are increasingly used in regular operations of many
companies, including start-ups, small, medium-sized, and large organizations. The purpose of this
research is to explore the impact of social media and to analyze to what extent social media have
impact on organizational capabilities and business performance. We develop a research model and
two simple propositions based on the resource based view of the firm. We analyze the impact of six
social media applications on six business capabilities and on business performance in SponsorPay, a
start-up company since 2009 in the on-line game advertising industry. We use a mixed research
method including qualitative analysis based on interviews and quantitative analysis based on a survey
among 60 employees. We find that the use of social media enhances business capabilities and business
performance. The impact is not due to one (out of six) social media tools only, but due to successfully
combining the six social media tools into one effective social media ecosystem that enables
coordination between internal and external business processes.
Keywords: Web 2.0, social media, Business Performance, Resource Based View, Business
Capabilities, Knowledge management.
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1 Introduction
Social media tools are gaining popularity and are increasingly used in regular operations of many
companies, ranging from start-ups and small and medium enterprises to large corporations (Lee et al,
2008; Osimo, 2008; Andriole, 2010; Bell and Loane, 2010). Despite extensive use of social media,
little is known on the specific impact that these tools and technologies have on business process
performance (Denyer et al, 2011).
The purpose of this paper is to go beyond the listings of benefits and drawbacks of social media
technologies and to analyze to what extent their employment has a measurable impact on business
process performance (Bughin, 2009, 2011). The business impact may be due to the impact of social
media on management (Birkenshaw and Crainer, 2010), on governance (De Hertog et al, 2011), on
knowledge management (Schneckenberg, 2009), on strategic competitiveness (Liu and Liu, 2009).
Emerging technologies gain popularity as tools to enable cooperation among businesses in business
networks (Liu and Liu, 2009; Bell and Loane, 2010), whereas the applications market is flourishing
(Dutta, 2012). Networked companies that take advantage of the latest social media technologies seem
to outperform their competitors and report benefits like lower costs and improved efficiencies (Harris
and Rea, 2009; Eisenfeld and Fluss, 2009). In this context it is important to understand the specific
impact that social media have on business process performance (Wetzstein et al, 2011). The
identification of a direct connection between the two will support the shift towards Enterprise 2.0 – a
new business environment in which companies will maximize the benefits they can obtain by
integrating social media suites into their daily operations.
The research question in this paper is ‘What is the impact of social media on business process
performance?’ The present study aims to better understand the social media environment and the
impact of common social media tools used in practice. To answer the research question, we analyze a
case and assess how business managers and IT managers in a successful social media based company
evaluate this impact.
We explore the impact of social media technologies on intra- and inter organizational processes in the
on-line gaming and advertisement industry. We also analyze the impact on business performance. The
purpose of the study is to identify linkages between social media and business process performance by
taking a closer look at the operations developed by SponsorPay, the company in which we did a case
analysis. We first develop our research model and propositions in section 2, describe our method and
the SponsorPay case in section 3, and present our results and conclusions in sections 4 and 5.
2 Theory on social media and business impact
In this section we define social media (2.1), refer to the resource based view of the firm and theories
on social media impact on organizations (2.2) to develop a research framework and propositions (2.3).
2.1 Defining social media
The term Web 2.0 was coined in 2001 by O’Reilly (2005) in a conference brainstorming session to
reflect the transition from the manager generated content era to the user generated era. O’Reilly
identifies seven differences between Web 1.0 and Web 2.0: the web as a platform; the harnessing of
collective intelligence; the data as the next Intel Inside; the end of the software release cycle; the
lightweight programming models; the software above the level of a single device; the rich users’
experience (O’Reilly, 2005). The term was widely adopted and definitions have been formulated for
Web 2.0, all emphasizing collaboration and enhanced communication, as well as user involvement.
Harris and Rea (2009) define Web 2.0 as “a perceived second generation of Web development and
design that facilitates communications and secures information sharing, interoperability, and
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collaboration on the Web”. Bell and Loane (2010) define Web 2.0 as “a set of economic, social, and
technology trends that collectively form the basis for the next generation of the Internet – a more
mature, distinctive medium characterized by participation, openness and network effects”.
Web 2.0 technologies share common characteristics that distinguish them from previous generations
of Web development. First, Web 2.0 brings about an emphasis on collaborative learning as well as on
user engagement through participation. Second, Web 2.0 is regarded user friendly, as it enables
immediate publication and wide distribution of user generated content. The driving force behind the
new wave of applications stands in their content and data management systems, as well as in their
architecture of participation that encourages user contributions. Further on, the new generation of
applications uses web as a development platform. Most Web 2.0 tools are based on the Software as a
Service technology (Bell & Loane 2010).
Web 2.0 is social software whose value is derived by its volume of users that are collaboratively
creating and sharing content. In the absence of an exact definition, it is difficult to realize a
comprehensive list of tools that fall into this category. However, taking into consideration the
emphasis put on collaboration, there is common agreement on particular instruments that belong to the
Web 2.0 generation of Web development. Among these are weblogs, wikis, RSS technologies, social
networks, mashups, podcasts, folksonomies, or virtual worlds.
Web 2.0 and social media have different meanings. Kaplan and Haenlein (2010) define social media
as ‘a group of Internet-based applications that build on the ideological and technological foundations
of Web 2.0, and that allow the creation and exchange of user-generated content’. In this paper we use
Web 2.0 if we address the technology platform, if we need to address tools then we use social tools,
and if we need to specifically address applications, we will use social media.
In this research we focus on six Web 2.0 tools that are used in the case organization: Google Apps
(including Gmail, Calendar, Docs, Sites), Asana, Pivotal Tracker, Github (github.com/SponsorPay),
Zendesk (Helpdesk - helpdesk.sponsorpay.com), Salesforce (CRM). Detailed descriptions on these
tools and their functionality is given in section 4.
2.2 Impact of social media on business
We take a resource based view perspective on organizations to explain the impact of social media on
firm performance. The resource-based view states that organizations obtain a set of certain resources
(like human resources, IT infrastructure, and social media) that are specific to the firm, rare and not
capable of easy imitation by rivals. The particular combination of resources forms the basis for firm
competitiveness and performance. A distinction can be made between resources and capabilities.
While resources serve as basic units of analyses, capabilities are repeatable patterns of action in the
use of resources to create, produce, or offer value to a market (Barney 1991). Note that resources (like
Web 2.0 tools) may be obtained easily, but that it is not easy to develop business-wide capabilities to
use the resources to enhance business performance. So, while resources can be imitated easily,
capabilities embedded in business practice are not. We focus on Web 2.0 based capabilities.
Following the resource based view we regard social media in our research model as resources that are
used by an organization in particular combinations with other resources, thus forming the resources
with specific functions that enable the development of certain capabilities, processes, and strategies.
Based on this perspectives we summarize three social media theories (the honeycomb framework,
latent factors, and business process performance self-assessment) to specify our research model.
2.2.1 Social media functionalities (Honeycomb framework)
Kietzman et al (2011) present the honeycomb framework to analyze the impact of Web 2.0 tools by
distinguishing between seven functional building blocks of a Web 2.0 tool (identity, conversations,
sharing, presence, relationships, reputation, and groups) and the impact or implications of these seven
functionalities on business capabilities (see Table 1).
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Seven Functional building blocks Impact of the Functionality on Capabilities
Identity The extent to which users reveal
themselves
The company’s ability to control data privacy and offer
tools for personal branding and self-promotion
Conversations The extent to which users use the tool
to communicate with each other
The company’s ability to monitor conversations and to
identify adequate moments for starting conversations
Sharing The extent to which users exchange,
distribute, and receive content
The company’s ability to manage content and identify
the objects having viral potential
Presence The extent to which users are aware of
the presence of one another
The company’s ability to create and manage the
context by analyzing user availability and location
Relationship The extent to which users relate to one
another
The company’s ability to manage network relations by
identifying strength of relations and interaction patterns
Reputation The extent to which users are aware of
the social standing of other users
The company’s ability to identify metrics that monitor
the strength of sentiment of others and the reach
Groups The extent to which users form
communities
The challenge is to identify membership rules and
protocols for being part of the group
Table 1: Seven functional building blocks (functionalities) of Web 2.0 tools and their business
impacts as defined in the Honeycomb framework (Kietzman et al, 2011).
The emergence of Web 2.0 has brought about competitive advantages to networked organizations: the
companies that effectively use social tools for enhancing communication flows, collaboration, and
business processes (Bradbury 2010). Moreover, a new classification system has arisen, separating this
new type of companies into three distinct categories: internally networked organizations, externally
networked organizations, and mixed networked organizations (Bughin 2011). Benefits of Web 2.0 for
networked organizations include lower costs, faster product development and innovations. Several
models have been developed to analyze and quantify the business impact of Web 2.0 (Andriole, 2010;
Birkinshaw & Crainer, 2010; Bughin, 2011; Dutta, 2012). The current paper will use the framework
developed by Andriole (2010) in order to analyze Web 2.0 impact on business processes (Figure 1).
Following Oesterle et al (2001) and Van Heck and Vervest (2007) we assume that the set of Web 2.0
functionalities together form an ecosystem of capabilities that support business networking, network
effects and increased performance. These authors assume that such network effects and increased
performance will only occur if the network has developed Networked Business Operating Logic. This
logic allows different business actors to easily connect and create linkages among proprietary and
network processes and data. Such logic makes the network smart since it creates the ability to “rapidly
pick, plug, and play” business processes to configure rapidly to meet a specific objective, for example,
to react to a customer order or an unexpected situation (Van Heck and Vervest, 2007).
Following the same tenet, we argue that effective use of Web 2.0 resources will exist only if
Networked Business Operating Logic exists. Such logic (in the Web 2.0 ecosystem) includes the
capabilities to link multiple organizational actors, business processes, and information flows thereby
creating network effects and finally improve business effectiveness. We thus propose that a set of Web
2.0 tools improves business process performance only if adequate business capabilities exist’.
2.2.2 The impact of social media on business capabilities
Andriole (2010) identifies six latent factors (business capabilities) that are influenced by using Web
2.0 tools, and ultimately affect business performance:
• Collaboration and communication. Web 2.0 tools have the capacity to enhance communication and
collaboration within and among organizations, thus fostering the rapid internationalization of
companies and the globalization of their business operations (Bell & Loane 2010). The four
indicators associated to “collaboration and communication” are (i) the capability to coordinate
discussions, (ii) the capability to reach more people faster, (iii) the capability to synchronize
projects and tasks, and (iv) the capability to audit communication streams.
• Rapid application development. Web 2.0 tools enhance application development by integrating
third-party services and combining existing technologies and applications into new businesses.
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These tools engage experts, customers, suppliers, and company employees alike in the product
development efforts thus speeding them up. Since customers are also involved in the product
development process, the rate of failure is significantly reduced. (Bell & Loane 2010). The three
indicators are (i) the capability to modify and to develop applications faster, (ii) the capability to
support applications easier, and (iii) the capability to improve requirements modeling.
• Customer relationship management (CRM). Web 2.0 tools reshaped the traditional CRM processes,
transforming them into CRM 2.0, by identifying and solving customer service issues, using forums,
wikis and others. The four indicators are (i) the capability to mine customer data effectively, (ii) the
capability to reach more customers, (iii) the capability to ask for customer feedback, and (iv) the
capability to communicate effectively with customers.
• Innovation. Innovation is the direct result of the exchange of ideas between experts, fuelled by
user-generated content and mass co-creation (Bell & loane 2010). Web 2.0 tools allow faster
innovations to appear on the market by enabling around the clock, across boundaries
communication between the persons having expertise in the field (Schenckenberg 2009).
Innovation is measured as (i) the capability to syndicate innovation, (ii) the capability to improve
success rates, (iii) the capability to increase innovation activities, and (iv) the capability to produce
efficiently.
• Training. Web 2.0 tools influence training processes since information is becoming user driven and
companies face transitions toward shared data, user generated content, and user experience. As a
result, training activities are not bound to a specific geographical location or time frame: webinars
take place all over the world and blogs, RSS filters, forums, wikis, and podcasts may enhance the
training experience. Applications with an internal focus allow for cheaper and efficient education
and training for employees, while externally focused applications allow a company to integrate into
the on-line industry and lower costs with training customers and suppliers. The impact of social
media on training is measured as (i) the capability to support traditional training, (ii) the capability
to modify training content, (iii) the capability to support asynchronous training, and (iv) the
capability to codify and distribute training content.
• Knowledge management. Web 2.0 tools may improve knowledge management processes,
knowledge exchange, and knowledge creation (Schenckenberg 2009). Web 2.0 tools with an
internal focus may enhance the transfer of knowledge between employees, while tools with
external focus on two-way communications with customers and suppliers. Knowledge management
is measured as the capabilities to (i) share, (ii) retrieve, (iii) organize, and (iv) leverage knowledge.
These six latent factors all relate to organizational capabilities, influenced by social media use: the
capabilities (i) to collaborate and communicate, (ii) to rapidly develop applications, (iii) to manage
customer relations, (iv) to innovate, (v) to train, and (vi) to manage knowledge. We use the model of
Andriole (2010) to assess the six organizational capabilities using the 23 indicators summarized above.
Based on the resource based view of the firm, the use of social media technology resources may
enhance organizational capabilities, and, ultimately, business performance.
2.2.3 The impact of social media on business performance
Business Process Performance (BPP) is the efficiency with which companies transform the available
inputs into outputs (Brocke and Rosemann 2010). Traditionally, business process performance is
analyzed by establishing a set of Key Performance Indicators (KPIs) associated with each process of
the company. The management board sets target values for each KPI and compares these targets to
actual and historical values (Swabey, 2009; Wetzstein et al, 2011). Several methods for measuring
Business Process Performance exist, including the Balanced Scorecard (Kaplan & Norton, 1993), the
self-assessment (Hakes 1996), the traditional controlling approach (Harrington 1991), process
performance measurement systems (Brocke & Rosemann 2010), workflow based monitoring (Hakes
1996), and statistical process control (J uran & Gyrna 1988). In this research we use the self-
assessment method (Hakes, 1996) since it easily fits to our survey based case approach.
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2.3 Research model
Figure 1 summarizes our research model on the impact of Web 2.0 technologies on latent factors and
of these factors on business performance.
Proposition 1a builds on section 2.1 and assumes that ‘use of multiple Web 2.0 tools covering a set of
functionalities enhances latent factors Networked Business Operating Logic’.
Proposition 1b builds on section 2.2 and assumes that “using Web 2.0 tools influences latent factors
(business capabilities)”. These latent factors represent the business capabilities ‘knowledge
management’, Rapid Application Development’, Customer Relationship Management, Collaboration
and Communication’, ‘Innovation’, and ‘Training’, as identified by Andriole (2010).
Proposition 2 builds on section 2.2 and assumes that “enhancing business capabilities influences
business performance”.
Figure 1. Research model on the impact of Web 2.0 tools on business performance (numbers
between brackets indicate the numbers of indicators to assess a capability).
3 Method
Our research method is qualitative and quantitative and consists of a retrospective analysis of one case,
based on interviews with actors involved in the company, experiencing and reacting to the effects of
the social media use (Klein and Myers, 1999). In-depth analysis of one case is an appropriate research
strategy when it is difficult to separate a phenomenon (social media effects) from its context (business
processes, knowledge management, collaboration, innovation, training) (Yin, 1994). Myers (2007)
distinguishes between three types of qualitative research in information systems (positivist,
interpretist, and critical) and four research methods (action research, case study research, ethnography
and grounded theory). Our research is not action research because we did not participate in the design
and development of social media in use, and our findings did not influence the design during the
period investigated. Our case study research can be regarded as positivist but critical (Mingers, 2001).
To answer the research question (what is the impact of social media on business performance) and to
find empirical evidence for the two propositions, we use a mixed research method, including
qualitative and quantitative analysis. Each latent factor in the research model is assessed using the
indicators listed above using Likert scales (1-5). We assess business process performance using the
self-assessment approach BPP in our survey question 8 (see Table 2). We have multiple respondents in
this company, but still, our analysis is based on the observations in one company, one case.
3.1 Data collection
A questionnaire was sent to all employees of Sponsor Pay in order to be able to understand the way in
which the Web 2.0 technologies are perceived and how their impact in terms of improving business
processes is regarded by company employees. 60 respondents out of a total of 120 employees
participated in the survey. The survey questions are summarized in Table 2.
The 60 respondents are classified in two groups (technical employees and business employees) based
on their job specifications and business units they work in. Employees in the Advertiser Team, the
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Publisher Team and Marketing are coded as “business”. System developers, product managers and
technical supervisors are coded as “IT” employee.
1. In which department do you work?
2. How long have you been working at the company?
3. Which Web 2.0 tools do you use on a daily basis (Google Apps (Gmail, Calendar, Docs, Sites), Asana,
Pivotal Tracker, Github (github.com/SponsorPay), Zendesk (Helpdesk - helpdesk.sponsorpay.com),
Salesforce (CRM), Other (please specify)
4. How much does the tool improve your work? (scale 1-5)
5. To which business capabilities do you believe Web 2.0 technologies contribute most? (Knowledge
management/ Rapid application development/ Customer relationship management/ Collaboration and
communication/ Innovation/ Training)
6. Which Web 2.0 technologies have contributed the most to the business capabilities? (for each capability,
arrange in order of contribution: Google Apps/ Asana/ Pivotal Tracker/Github / Zendesk / Salesforce)
7. How satisfied are you with using Web 2.0 tools in your company? (scale 1 (low) -5 (high))
8. Rate how much your work has improved or has become more difficult since the introduction of the tool
(worse - neutral - better 5 points scale)
Table 2. Summary of the survey questions. Note that questions 4, 5, and 6 have been asked for
each of the six Web 2.0 tools and each of the seven business capabilities).
To validate the survey findings, we did five interviews with senior managers of the company: the
Chief Technology Officer, the Product Manager – Mobile, the Chief of Product, the Marketing
Director, and Director Advertiser Relations. The interviews are based on the following open questions:
(1) what are your tasks and what tools do you use to perform these tasks, (2) describe the impact of the
tools on your work and on company performance, (3) which tools and technologies have you avoided
and why, (4) what is your company’s greatest success with Web 2.0 technologies, what is the biggest
disappointment, (5) what will be the role of Web 2.0 applications in the next three years?
We analyse the SponsorPay case. SponsorPay is a German start-up company in the Web 2.0
dominated field of in-game advertising in the on-line B2B2C gaming industry. We introduce the
company and the industry below.
3.2 The Sponsor Pay Case in the online entertainment industry
Online entertainment is a fast growing industry as illustrated by the social games introduced by
Facebook, Google, Amazon, Intel, Microsoft, and Apple. For instance, Apples App Store in 2012
represents a six billion US$ market for 25 billion app downloads with a yearly growth of 25%. It is not
hard to realize that having more than 100 million users of these social games creates an immense
business opportunity for on-line, in-game advertising. SponsorPay operates in this new advertising
market as a start-up company since 2009, headquartered in Berlin with offices in San Francisco, New
York, London, Paris, Istanbul, and Tokyo. SponsorPay has 120 employees in 2012.
SponsorPay offers an in-game (web and mobile) advertising platform, aiming at user acquisition and
brand engagement on the side of advertisers and for content monetization on the side of publishers.
The overall structure of the business network is given in Figure 2 and includes the following entities:
• Advertisers can be direct advertisers or advertiser networks aiming to promote an offer (e.g. a
survey, sale, registration, or an application install). Advertisers pay to SponsorPay to have their
offers reaching a target audience. Advertisers may ask for advanced targeting features like
geographical, demographical or application-level focus. Advertisers receive reactions to offers,
which are then converted into sales leads. Users who end in such leads receive in-game rewards,
and are called ‘incentivized traffic’. Their motivation to complete an offer is to receive extra free
coins in the game instead of intrinsic preference for the brand, product, or service.
• Publishers are game creators (like EA Mobile and Zynga) that integrate the SponsorPay products
into their game applications, thus enabling traffic (users) to see and interact with the advertised
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offers. Publishers promote the advertiser offers in the games. Publishers are rewarded with a fixed
fee (set by the advertiser) for each successfully completed offer. Publishers receive real currency
(euro or dollars) in exchange for rewarding users with virtual currency inside the game.
• Publisher Applications (like Angry Birds and Farmville) are the actual games that users play.
Applications are ‘owned’ by publishers and can be web-based or mobile (Android or iOS).
• Users are the players of the games and complete the advertiser offers in exchange for receiving
virtual currency bonuses inside the games. Users complete offers which may require various
actions ranging from installing an application, giving personal information, answering a
questionnaire, entering an e-mail address to purchasing a product. Users receive virtual currency.
• Virtual currency: Applications usually have an in-game economy based on a virtual currency.
Users will receive coins (or similar virtual denominations) for completing offers, equal in value to
the Euro amount set by the advertiser for that offer at an exchange rate set by the publisher for that
applications. For instance, an advertiser offers one Euro for successful completion, out of which
the publisher will receive 0.5 Euro (after chargeback and commission). If the publisher’s
application has an exchange rate of 1000 coins for 1 euro, the reward for the user completing the
offer will be 500 coins.
Figure 2. The Sponsor Pay business network (E3 Value model (Gordijn and Akkermans, 2001)).
• SponsorPay products are the software services which allow users to see offers, interact with them
and finally get rewarded with in-game currency. The services also process the interactions with
Publishers and Advertisers. The most popular product is the Web Offerwall that contains a list of
offers from which users can choose one or more to complete. The mobile version of the Offerwall
often offers application installs (“install and open application X to receive N coins”) for other
mobile applications. BrandEngage is a new (video) product that allows deeper brand engagement.
It is targeted at direct advertisers (like Nike, Coca-Cola, Samsung) that look for personal
connections with users. In BrandEngage, users are supposed to watch a short video (1-3 mins) and
receive the reward upon the completion of the video. A BrandEngage campaign usually includes
additional steps (3-4 steps with Next and Back buttons) to drive the ‘engagement’: Facebook like
button, Twitter share button, short question about the video, etc.
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4 Results
We first report on our qualitative findings on the use of Web 2.0 tools in SponsorPay (4.1), then the
quantitative findings validated in our final interviews (4.2 and 4.3).
4.1 Six Web 2.0 tools in the SponsorPay ecosystem
The SponsorPay Web 2.0 ecosystem consists of six Web 2.0 tools that are used as follows.
Google Apps for business is a cloud-based service that provides independently customizable Google
products under a custom domain name like gmail, gdocs, calendar, sites, docs, or drive:
• Gmail is the backbone of all communication and collaboration in SponsorPay. All employees have
their e-mail client open 100% of the time. Gmail is also the place where employees receive
notifications from all other applications. Even though e-mail is asynchronous technology, the
continuous on-line presence of employees synchronizes communication and allows receiving
answers in seconds. SponsorPay also uses gmail as task manager. Prioritization of tasks is done by
starring and labelling e-mails. By integrating all other Web 2.0 applications in SponsorPay, gmail
is the core Web 2.0 tool in the company.
• Google Docs is the document collaboration tool that allows multiple users to view and edit all of
its internal and external documents. People are linked to a document in seconds and instantly
receive e-mail notification. Google Docs supports multiple file formats (Excel, Word, PowerPoint)
and local files can be converted to be accessible on-line.
• Google Calendar is used to organize and plan tasks per day/ week, including functionalities to
invite people to events, to send reminders, and to check availability of employees.
• Google Sites is a (static) website creator tool that allows users to create websites without having
any prior knowledge of programming or web design. Google sites are used in SponsorPay as a
basic knowledge management tool, with different available sites such as general, product,
advertisers, publishers, customer support, and marketing. The sites aggregate information such as
company rules, procedures, questions, and user problems.
Asana is a collaborative task management tool to keep track of day-to-day to-do lists per project by
instantly assigning tasks to people. Asana offers functionalities like task grouping and sorting or
subscriptions (receiving alerts of progress per project or task). Asana is used in the SponsorPay
marketing department, where the team leader assigns tasks and deadlines to the designers. This also
allows tracking the workload per employee and per department. Asana has also been tried in the
Product team. However, since product managers usually work independently, the collaborative nature
of the tool was not needed. Some product managers prefer alternative task management tools.
Pivotal Tracker is a project management tool to support the SCRUM method (an agile project
management approach for software development). Pivotal Tracker is the major tool of product
management and IT operations and the central place where project managers, IT developers and
quality assurance engineers collaborate. Pivotal Tracker also acts as a archive of comments and
attachments, thus representing the product life cycle story from conceptualization to final deployment.
Github is a tool for social coding and code versioning and it is free to use in open-source projects.
Github is the largest software repository in the world. It enables remote teams to contribute code into
one standardized code base by using advanced algorithms of file comparison and merging based on
the git system. Functionalities like user comments, code viewer, activity feed, history, list of commits,
pull requests, and email notifications make Github a popular place for code-sharing for both open
source and enterprise projects. SponsorPay developers use Github as enterprise account for private
code. All SponsorPay code is managed by Github which has increased the efficiency of IT developers.
Zendesk is a ticket (request) management system for large organizations. It has a user friendly
interface for viewing and managing tickets, including tracking ticket progress and performance.
Zendesk is a (Software as a Service) platform that can be integrated with the existing IT infrastructure
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of a company by using a custom domain and Google Apps login. The sponsorpay.zendesk.com site is
accessible at helpdesk.sponsorpay.com and the login is directly done by using the @sponsorpay.com
email address. Another feature of Zendesk is the e-mail notification for each ticket assigned to or by
an employee (the employee receives specific details by e-mail and the e-mail can be replied directly).
Salesforce is a popular on-line CRM platform. Salesforce presents itself as the sales cloud for the
social enterprise, and offers services such as data.com where companies can buy business contacts.
SponsorPay uses Salesforce as the CRM system after repeatedly trying alternatives such as Sugar
CRM and Highrise. With a continuously growing sales team across many locations, SponsorPay needs
a CRM tool to enhance coordination and sales performance.
Summarizing, Sponsorpay uses this set of six tools to support all business processes among the 120
employees, the customers, and the providers. Our interviews clearly indicate that together, the six tools
form the social media ecosystem that enables Sponsorpay to run and coordinate its intra- and inter-
organizational business processes. All business processes in Sponsorpay are supported and
coordination among processes is fully based on the wide set of functionalities offered by these tools.
The six tools all cover specific functionalities of the honeycomb framework, as listed in Table 3.These
findings indicate empirical support for proposition 1a.
Functionality Google
Apps
Asana Pivotal
tracker
Github Zendesk Sales-
force
Total per
feature
Identity is revealed 1 1 1 1 0 1 5
Conversations are supported 1 0 1 1 1 1 5
Sharing of content 1 1 1 1 0 0 4
Presence of users notified 1 0 1 0 0 0 2
Relationships can be established 1 0 1 1 0 0 3
Reputation of users is known 0 0 0 0 0 0 0
Groups can be created 1 1 1 1 1 1 6
Total per tool 6 3 6 5 2 3
Table 3. Web 2.0 tools characterized using the Honeycomb framework
4.2 The impact of Web 2.0 tools on Business Capabilities and Performance
Table 4 shows the impact of Web 2.0 tools on six business capabilities. The highest impact is on the
Collaboration and Communication process , the lowest on the Innovation process (ANOVA, P