Tag Archive for 'Joeri Van den Bergh'

Three ESOMAR Excellence Award nominations for InSites Consulting

Next month ESOMAR will reward their ESOMAR Excellence Award for Best Paper at the General Conference in Athens. The award is given to the best paper from ESOMAR conferences throughout the year that best reflects the broad aspects and challenges faced by the market research industry today.

This year InSites got nominated with no less than three papers!

  • Health 2.0: Social media as the central nervous system for learning about epilepsy (by Prof. Dr. Niels Schillewaert)
  • Even better than the real thing: Understanding generation Y’s definition of ‘authenticity’ for the Levi’s brand (by Joeri Van den Bergh and Tom De Ruyck)
  • The Longest day: Cultural differences in CSR (by Tom De Ruyck, Niels Schillewaert, Michael Friedman and Annelies Verhaeghe)

We’re already looking forward to the award ceremony.

Want to find out more about the nominated papers? Contact our Marketing department at Marketing@insites.eu

 

ESOMAR Congress – Odyssey 2010

OdesseyMid-September ESOMAR organizes their general Congress in Greece, Athens. The Congress theme is fully focused on the changing landscape in market research ‘Odyssey 2010 – the changing face of market research‘. The face of market research is changing and with it so are many of the approaches and methodologies we employ.

The R&D department at InSites Consulting continuously works on co-creating research solutions together with clients, suppliers, academics, consumers, and professional organizations. Probably one of the reasons we’ll be well-presented at this year’s general Congress.

First up are Annelies Verhaeghe and Niels Schillewaert on 13 September: User Generated Content and Research. While consumers participate less in traditional surveys, they generate more information than ever before. Consumers cache their lives online and are ubiquitously available via mobile devices. As researchers we have the chance now more than ever to fuse methods and generate more insights without actually asking questions. By observing consumers’ actions, becoming friends online, scraping publically available content and text-analyzing it, getting physiological measures like reaction times and mouse clicks we can come to a more full understanding of consumers through these neo-observational research.

On 14 September Tom De Ruyck and Annelies Verhaeghe will co-present ‘Exploring the world of water‘ with Michel Rogeaux of Danone Global R&D. A case on fusing contemporary research methods.

Joeri Van den Bergh will also attend the Congress, hopefully the collect an award for his paper on authenticity. And finally on 15 September Niels Schillewaert is one the chairmen.

Interested to attend the Congress? Sign up online!

 

Conference review: Children – Seen and heard

1005661_Kids_jumpingLast week I visited the MRS conference on children research in London. Apart from interesting chats with the legendary smart cabbies (‘you know what MTV should do to cope with the YouTube competition, mate …’), I was quite enthusiastic about the following three contributions.

Claudio Franco of Dubit and Julie Adair, director online operations of Disney Europe brought a story on trends in online entertainment for kids. On UK TV screens Disney channel is head on competition with cbbc and Nickelodeon for the age group 7-14. In this age group 62% watches videos on the internet, 60% plays games with their favorite TV characters and 40% went to websites after on-air calls for action. Where online gaming is the absolute killer entertainment application for 7-10 year olds (with around 90% actively fond of gaming on the web), the interest for games start to decline slightly when they get 11 in favor of online videos, chatting and social network sites. Especially at the age of 13 SNSs like Facebook and online chatting are the main online activities.

These figures are also reflected in the most popular games in the UK. Under 11 cbbc, Cartoon Network, and Disney’s Club Penguin are the most popular game sites, above 11 Facebook and SNS games (like FarmVille, CaféWorld, Stardoll) and Miniclip (casual games) are more popular than virtual worlds like Club Penguin. Disney is active in different gaming types. In casual games they offer up to 250 games in the Disney website catalogue (adding 50 new ones a year) including top titles such as Cars, Up, Bolt and Mickey. They also own ToonTown, The World of Cars, Club Penguin and (bright new, for girls and related to Tinkerbell) Pixie Hollow. Almost 11% of all kids are paying for monthly gaming subscriptions (Club Penguin for instance has a monthly price of €4.95), 13% buys virtual goods (add-ons like furniture, clothes, …). Those who pay, spend up to £5 per month. The biggest spenders in both categories are 11-12 year olds.

An interesting topic that is heavily under researched in kids marketing is dad’s role in the family. Pete Maginn, head of child & youth at Illuminas shared his work on this subject (a combination of in-home qualitative interviews with dads as well as online quantitative) in his cheerful presentation. Most dads have a multi-faceted role in the household. They are an economic platform for family life (the breadwinner), they bring fun and a rough and tumble element in kids’ lives, help to care for kids (e.g. bedtime stories) and at the same time represent the strong, male role model. Dads see themselves as instillers of morals and also as a rational, calming presence (Mr. Peacekeeper). One dad’s citation referring to this role was quite striking: “Don’t get me wrong, I would lay down my life for my children but unlike my wife I might consider if there was another option first…”

The product categories in which dad’s role in purchase decision making is higher than mum’s are still explained by traditional gender roles: financial products, family cars, electronics and mobile phones compared to clothes & shoes, the area where mum’s opinion and choice is dominant. On the other hand today dad’s involvement has increased in certain areas leading to joint decision making in family holidays, entertainment, eating out, nurseries and schools, toys and games and food and groceries.

Carrick James (CJMR) and Marie Laver (formerly insight and strategy manager of Children’s and Licensing BBC) told a story about the evolution of licensed characters. The UK market of licensed toys has been booming in the last 10 years. Today more than £1 of every £3 is spent on licensed toys (compared to less than £1 in every 5£ 10 years ago). License lifecycles vary heavily, with typical “flash in the pan” characters such as Ninja Turtles, Ghostbusters, Teletubbies which were highly successful for single year sales figures compared to slowly growing features such as Thomas and friends or the regularly rebirth of evergreen characters such as Winnie The Pooh and Bob The Builder. Interesting elements of the ones that have survived illustrate what is required to build a longer lasting character.

Both Thomas (the blue train) and Bob the Builder were acquired by HIT in 2004 and underwent a re-birth treatment including new CGI animations, digital formats, direct to video features, and new themes/music. Moreover the brand immersion was expanded to theme parks for Thomas in the UK and the US and 4D movies of Bob the Builder at Legoland. Next to this, HIT initialized branded events such as Bob’s educational programmes in schools and a railway ‘Day Out with Thomas’. The latter is quite important since James & Laver demonstrated that children today access an average number of around 3 touchpoints (TV, DVD, magazines, cinema, toys, clothes, food & drinks, online games, …) when engaging with their favorite characters. Future trends in licensing ended the presentation. Reverse vertical integration: e.g. toy brands such as Transformers now producing movies. Secondly, a decrease in second party licensing especially in food as a result of governmental and parental pressures e.g. McDonald’s moving from using licenses as Happy Meal toys to creating their own Fairies & Dragons characters of which they own total control. And thirdly an increase in third party collaborations between two equally strong brands, e.g. Star Wars and Lego.

 

Best of ESOMAR

JVDBThis Wednesday ESOMAR will showcase the diversity and talent within the market research industry at the ‘Best of ESOMAR’ event in Delft (NL). The program hosts an agenda of international speakers and topics ranging from brand authenticity and co-creation to healthcare and innovation.

Joeri Van den Bergh, Managing Partner InSites Consulting is one of the speakers. He will be presenting Even better than the real thing, understanding generation Y’s definition of ‘authenticity’ for the Levi’s brand, a re-run of his session at the ESOMAR Qualitative Congress last year.

The event is open to everyone active in the Market Research Industry. Contact customer.service@esomar.org to confirm your place.

 

Even better than the real thing

The ESOMAR Qualitative conference is always a quite thrilling experience. This year’s edition welcomed 130 researchers from all over the world in a hot Marrakech (28-30 degrees Celsius in November… a dream for Middle-Europeans like me) and they had one thing in common: they ARE great listeners.

Next to that, they seem more creative than the average quant researchers. It was actually the first conference where I saw a peer researcher working for Nielsen Australia dancing multiple times on stage during her presentation, remembering that she wanted to be a Bollywood movie star in her child years. It was also the first time ever I have met the CEO of a UK based research agency looking like a rock star: long hair cut, cool shirt and glittering earring. So ESOMAR Qualitative is about to become the new” X-Factor”, “I bet you can dance” or “Idols” for the research society. Which is good really, because it is our strategic intent too, to make market research sexier after all.

I was presenting our Even Better than the Real Thing paper on authenticity and Generation Y together with the Consumer Insight Manager of Levi’s Europe, Dirk Van Kemseke. And we proudly came back from Marrakech with a nomination for the ESOMAR Excellence Award. Click here for a conference review.

 

Great news from Marrakech

JVDBOn Monday Joeri Van den Bergh, Director Kids & Youth Research and Managing Partner at InSites Consulting presented at the ESOMAR Qualitative Research Congress. His paper on authenticity just got nominated for Best Paper at this ESOMAR Congress.

Download Even better than the real thing – Understanding generation Y’s definition of ‘authenticity’ for the Levi’s brand.

 

MTV Networks Sticky Award

mtv_logo_300x300_blackOn 29 October the game console Wii of Nintendo won the MTV Networks Sticky Award. The Award, for the coolest Dutch brand was rewarded at the MTV Networks event Identity in the MTV Studio in Amsterdam (NL). 1200 youngsters were questioned in the research InSites Consulting conducted in cooperation with MTV Networks, the youngsters were asked which brand they perceived as ‘cool’. Wii of Nintendo was ranked first on every aspect, Coca-Cola honorably second.

Check out the full press release online or contact Joeri Van den Bergh, Director Youth Research for more information.

 

Even better than the real thing

picture11Joeri Van den Bergh, InSites Consulting and Dirk Van Kemseke, Levi Strauss Europe will be presenting at the ESOMAR Qualitative Conference. This year’s edition takes place in Marrakesh in November 2009.

Understanding generation Y’s definition of ‘authenticity’ for the Levi’s brand.

The classic way of looking at the concept of ‘brand authenticity’ is defined by components such as: origin, history and heritage of a brand. Levi Strauss, known as the inventor of the denim jeans with its Levi’s 501 model positioned as the ultimate original jeans, wanted to find out modern interpretations of authenticity. More specifically they doubted the relevance of their brand heritage and history to the target group of young consumers (13-29 year olds) aka the brand and marketing savvy Generation Y.

In this interactive presentation (based on online quantitative research with youngsters in Belgium and the Netherlands) a new definition of authenticity is constructed. Since youngsters are the consumers (and thus market research participants) of tomorrow, the presenters will also illustrate how this new definition affects the way market researchers will have to interact with this generation.

Find out more about the full program and register online.

 

Young people vote for the coolest brands

16th June 2009 – MTV Networks presented for the fourth year in a row the awards for the coolest brands, chosen by young people.

Last April InSites Consulting (in collaboration with MTV Networks) polled the views of 1.500 young Belgians between the ages of 13 and 29. The findings from this survey not only identified the coolest brands but it was also able to demonstrate a direct link between the coolest factor of a brand, on the one hand, and the brand loyalty of young people towards this brand, on the other. Over four years ago MTV Networks and InSites Consulting launched their investigation into the coolness of brands. This annual presentation of the Cool Brands Awards was accompagnied by a more in-depth investigation into coolness. The idea was to find an answer to the question of what young people exactly mean by cool. It was found that the coolness of a brand is determined by three different parameters: originality, attractiveness and popularity. In 2008 the ‘Cool Sneaking Formula‘ was launched or how to represent coolness in figures. Cool = 22% originality + 23% popularity + 55% attractiveness. This not only demonstrates that brands that want to be cool score pretty high on all three parameters, but also that in certain sectors some parameters seem to weigh heavier.

Cool today, gone tomorrow?

This year, we went a step further by looking for the link between cool brands and the brand loyalty of young people towards a particular brand. Research has shown that, as far as young people are concerned, there is not only a strong link between coolness and brand loyalty in the short term but also in the long term. In the short term, no less than 73% of all brand loyalty is about the coolness of the brand. In the long term, the coolness of a brand also appears to have an influence on its market share. Young people today buy twice as many cool brands than uncool brands, while the future purchase intention of these brands is no less than three times as high. This is definitely an incentive for all youth marketers to communicate the coolness of their brand to young people as best as they can. Anyone who manages to convince young people of the coolness of their brand will be guaranteed of a long-term relationship of the target group with their brand. Important to remember: faking the coolness is the last thing you should do and will immediately be punished by the people you are targetting.

Who’s cool, who’s not?

  • Overall Coolest Brand: Coca-Cola
  • Coolest Mobile Phone Brand: iPhone
  • Coolest Soft Drinks Brand: Coca-Cola
  • Coolest Mint Brand: Mentos
  • Coolest Denim Brand: Replay
  • Coolest Bank: Axion (Dexia)
  • Coolest Game Console Brand: Wii
  • Coolest Ready Made Meals Brand: Dr. Oetker
  • Coolest Woman Beauty Care Brand: Nivea
  • Coolest Men Beauty Care Brand: Axe

For more information, contact Joeri Van den Bergh (Joeri.vandenbergh@insites.eu)

 

Joeri Van den Bergh @ MRS Youth Research Conference

Joeri Van den Bergh, Director of InSites Consulting ON SNEAKERS, which is the research agency’s children and youth department, attended the MRS Youth Research 2009 conference in London. Even though Joeri caught an unspeakably early Eurostar train that morning, there were three contributions that managed to keep him awake.

The conference was given the theme “Get Closer, Engage and Communicate” and the setting – a few round tables – was considerably more intimate than at many other conferences, although that was probably due to the poor turnout.

Douglas Dunn, Managing Director at Tuned In Research, a recently established agency focusing on young people and electronic sectors, immediately dispelled a number of popular myths about youngsters:

- “Young people want everything for free”:
This is definitely true on the internet, says Dunn, but in the real world, people pay for things. Young people still spend a lot of money on experiences and activities, such as adventure trips or beach and party holidays. Other examples are material things that are an integrated part of their looks (clothing) or allow physical connections with their peers (festivals and concerts). Young people also put their hands in their pockets for “technology enablers” (MP3 players, mobile phones, games consoles, …) that allow them to lead their online lives.

- “It is very difficult for brands to communicate with young people”:
According to Douglas Dunn, advertisers have to make an extra effort in order to connect with the young people of today, but it is possible. Young people become ‘friends’ in their social network with the brands that appeal to them. If you offer innovative brand experiences as an advertiser, you get commitment and therefore loyalty in exchange. Dunn mentions the example of Orange Rockcorps, an initiative launched by telecom provider Orange. It is currently only operational in London, but there are plans for a further rollout following its success. In exchange for 4 hours of community service, youngsters receive an Orange SIM card and some other goodies and they are also invited to music events that are exclusive to Rockcorps participants. As well as offering new experiences, presenting content that appeals to youngsters is also very important. Gilette M3 Power developed an online jet ski game that was very much appreciated by young people in the UK.

pimmsPimm’s, a drinks brand belonging to the Diageo group, created “It’s Sunshine O’Clock”, a website where youngsters can enter a postcode to find out local pubs with a beer garden and an estimate of the number of hours of sunshine you can enjoy there on that particular day.

Mars was looking for a co-presenter for the Mars Planet MySpace Radio, a weekly radio hour on MySpace with DJ and TV presenter Alex Zane. Mars recognises the Millenials’ need to achieve something in life, even if it is just their fifteen minutes of fame. O2, the mobile phone brand, unleashed a battle for the UK’s Favourite University on Facebook, fostering the team spirit of young people studying at the same university. It is still possible to get the commitment of the current generation of young people, Dunn concluded, as long as brands respond to the needs and drives of this generation and present relevant activities. To the ‘me, myself & I’ generation, relevance has everything to do with finding common ground with their personal and direct environment.

Nadia Zohhadi, Global & European CMI Manager for the Axe/Lynx brand at Unilever, made a nice presentation on the brand’s co-creation strategy. Each year, Axe/Lynx markets a new variant. Last summer, they brought together 16 leading edge and creative students, brand managers, CMI managers and creative teams from the agencies and Fragrance Houses in Alicante in order to generate new ideas and arrive at some new products for Axe/Lynx. The students received advance training from the Fragrance House on how scents work and then put their creativity to work in several rounds. Under the slogan “A fresh start in a rotten world”, they created the foundation for the new Axe variant for 2010. After an online validation of the concept by a larger group of influencers, it was decided what Axe/Lynx will be marketing next year in a co-creation process of only 8 weeks. The students also thought of the below-the-line campaign ideas for the launch of the Axe Dark Temptation, better known as the chocolate variant. That is how “chocolate man” emerged as the clear leading hero of the campaign. The students contributed several activation ideas, which the brand is currently rolling out in Europe.

Nick Gadsby, Associate Director at Lawes Consulting, brand advisors specialised in semiotics and cultural analysis, presented a story on the social gaming phenomenon. Social gaming refers to games that young people play together (or against each other). The generic term includes many different types of games:

  • MMOGs, such as World of Warcraft (with no less than 11.5 million users, who on average game 17 hours a week), Runescape, Age of Conan, LOTR Online, but also Habbo and Club Penguin
  • FPS, such as Halo 3, Counter-Strike, Left 4 Dead,
  • Family games, including the very popular Wii range,
  • Music games, with titles such as Rock Band, Sing Star and Guitar Hero, and
  • Sports games, such as Fifa 09 and Pro Evolution Soccer 2009.

According to Gadsby, the main motive of gamers is simply escapism. In this context it is important for brands to know that the daily amount of attention paid by solo gamers to a game falls fairly rapidly and drastically following the game’s purchase. For a very extensive game such as GTA4, gamers’ attention falls impressively only 3 months after purchasing it. However, for social games, such as Call of Duty IV – which is essentially much more superficial as far as game options are concerned – gamers’ interest fades much less rapidly, even after 6 months. So social escapism commits gamers for longer, so they stay interested more intensely for longer. Like Dunn before him, Nick Gadsby reiterates that a high commitment level is a basic condition for word-of-mouth communication. Research shows that 16 to 19-year-olds are the most important gamers population as well as the largest social gamers group.

Then Gadsby asked the audience to complete the Bartle Test. The Bartle Test was developed by Dr. Richard Bartle, who co-invented the Massively Multiplayer Online Game in 1978, known at the time as MUD. He developed the test to classify players of online multiplayer games according to playing style, motivations and objectives. I turned out to predominantly match the Explorer profile, like most of the other people in the room, which was crammed with researchers. This immediately proved that the Bartle test works, because Explorers are gamers who get a kick out of knowledge and learning and always want to discover new and interesting things. They go for games with much content and adventure. I failed to mention that I was only 1 point away from matching the Killer Gamer profile, because as a Belgian, I didn’t exactly want to be associated with crèche killer Kim De Gelder abroad. Then Nadia Zohhadi raised her hand and asked Gadsby whether it is possible to be two profile types at the same time: she was an Explorer as well as a Killer… For Killers, games can be compared to a sport: the other gamers are their prey. They obviously want to make the game hard for the other players and kill them. Explorers and Killers are the two most important groups of social gamers according to Bartle’s classification. They make up 75% of the population. Achievers and Socialisers roughly contribute equally to make up the remaining 25% of the group. Achievers want to get most points and earn the best items, so they tend to spend many hours gaming. To them, a game stands for success and reputation. Top scores are therefore extremely important. In the lifestyle segmentation we created for MTV Networks Netherlands they can be recognised as “Nerds”. Socialisers simply see gaming as a form of entertainment similar to watching television, listening to music or going to the cinema. To them it is all about hanging out together with friends, chatting and interacting with others. The basic classification can be represented in the following diagram:

gamers

As a brand, Gadsby says, you mainly have to understand the gamers and their world and then respond to it. As an example of how not to go about it, Gadsby mentioned the BBC making a Robin Hood character appear in World of Warcraft for the video release of Robin Hood. Coca Cola, however, released World of Warcraft packaging in China, which it supported with POS material making up a real life copy of the MMORPG access gate. Gadsby also provided an excellent example of product placement: Philips integrated an exact copy of the 1940s Philips factory as a realistic, historic location in Brothers in Arms – Hell’s Highway, which is set in World War II. So the same rule also applies here: authenticity for young people is the key to success.

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