Monday 6 June 2016

ASSEMENT ON IMPACTS OF SOCIAL MEDIA TO AN ORGANISATION
BY HUGHO DEOGRATIUS
In the era of Face book and YouTube, brand building has become a vexing challenge. This is not how things were supposed to turn out. A decade ago most companies were heralding the arrival of a new golden age of branding. They hired creative agencies and armies of technologists to insert brands throughout the digital universe. Viral, buzz, memes, stickiness, and form factor became the lingua franca of branding. But despite all the hoopla, such efforts have had very little payoff.

As a central feature of their digital strategy, companies made huge bets on what is often called branded content. The thinking went like this: Social media would allow your company to leapfrog traditional media and forge relationships directly with customers. If you told them great stories and connected with them in real time, your brand would become a hub for a community of consumers. Businesses have invested billions pursuing this vision. Yet few brands have generated meaningful consumer interest online. In fact, social media seems to have made brands less significant.

Branding is a set of techniques designed to generate cultural relevance. Digital technologies have not only created potent new social networks but also dramatically altered how culture works. 

Digital crowds now serve as very effective and prolific innovators of culture a phenomenon is called crowd culture. Crowd culture changes the rules of branding which techniques work and which do not.
While promoters insist that branded content is a hot new thing, it’s actually a relic of the mass media age that has been repackaged as a digital concept. 

In the early days of that era, companies borrowed approaches from popular entertainment to make their brands famous, using short-form storytelling, cinematic tricks, songs, and empathetic characters to win over audiences this early form of branded content worked well because the entertainment media were oligopolies, so cultural competition was limited.

 In the United States, three networks produced television programming for 30 weeks or so every year and then went into reruns. Films were distributed only through local movie theaters; similarly, magazine competition was restricted to what fit on the shelves at drugstores. Consumer marketing companies could buy their way to fame by paying to place their brands in this tightly controlled cultural arena.

Once audiences could opt out of ads, it became harder for brands to buy fame.
Brands also infiltrated culture by sponsoring TV shows and events, attaching themselves to successful content. Since fans had limited access to their favorite entertainers, brands could act as intermediaries.

 For decades, we were accustomed to fast food chains’ sponsoring new blockbuster films, luxury autos’ bringing us golf and tennis competitions, and youth brands’ underwriting bands and festivals.
The rise of new technologies that allowed audiences to opt out of ads from cable networks to DVRs and then the internet—made it much harder for brands to buy fame. Now they had to compete directly with real entertainment. So companies upped the ante.

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