Tell me where you are, and I’ll tell you who you are: Using Foursquare check-in data to understand its appeal by Vincent Bode 1 Table of Contents Chapter 1 ...................................................................................................................3 Management Summary .............................................................................................................................................3 Introduction ..................................................................................................................................................................3 Research Question ......................................................................................................................................................8 Sub Questions ................................................................................................................................................................. 8 Contribution of this paper ........................................................................................................................................9 Managerial relevance ................................................................................................................................................. 9 Scientific relevance ...................................................................................................................................................... 9 Chapter 2 ................................................................................................................. 10 Literature Review .................................................................................................................................................... 10 Location Based Networks Introductory Research .........................................................................................11 Foursquare mechanics research ..........................................................................................................................12 Foursquare behavior research ..............................................................................................................................13 Factors affecting connection-based rewards ................................................................................................... 18 Factors affecting competition-based rewards ................................................................................................. 19 Hypotheses................................................................................................................................................................. 19 Characteristics of Early Adopters .......................................................................................................................21 Conceptual model .................................................................................................................................................... 24 Chapter 3 ................................................................................................................. 24 Methodology ............................................................................................................................................................. 24 Research type................................................................................................................................................................24 Data collection .............................................................................................................................................................25 Data Processing ..........................................................................................................................................................26 Data Analysis................................................................................................................................................................28 Chapter 4 ................................................................................................................. 54 Conclusion ................................................................................................................................................................. 54 Hypothesis Discussion ..............................................................................................................................................54 Foursquare users lifestyle discussion.................................................................................................................55 Scientific Implications ........................................................................................................................................... 55 Managerial Implications ........................................................................................................................................ 58 Limitations ................................................................................................................................................................. 61 Future research ......................................................................................................................................................... 62 Appendix A – Survey ............................................................................................... 64 Appendix B - References.......................................................................................... 71 2 Chapter 1 Management Summary In this paper we find that Foursquare users can be split up into two main types of users that use the application for different reasons. One group, ‘competition based users’ use Foursquare because of its game-aspect and can be categorized as users participating in purpose-driven sharing. The other group, ‘connection based users’ are interested in the social aspect of Foursquare and participate in social-driven sharing. We find that the groups are motivated to use Foursquare for different reasons and have privacy concerns and a different activity level. It is also found that competition based users are mainly lead users while connection based users are found to be early adapters. Lastly, we look at how effective the marketing tools that are included in Foursquare are in reaching both types of customers. Introduction In the last 20 years, different location sharing systems have been developed because of the increasing diffusion of GPS and Internet-enabled smartphones. Twitter, Foursquare and Gowalla are some examples of these. In this thesis, we focus on Foursquare. Since Foursquare was launched in 2009, it has grown massively. With about 15 million users presently and around 3 million check-ins per day, Foursquare is definitely catching on1. Even though 15 million users does not compare to 483 million 1 "What Is Foursquare?" About Foursquare. 1 Jan. 2012. Web. 9 Mar. 2012. <https://foursquare.com/about/>. 3 active Facebook users, Foursquare provides a new exciting service that the social behemoth does not, location based marketing2. Location-based marketing can be defined as a companies ‘ability to customize marketing messages based on a prospect's location and preferences’. To use locationbased marketing, marketers can use four different ways to reach customers. These four different ways are: location-based services such as Foursquare, Near-field communications (exchanging information between devices at a close range or NFC), Bluetooth marketing (like NFC but using Bluetooth) and location-based advertising (which uses GPS to find potential customers and send them relevant messages)3. Tussyadiah (2012) defined location based services as network applications which “are capable of generating marketing stimuli from merchant” and create “competition-based and connection based rewards [which are] resulted from relevance and connectivity”. These rewards can in turn lead to variety-seeking and loyalty behavior. According to Tussyadiah, connection-based rewards depend on consumer characteristics, consumption situations and social network structure. On the other hand, competition-based rewards on the other hand are made possible by the application itself by introducing game-like aspects (Tussyadiah, 2012). But what is Foursquare exactly? When using Foursquare, users ‘check-in’ into a location using their smartphone. Their check-in can then be shared on Twitter or Facebook. Locations can be anything ranging from hotels, restaurants, train stations, 2 Tsukayama, Hayley. "Facebook’s Reach: 845 Million and Counting." The Washington Post. 2 Feb. 2012. Web. 12 Mar. 2012. <http://www.washingtonpost.com/business/technology/facebooks-reach-845-millionand-counting/2012/02/01/gIQAV0gwiQ_story.html>. 3 Hopkins, Jeanne, and Jamie Turner. "How Location-Based Marketing Can Help You Connect with Customers." Entrepreneur. 11 Apr. 2012. Web. 02 June 2012. <http://www.entrepreneur.com/article/223304>. 4 someone’s home or even the queue at a club. Users can also leave tips and pictures about locations they have been to which other Foursquare users can then look at in the future. What makes Foursquare special however, is its game-like aspect, creating a fun and interactive experience for the user. First of all, users can compete to become the ‘mayor’ of a location by being the one to check in the most at a certain location for the past two months. When checking in, users also score points that are used to keep track of who has checked in the most. This creates a competition between friends and encourages users to keep checking in. Another game-like aspect included in Foursquare is the ability to earn “badges”. These badges are earned by completing different achievements. One example of such a badge is the ‘local’ badge, which is earned by checking in at the same location three times in one week. These extras, while not giving any additional benefits (discounts, special service) do however, make Foursquare a fun and addictive experience for its users. What makes Foursquare interesting for businesses however, is its ability to retain, attract and create customer loyalty. The owner of a business has the ability to create check-in specials at their venue. These ‘specials’ are incentives for users to go to a certain venue. For example, an hotel may have a ‘loyalty’ special where a user who has checked in ten times gets a discount on their stay or a complementary breakfast. A new bar seeking to attract new customers may consider launching a ‘newbie’ special by giving away a drink to a user checking in for the first time4. One of the early Foursquare adapters using check-in specials to boost sales was the Starbucks Coffee Company. After introducing a special where mayors got a discount of one dollar on a Frappuccino an 4 "Creating a Special." Foursquare. Web. 12 Mar. 2012. <https://foursquare.com/business/merchants/specials>. 5 average check-in increase of 40-50 percent was found. Not only did this initiative motivate people to try the more expensive type of coffee, it could also be seen as an easy way for positive promotion using Foursquare specials (Cocoran 2010). Tasti D-lite in New York gives another example of a business integrating Foursquare with their existing loyalty program by giving bonus points to customers who checked in through Foursquare. After using Foursquare the chain saw an increase in sales of 36 percent (Brandon, 2010). Using Foursquare and social media effectively in this way is now more than ever important. In recent years the power has increasingly been shifting from companies to customers. The above examples, however, show how social media such as Foursquare can be used to adapt to this new situation (Bernoff & Li, 2009). What really makes specials interesting however, is the ability for a user to ‘explore’ their surroundings. When opening the Foursquare application, a user is able to see all of the venues within a certain radius with specials or venues which are interesting to him or her based on their past check-ins. Users are also able to look up certain location types in their vicinity such as restaurants with tips and reviews from other users. Businesses using Foursquare are also given the ability to use the ‘merchant dashboard’. This dashboard displays information ranging from daily check-ins, frequent visitors or the amount of check-ins shared on Twitter or Facebook, which provides a great customer analytics tool5. Foursquare is not only just interesting for businesses with a physical location. In the past, Foursquare has been known to work with different brands. The History Channel for example, has a special badge for people checking in historical places in London. Each 5 "Merchant Dashboard." Foursquare. Web. 12 Mar. 2012. <https://foursquare.com/business/merchants/dashboard>. 6 check in uncovers some interesting historical facts, and by unlocking all the available History Channel check-ins in London, users can earn the ‘Historian’ badge6. This is of course a great way to create brand awareness and create a unique experience with customers. A second brand working with Foursquare is the Bravo TV network who partnered with Sephora (a cosmetics chain) to create a unique marketing initiative. The idea behind the partnership was that Foursquare users following the Bravo brand could win a Sephora gift certificate of 100 dollars by racing to a location announced by the brand on Twitter. The campaign was highly successful and was one of the first initiatives where a big reward was given instead of a small discount on Foursquare (Griner, 2010). These marketing initiatives are great examples of how Foursquare can be used to personalize a brand. Through such initiatives, brands are able to create a source of competitive advantage based on personalizing themselves effectively (Howell & Bublik, 2009). These Foursquare initiatives make clear how the service can be used to stimulate customers. Specials and check-ins encourage repeat business (Coles, 2010). Furthermore, Foursquare provides a new way to contact customers personally, especially those who are no longer motivated by traditional means. By using Foursquare correctly, businesses are able to create a relationship with their customers by applying personalized marketing where dialogue between customer and company is possible (Maul, 2010). What this paper intends to find however, is how Foursquare can be further used for marketing purposes effectively, going further than just looking at how Foursquare is being used by both consumers and companies. For this reason, we want to understand 6 "History Channel - Foursquare." Foursquare. Web. 12 Mar. 2012. <https://foursquare.com/historychannel>. 7 differences in segments of Foursquare adopters and find the best way to approach them by companies. According to previous literature by Tussydiah (2012), two major motivations of Foursquare users are identified: connection-based rewards and competition-based rewards. The focus of this paper is to investigate the difference between connection-based rewards and competition-based rewards with data collected from check-ins and surveys and finally indicate how they affect Foursquare users. This leads us to our research question. Research Question The research question is articulated as follows: "What are the differences in profiles of segments of Foursquare users based on their motivations to use the service?" We expect two types of consumers: those motivated by competition-based rewards and another group motivated by connection based rewards. We will test differences of usage behavior of Foursquare users (for instance, leaving recommendations, user activity intensity, friend network, mayorships and badges) among the extracted segments. Additionally to the research question, we will also intend to answer the following sub questions. Sub Questions A) Are there any differences in motivation to use Foursquare between users being motivated by connection-based rewards compared to those being motivated by competition-based rewards? B) Are certain types of users with different lifestyles more motivated by one type of reward or by both? 8 C) Does one type of reward create a more active Foursquare user than the other? D) What characterizes users who are more inclined to respond to one type of reward? E) Does check in data provide a better or equal segmentation as demographic data gathered from a survey? Contribution of this paper Managerial relevance Foursquare tends to be used as a social tool, a way to explore new places and a fun thing to do for consumers. However, Foursquare is also a new tool for companies to attract and retain customers by providing a new and unique way to interact with businesses. Foursquare data can be also used as a new tool for customer analytics. Foursquare data can be used for real time location based advertising purposes, to offer targeted offers and/or to design better location-based recommendation systems connecting with social network data. Through the research done in this paper, companies will be able to use check-in data in a more extensive way than before. Check-in data can be used as a way to find out how to motivate young, internet savvy users and learn more about this customer group. This will make it possible to target them more efficiently through either competition or connection based rewards, or both. Scientific relevance Previous research has been generally focused on why Foursquare and other location services are being used by people and businesses (Brandon 2010, Lindqvist et al.2011, Tang et al. 2010, Funk 2007, Liu et al. 2011). Previous research about location based services are summarized in Table 1 and includes research about friendship 9 prediction models, location recommendation algorithms and a general conceptual model for location based networks research (Li & Chen 2009, Cranshaw et al. 2010, Ye et al. 2010, Tussyadiah 2012). What this paper aims to find out, is how check-in data itself could be used to find out why people use the service and what exactly motivates them. This information can then be used to know not only what makes certain applications successful and others not, but also why and how consumers are being motivated to use them. Furthermore, by finding out which behavior is incited by a type of reward (in this specific scenario), a clearer understanding of behavior related to location-based applications as well as business initiatives effectiveness can be formed. This will be done by using Foursquare check-in and survey data providing an accurate view of reality. To the best of our knowledge, none of previous research has focused on this topic yet and existent studies have only mainly used survey data. The research that has been done in the topic is discussed in the next chapter of this thesis. Chapter 2 Literature Review Social Media and relevance to Marketing Starting from a global marketing level and serving as a good presentation to social media are Mangold and Faulds (2009) who introduce the topic of using social media as a new element of the marketing promotion mix. The authors discuss what role social media plays in integrated marketing communications (IMC) and compare it to other more traditional communication channels such as TV, radio and print. What makes social media, such as Foursquare special, is its customer orientation requiring a special approach. According to Mangold and Faulds, social media should be used to engage 10 customers directly and its use will only increase because of four trends. These trends are: perception of social media as a trustworthy source of information, internet as a mass media vehicle, social media being used more and more for information searches and purchasing decisions and lastly, consumers turning away from traditional media. Mangold & Faulds (2009) conclude with some guidelines as to how to use social media to form the presence of a brand. This paper gives a good introduction into social media, however, more in depth research has been done on the subject of location based networks. Location Based Networks Introductory Research One of the first papers on the subject of location-based networks was written by Ziv & Mulloth (2006). This paper introduces the subject starting from a brief introduction to the Internet and social networks. The authors then discuss a case study on Dodgeball, the predecessor to Foursquare. Two main ideas are to be taken from this discussion, which pertain to this research. Firstly, the authors talk about ‘recognizing the power of users to generate innovative content either collectively or individually’, which ultimately ‘enable firms to directly tap into the fickle youth market better and understand what products will be successful for this market segment’. This is of course relevant since it is exactly what this paper intends to find out. The second point made in the paper, looks at mobile social networks from a global level and how these networks will affect urban centers to make them more attractive. The notion that technology will eradicate the need for dense urban centers is challenged since these type of services help people ‘find new ways of organizing and interacting, and in doing so, will in some way change the nature of the social order’ (Ziv & Mulloth, 2006). Following this train of thought is Murphy 11 (2010) talking about the use of Foursquare and similar services from a political and sociological perspective and the influence of the internet upon them. Murphy (2010) discusses politics and sociology and how the Internet is influencing them. He presents the idea of “novelty within the range of familiar” and how this has been exemplified by Foursquare. The author goes on to discuss how location services such as Foursquare could be used create “an enhanced understanding not just of those individual participants but of leisure patterns of an emergent urban class”. Lastly, Murphy discusses the importance of being present somewhere and how this is affected by Foursquare by adding certain activities such as mayorships and specials to a physical area, increasing one’s connection to friends and locations (Murphy, 2010). This understanding of the “emergent urban class” is what this paper intends to quantify. These papers, while not having any hard research, do however make clear why this topic must be researched. The research to be discussed next provides some examples of how Foursquare has been used in the past as a subject for hard scientific research for prediction models. Foursquare mechanics research Further research into the topic of Foursquare regards using location characteristics to predict certain patterns. Cranshaw et al (2010) look at how location can be used to predict friendships. From the data gathered from 489 participants a model was created which predict whether or not participants had a relationship. The model went even further in being able to analyze what the context of a social gathering would be (Cranshaw et al, 2010). This study provides a good idea of how location data can be used to predict certain behavior, which is useful in the context (connection and competition based rewards) of this paper. Ye et al (2010) also looks at improving Foursquare mechanics. In this paper 12 the authors generate location recommendations. The paper looked at two techniques for location recommendations, namely, Friend Based Collaborative Filtering (FCF) and Geo Measured FCF. These methods used heuristics which where derived from a Foursquare data set to come up with recommendations. The FCF approach used the friend list of a user to generate location recommendations while the variant Geo Measured FCF used heuristics taken from a Foursquare data set on top of the regular variant. These processes were found to be equally effective as the ones already used by Foursquare while being less process intensive (Ye et al, 2010). Li & Chen (2009) on the other hand, looked at the friend recommendation side of things. Using real world data from a service similar to Foursquare, a three-layered model was created. This model looked at the correlation of user friendships with social graph properties, mobility patterns and user attributes. The research looked at user profile information such as age, gender, friend list and check-ins to predict user friendships and was able to provide better performance than older methods. This is an interesting starting point for using check-in data to predict and categorize users (Li & Chen, 2009). While all these papers look at improving the existent Foursquare system, they do not actually use Foursquare to its full potential as a tool to analyze user behavior. The next type of research discussed looks at why and how people use Foursquare currently focusing on user behavior. Foursquare behavior research Tang et al (2010) discuss two types of location sharing namely, purpose and social driven. The difference between both is the reason why someone would want to share their location. Purpose driven is all about sharing when sharing is “motivated by scenarios that emphasize a more utilitarian perspective”. These scenarios include for 13 example planning and coordination (Tang et al., 2010, pg 85). Foursquare is all about social driven location sharing. Social driven sharing is about increasing social capital and improving the way one showcases themselves to the outer world. Another factor differencing social and purpose driven sharing is in how and why locations are disclosed. The focus of the research done by the authors in this paper was to find out when people are willing to share their location, and what their privacy concerns are. The research followed a group of people and studied their location sharing habits and was followed up by a survey. The two main interesting conclusions regarding this paper have to do with the fact that people have more privacy concerns when regarding social over purpose driven sharing and the fact that people tend to try to obscure their location information by using insider information (Tang et al., 2010). These privacy concerns could have a negative effect on the data to be used in this research, which is why it should be considered to use only active Foursquare users as respondents who are likely to be more comfortable in sharing their location. Tang et al (2010) discuss why users use location services in general. The following research looks at the specific factors that underlie social and purpose driven sharing. The research done by Tussyadiah (2012) discusses the stimulus response model where location based social network (LSN) marketing is explored and conceptualized. This paper could be considered as a more in depth of view of Tang et al (2010) focusing mainly on social driven sharing. The stimulus response model reveals that the ‘key to LSN marketing is combining relevance and playfulness into a persuasive package that stimulates consumers’ loyalty and variety behavior’. Furthermore, the research found LSN’s success is driven by connection-based rewards, which are formed through both the 14 social network and context-aware features of such applications. These connection-based rewards stimulate consumers not only in their selection of going to a certain venue (being variety or loyalty behavior) but also in the process of direct and indirect social communication. Lastly, the paper argues LSN consumers’ behavior is dependent on three things: consumption situations, consumer characteristics and the structure of their social network (Tussyadiah, 2012). These three things are what motivate social driven sharing. This information is relevant to the research done in this paper as it not only provides a good starting model for location-based research, it also provides a starting point in where to look for when researching LSN consumers’ behavior and more specifically connection based rewards. What this model misses however is a discussion of how privacy concerns may affect user behavior. Lindqvist et al (2011) have a different approach to how and why people use Foursquare, including privacy concerns. In the paper, interviews with early adopters, a qualitative survey and a quantitative survey concerning Foursquare usage are discussed. From the interview it is found that checking in is done for a variety of reasons including, personal tracking, discovery of new people, running into friends and the gaming aspect. The qualitative research analyzed usage patterns and privacy concerns for a broader group of people. From this research, reasons to use the service included, informing friends what they are doing, the game-like aspect, tips and discounts at locations and discovering new places and people. Again, the reasons for checking in can be divided into connection or competition based rewards. In this case discovery of new people, running into friends and informing friends what they are doing fall under the connection based rewards category while the game-like aspect, tips and discounts and discovering 15 new places fall under competition based rewards. For this group of people the privacy concerns were present but where not much of an issue since they understood how Foursquare exactly works. These users for example knew it is possible to not share a check-in and that it is wise to only have friends on Foursquare who are real life friends. This type of user will probably give the most usable data for the purposes of this research. A good way to find out which users are less privacy sensitive would be to look at their check-in and other Foursquare activity. The quantitative survey done gave yet another look at Foursquare usage. Usage was basically found to be separable into three factors: game mechanics, social interactions and incentive mechanisms (specials, discounts). This survey also found that restaurants and bars are the most popular places to check-in and that barely anyone checks in at schools or at the doctor. Checking in at home or work was dependent on the respondents privacy concerns. Finally, the conclusion is made that if someone is using Foursquare, they already have less privacy concerns than most (Lindqvist et al., 2011). They found five factors of motivation of using Foursquare: 1. Badges and fun 2. Social Connection 3. Place Discovery 4. Keeping track of places 5. Game to play by yourself These five factors can all be placed in Tussyadiah (2012) stimulus response model and will be considered as factors playing a role in either connection or competition based rewards. 16 Lastly, the research by Vasconcelos et al (2012) is similar to what this paper intends to find out and uses Foursquare data to conduct research. The authors created a Foursquare data set from the API with information about 1.6 million venues. With it, four groups of users where identified based on their Foursquare tipping (leaving tips behind and doing tips) activity. Two of the profiles where regular users who where different in the amount of tipping they carried out. A third profile consisted of users who posted a large amount of tips at a large variety of venues. This profile was seen as influential as it included brands and famous business and brands. The last profile was a group of users who posted tips with links in a large group of venues. This group, after manual inspection, was identified as being ‘spammers’ or leaving behind tips, which had nothing to do with a venue, but instead promoting a product or service. This research is interesting as it shows using Foursquare data for research is possible. This paper intends to take a similar approach to not only identify Foursquare user groups (with check-in instead of venue history data), but to understand users better as well as their motivation (Vasconcelos et al., 2012). Location-based services are a new and developing topic, therefore there is a scarce number of high quality research done in this area. Another reason for scarce number of published research is the difficulty of finding good location-based service usage data because of privacy issues. Most of the existing research has descriptive purposes and discussed only why people use, how they use or how companies can use these services. The following table sums up the research findings so far about locationbased services/marketing Table 1. Overview of previous research about locations-based services/marketing 17 Author Li & Chen 2009 Focus Main Conclusion A multi-layered friendship model Real world location based for Location Based Networks network data can be used for predicting friendship effectively Social and purpose driven Finding out what the main Tang et al. 2010 location sharing reasons are for location sharing as well as exploring privacy concerns Create a model of friendship in Cranshaw et al. 2010 Predicting Friendship online social network based on location features Location Recommendation Developing a new algorithm with Ye et al. 2010 Algorithms less overhead for recommendation engines Foursquare usage and privacy Foursquare is used for multiple Lindqvist et al. 2011 concerns reasons and privacy concerns are dealt with by users lightly Conceptual model of Location Consumer behavior when using Tussyadiah 2012 Based Marketing Location Based Social Marketing is driven by consumption situations, consumer characteristics and the structure of their social network Foursquare user clusters based Foursquare venue data can be Vasconcelos et al. on tipping activity used to cluster users into four 2012 different groups, including one with spammers Using Foursquare check-in data Segmentation of Foursquare users This thesis (Bode, for market segmentation and creating effective targeted 2012) offers After discussing the literature, a summary of the factors affecting connection and competition-based rewards can be given. These factors will be the ones taken into account when carrying out the research for this paper and will serve as the foundation for the hypotheses. Factors affecting connection-based rewards Connection- based rewards are based on social aspects (Tussyadiah, 2012). People who are motivated by connection-based rewards are activated by social driven 18 sharing. The following attributes, which can be extracted from Foursquare data, will be taken into account for connection-based rewards: Amount of friends on Foursquare Types of locations checked in at Demographic data Psychographic data Factors affecting competition-based rewards Competition- based rewards are based on game-like aspects (Tussyadiah, 2012). People who are motivated by competition-based rewards are activated by purpose driven sharing. The following attributes will be taken into account for connection-based rewards: Amount of badges on Foursquare Amount of mayorships on Foursquare Types of locations checked in at Demographic data Psychographic data Psychographic data will be obtained through surveys. Foursquare activity itself will be measured with amount of check-ins, amount of places on to-do list, and tips left behind. Hypotheses This paper aims at understanding the relationship between Foursquare users and how they are motivated by either connection or competition based rewards or both. 19 Whether or not the data collected from Foursquare can be used for this purpose is what the first hypothesis is about. Not only will this paper just look at tipping activity as a way to segment data as in the Vasconcelos (2012) paper, it will also look at other Foursquare activity as well survey data. Tussyadiah (2012) discusses the idea that usage behavior (leaving recommendations, user activity intensity) is motivated by the social aspect (connection-based rewards) and the game-like aspect (competition-based rewards) of the game. This distinction is also based on the reason identified by Tang et al (2010) for location sharing. People in the first segment are more likely to be social driven sharing while the one’s in the second will be more concerned with purpose driven sharing, something which can be analyzed with survey data. These two segments will be based upon the five motivations to use Foursquare as identified by Lindqvist et al (2011). The users in the first segment will be more concerned with social connection and badges while the second segment users will be using Foursquare for keeping track of places, place discovery and as a game to play by themselves. Because of this reason it is expected that subjects in the competition-based segment will have a higher amount of badges and mayorships and will check-in at a wider variety of venues (i.e. overall more active). The segment for connection-based rewards will have a fewer amount of badges and mayorships but a higher amount of friends and will likely have a higher concentration of check-ins at social venues. Therefore: Hypothesis 1 20 Subjects who use Foursquare motivated by competition-based rewards will be more active foursquare users than subjects who use foursquare motivated by connectionbased rewards. Hypothesis 2 Competition-based rewards motivated Foursquare users will have a 2a) higher amount of badges and 2b) mayorships and will 2c) check-in at a wider variety of venues compared to connection-based rewards motivated Foursquare users. Hypothesis 3 Connection-based rewards motivated Foursquare users will have 3a) a higher amount of friends and will have a 3b) higher concentration of check-ins at social venues compared to competition-based rewards motivated Foursquare users. Successful segmentation of Foursquare users should be different in terms of subject characteristics based on their motivation. After segmentation, we describe segments and test the difference between them. Furthermore, since Foursquare is a very recent application, the characteristics of early adopters are relevant to early users of Foursquare. Characteristics of Early Adopters To understand the characteristics of early adopters, it is useful to take a look at what affects product adoption. The two main leading influences at a consumer level for product adoption could be argued to be marketing communication and interpersonal communication (Manchada et al. 2008). Wee (2003) looked at the factors that affect 21 product adoption in the consumer electronics industry. The research looked at the time taken for consumers to be aware of new products, evaluate information sources for awareness of portable audio products, define the factors that affect product adoption and their respective importance. The author comes up with seven factors affecting product adoption, trial ability, compatibility, relative advantage, observe ability, complexity, image and perceived risk of adoption (Wee, 2003). While not all factors have an equal importance, they do reveal what could be the differences between normal users and early adopters. Early adopters could be considered to be less affected by for example perceived risk of adoption or complexity making them prone to trying new products faster. Privacy concerns are relevant to perceived risks of adoption in location based application adoption context as discussed by Wee (2003). We expect that people who are motivated by connection-based rewards have less privacy concerns than people who are motivated by competition-based rewards since users who are concerned with the social aspect are probably less affected by the seven factors discussed by Wee (2003). Users who use Foursquare for the game-like aspect on the other hand, will probably be more privacy concerned because social driven sharing is not their main goal. Therefore we develop the following hypothesis: Hypothesis 4: People who are motivated by connection-based rewards have less privacy concerns (and less perceived risk) than people who are motivated by competition-based rewards. Other interesting research stream exists on the topic of adoption of new social media applications. Some research has been done which discusses mobile phone 22 marketing through social networks. According to the authors there always is a group of people who are the “opinion leaders” who are key influencers in whether or not a social network will be successful. Users who participate in more social activities and who are more in contact with public media are characterized as opinion leaders. They are also willing to accept new products more easily and show more emotion towards new products or services while using them more than regular users. The authors conclude by identifying three factors of opinion leaders: personality, ability and knowledge and social status (Liu et Al, 2011). Funk (2007) discusses this as well arguing firms should focus on “lead users” for the successful adoption of mobile shopping applications. The author carried out one hundred firm interviews, and discovered that the impact lead users have is immense on the adoption of new mobile shopping applications (Funk, 2007). This is relevant to this research because through this research behavior of early adoption users will be analyzed as well. Users who are connection-based are more likely to be categorized as lead users because they probably share the same characteristics. Connection-based users, like lead users are probably personable, knowledgeable about social media and have an elevated social status. Competition-based users on the other hand will less likely share these characteristics. Therefore, we develop the following hypothesis: Hypothesis 5: People who are motivated by connection-based rewards are more likely to be opinion leaders (lead users) compared to people who are motivated by competition-based rewards. 23 Additionally, in this thesis, we will also further investigate whether Foursquare usage data could be a good base for segmentation by companies to understand segments of Foursquare users or whether survey data is necessary to obtain meaningful segments of Foursquare users (or if both should be used, survey and usage data). Conceptual model Connection-based rewards Competitionbased rewards • + Friends and checkins social venues (H3) • + Lead Users (H5) • + Badges and Mayorships (H2) • + Privacy Concerns (H4) Foursquare Activity (H1) After establishing the purpose of this research, the next chapter of this thesis deals with how the check-in data will be collected and processed. Chapter 3 Methodology Research type 24 This research paper is exploratory in nature since its purpose is to find out what can be done with check-in data both from a scientific and managerial perspective. The problem has not been clearly defined, and much like other research into the topic of location based marketing it will be explorative. Data collection The process for collecting the check-in data and demographic data will be done in two steps. The first involves using the Foursquare Application Programming Interface (API), which allows people to create applications that use the Foursquare application and data. The API will be used to create a website where users invited to participate are able to input their username. After this step the website will collect their check-in data which can then be analyzed. Respondents will be gathered through the creation of a dummy Foursquare account which will add as many Dutch users as possible. Only users with more than one hundred check-ins will be taken into account to prevent collecting data about users who stopped using the service after a short time. After collecting the check-in data, the second step of the data collection process will involve asking the users to fill out a survey collecting demographic and supplemental data about Foursquare usage and user behavior. The survey will also include multi-item scales to measure privacy concerns and opinion leadership. The sample size we aim to achieve will be around 200 Dutch respondents, which will be gathered randomly through the dummy account. These two methods for collecting data are well suited to studying this social media phenomenon because it is happening now and must be studied in its natural setting (Pinsonneault, Alain & Kraemer 1993). A survey does however come with its disadvantages, mainly, making sure we have a large enough sample size and its inflexibility after the survey has 25 been started. What follows is a general summary of the variables to be extracted from the check-in data. Definitions of Variables used in analysis Foursquare activity: Usage of Foursquare by subjects. It will be measured with amount of check-ins, amount of places on to-do list, and tips left behind. Motivations: amount of mayorships, badges, maximum score on leaderboard What can be extracted from Foursquare data: o Amount of check-ins o Amount of badges o Amount of mayorships o Amount of friends o Amount of tips o Amount of to-do’s o Recent and maximum scores on leaderboard o Venue check-in history which includes its name, category7 and times been there Data Processing The data gathered from the check-ins must first be processed into attributes for all of the respondents. These attributes will be based on things such as types of places checked in at and check in activity. From the data gathered we intend to find out what the The different venue categories are: Arts & Entertainment, College & Education, Food, Home/Work/Other, Nightlife Spots, Great Outdoors, Shops, Travel Spots 7 26 different factors are for competition and connection based rewards and how they influence Foursquare activity for users. Two types of segmentation are to be carried out. Types of segmentation: Four types of bases can be used to obtain segments: demographic, behavioral, psychographic and geographical. We will focus on only behavioral segmentation because Foursquare check-ins provide good insight into a person’s habits and interests. When conducting behavioral segmentation, we will also investigate whether Foursquare usage data gives similar segments to segments obtained when conducting a survey. The purpose of this investigation is to see whether Foursquare usage data can be used by companies for targeting purposes without collecting survey data. Behavioral Segmentation: we can use Foursquare check-in (activity) data to extract behavioral variables. We use two methods: Apriori segments and nonapriori segmentation. In apriori segmentation, we expect two segments. We will create two groups based on the two motivation variables: competition and connection based, which were explained earlier. For nonapriori segmentation, we will conduct cluster analysis using these variables: o Amount of check-ins o Amount of badges o Amount of mayorships o Amount of friends o Amount of tips 27 o Maximum score on leaderboard o Venue check-in history which includes category and times been there We will compare segments obtained through foursquare and survey data for behavioral segmentation. The first one is to see whether hypotheses are confirmed or not based on segmentation results (i.e. classification of people into two groups, competitionbased versus connection-based) from two different data tools. We will compare segments obtained with t-test (if we have two segments) or ANOVA (if we have more than 2 segments). We will use these methods because we want to compare some mean values across groups. Additionally, we will compare lifestyle of extracted segments using lifestyle questions from survey data. Reliability and Validity of constructs in survey: To ensure the results are reliable and valid for testing hypothesis 4 and 5 dealing with privacy concerns and opinion leaders a factor analysis and Cronbachs alpha can be used. If they are reliable, an average can be taken when using this data to carry out a t-test to test the hypothesis. Data Analysis Sample information 55 Foursquare users participated in total during the data collection. From these, 44 filled in both survey and gave their check-in information, 3 only filled in the survey and 8 only submitted their survey data. To be able to use the information from the 11 users who did not fill in both parts of the research data was merged using demographic data to have a complete data set with 55 respondents. From the sample, 42 were male (76.4%) and 13 28 female (23.6%). The average age of the participants was 39.5 years with a standard deviation of 11.6. The following tables give some more general demographic information Table 2. Highest Level of Education Achieved of Respondents Number of Participants Percentage Elementary School 1 1.81% High School or equivalent 14 25.5% Vocation/Technical school 5 9,1% Bachelor’s Degree 18 32.7% Master’s Degree 12 21.8% Doctoral Degree 1 1.8% Professional degree (MD, 3 5.45% 1 1.81% JD, etc) Other Table 3. Marital Status of Respondents Number of Participants Percentage Divorced 2 3.64% Living with another 6 10.91% Married 24 43.64% Separated 2 3.64% Single 14 25,45% In a relationship 7 12,73% 29 As for the working situation of the participants, 18.18% were students, 7.27% were unemployed and 74.55% were employed. Interesting to know is that a good portion of the participants had their own business or were entrepreneurs (29.1%). This group of participants can be considered to be a varied sample with a wide range of ages, education levels and marital status. This makes the sample good for the purposes of this research since we intend to find out why Foursquare is being used by its users in general. Descriptive Statistics The survey filled out by the users contained some general questions about their Foursquare use. 45.45% percent of the respondents first heard about or started using Foursquare because of their friends. Another 47.27% found about it through the internet, 5.45% through other means (printed press, social media) and 1.81% because they were using a similar service. This is of relevance when considering how online social networks grow and can pinpoint us in the direction of why someone would start using Foursquare in the first place. When asked how long they had been using Foursquare, 7.27% said less than 6 months, 18.18% said between 6 months and a year, 40% between 1 and 2 years and 34.35% longer than 2 years. This tells us the majority of the respondents are long time Foursquare users. As to the exact reason to start using Foursquare, respondents answered the following: Table 4. Motivation to start using Foursquare Why did you decide to start using Foursquare Percent Friends using it 26.63% Fun way to share location (game-aspect of Foursquare) 32.72% Fun way to explore places 1.81% 30 Social connection (to connect with friends or new people) 14.54% Place discovery (to find new places or recommendation for new places such as restaurants, cafes, bars) 12.72% Keep track of places that I have visited for me and for friends 1.81% Other, please specify 12.72% When asked to specify their other choice, respondents filled in curiosity and professional reasons. From this table it can be said the main motivations for users to start using are the game aspect and their friends using Foursquare. This relates directly to competition and connection based rewards as discussed in the hypotheses and this question can be used for the survey segmentation later on. A couple of questions dealt with specials. 37 out of the 55 respondents said to have participated in a special run by a business. When asked if they would take part in a special in the future, 30 said they would and 19 said they maybe would. Furthermore, when asked if their decision to go somewhere was affected (negatively or positively) by Foursquare, 16 said it did. Lastly, when asked if they were more likely to go somewhere in the future because of a special which attracted them, 23 said yes, 6 no and 26 said maybe. This information tells us that specials are somewhat effective and in general Foursquare users tend to be influenced by them. The high amount of ‘maybe’ answers, however, tells us that probably how the special is designed and whether or not it interests the user is of high importance. Hypothesis Testing Hypothesis 1 Post-hoc method using only Foursquare Usage data 31 Subjects who use Foursquare motivated by competition-based rewards will be more active foursquare users than subjects who use foursquare motivated by connectionbased rewards. To answer this first hypothesis, we must first find out whether a user is more motivated by a competition-based reward rather than by connection-based rewards. Then, user activeness must be measured and compared for both groups. To segment both types of users, a score will be given per user that says how much of a competition or connection-based user they are. These are based upon the following variables: Table 5. Segmentation Variables Variable Calculation Friends Score (F) Number of friends/friend average of all respondents Badges Score (B) Number of badges/badge average of all respondents Mayorship Score Number of mayorships/mayorship average of all respondents (M) Connection-based ((Check-ins at Arts & Entertainment locations/Average check-ins location check-ins at Arts and Entertainment locations for all respondents) + (Check- Score (CON) ins at Food locations/Average check-ins at Food locations for all respondents) + (Check-ins at Great Outdoors locations/Average check-ins at Great Outdoors locations for all respondents) + (Check-ins at Nightlife spots locations/Average check-ins at Nightlife spots locations for all respondents) + (Check-ins at Shops & Services locations/Average check-ins at Shops & Services locations for all respondents))/5 32 Competition- ((Check-ins at Colleges & Universities locations/Average check- based location ins at Colleges & Universities locations for all respondents) + check-ins Score (Check-ins at Professional & Other places locations/Average (COM) check-ins at Professional & Other places locations for all respondents) + (Check-ins at Residencies locations/Average checkins at Residencies locations for all respondents) + (Check-ins at Travel & Transport locations/Average check-ins at Travel & Transport locations for all respondents))/4 The average is taken for both CON and COM so that they are weighted equally. Using these variables the following formulas are derived for determining how much a user responds to connection or competition based rewards: Connection-based rewards user sensitivity (CONsen)= F + CON Competition-based rewards user sensitivity (COMsen): (B + M)/2 + COM The average of the badge and mayorship score is taken so that they weigh the same as the friends score. For all the respondents, the higher sensitivity score determines which type of user a respondent is, either connection-based or competition-based. Out of the 55 respondents, 22 are categorized as connection-based and 33 as competition based. Next, respondent activity will be compared to respondent category to find out if there is any support for Hypothesis 1. The activeness score can be calculated using the following variables: Table 6. Activeness Score Variables Variable Calculation 33 Weekly high score points Maximum weekly checkin points/ Maximum weekly score (MW) checkin points average of all respondents Check-in score (C) Number of Check-ins/Check-in average of all respondents Tips score (T) Amount of tips/Tip average of all respondents These variables are used to calculate how active user is in Foursquare. Respondent activeness score (A): MW+C+T After calculating the activeness score, the scores are aggregated for each category. This gives an average activeness score of 2.15 for connection-based respondents and an average activeness score of 3.56 for competition-based users. Next we conduct a t-test to determine whether the activeness score for competition based users is higher and statistically significant compared to connection-based users. First an f-test is carried out which tells us whether or not the variances between both groups are significantly different. The f-test returns a value of, 0.0008, this means the variance between both groups is not significantly different. With this information we can carry out an appropriate t-test where we know the variance between both groups is not significantly different. The H1 hypothesis in this case is, H1: Subjects who use Foursquare motivated by competition-based rewards will be more active foursquare users than subjects who use foursquare motivated by connection-based rewards. The p value when carrying out this test equals 0.077 meaning we cannot reject the null hypothesis at a 5 percent confidence level; however if we increase the confidence level to 10%, we reject the H0. That is, competition-based users (mean=3.56) 34 are statistically significantly more active than connection-based users (mean=2.15) with 90% confidence. Segmentation Method using Survey data In the previous section, we categorized each subject on whether he or she is a competition or connection-based user on given information of his or her actual Foursquare usage. This is a post-hoc method. Now we will investigate whether we would have obtained the same segments if companies use surveys to understand segments of Foursquare users. For this, we can include questions 5, 8 and 9 into a cluster analysis; because these questions are related to motivations to use Foursquare and since these variables are categorical, we will make dummies of each category level first. Then we can conduct a cluster analysis and decide the number of clusters. Our expectation is to find two clusters. Then we can assign a segment for each person indicating competition or connection-based. After that we compare clusters(i.e. profile them). Additionally, we will test H1-H5 again based on these segments. The next logical step is to compare the activeness scores for the respondents with the survey questions that deal with how active they think they are on Foursquare. Using the survey questions, we can again determine whether a user is connection or competition based. The questions to be used to determine this will be 5, 8 and 9 (survey can be found in appendix). The answers to the questions will be used to come up with a score for how connection or competition based a user is. Question 5 will be coded like this: 35 If a user selects answer options 1, 4 or 6 then the user is categorized as connection based. Similarly if a user selects answers 2, 3 or 5 he or she will be categorized as competition based. Lastly, answer 7 is dependent on the answer given. Questions 8 and 9 similarly translate to points to either competition or connection based. Question 8 answers will be coded like this: When a user selects options 1-3, this will be interpreted as the user being connection based. Answers 4-6 will indicate the user is competition based. Question 9 answers will be coded like this: When a user selects options 2, 3, 4, 5 and 7 this will be interpreted as the user being connection based. Answers 1, 6 and 8 will be interpreted as competition based. Questions 8 and 9 are weighted accordingly. Using the survey data we get the same amount of connection based users (22) and competition based users (33) that was calculated from the check-in data. The H1 hypothesis in this case is again, H1: Subjects who use Foursquare motivated by competition-based rewards will be more active foursquare users than subjects who use foursquare motivated by connection-based rewards. The p value when carrying out this test equals 0.02 meaning we can reject the null hypothesis at a 5 percent confidence level. That is, competition-based users (mean=12) are statistically significantly more active than connection-based users (mean=9.11) with 90% confidence. The survey data therefore supports the hypothesis 1. Segmentation Method using Check-in and Survey data 36 Next, both survey and check-in data can be used to determine whether a user is competition or connection based. For this purpose, the connection and competition scores are aggregated for this purpose. What this means is that we sum the scores for each user according to the survey and the check in data. Taking the highest score determines what type a user is (connection or competition based). This results in 28 connection based users and 27 competition based users. The H1 hypothesis in this case is, H1: Subjects who use Foursquare motivated by competition-based rewards will be more active foursquare users than subjects who use foursquare motivated by connectionbased rewards. The p value when carrying out this test equals 0.45 meaning we cannot reject the null hypothesis at a 5 percent confidence level. This means that competition-based users (mean=13.35) are not statistically significantly more active than connection-based users (mean=13.17) with 95% confidence. Cluster Analysis using only Foursquare Usage data To make sure outliers do not influence the cluster analysis, we first look at users with an unusually high amount of check-ins. For this purpose, the fourth spread is found for the respondent check-ins and users with more check-ins than the upper outlier boundary (median+1.5*fourth spread) are removed from the sample. This led to 8 respondents being removed. After running a k-means cluster analysis, where 2 clusters are expected to be found, one cluster with 8 respondents is found, and another with 39. Cluster number 1 will considered to be the competition-based users because of a higher check-in score and a lower friend amount. The k-means clustering provides us with the following ANOVA table: 37 Table 7. K-means clustering ANOVA table Cluster Error F Sig. 45 2.383 .130 609.761 45 4.466 .040 1 7674.924 45 4.166 .047 321743.136 1 5604.868 45 57.404 .000 Shops & Services 176289.712 1 10121.060 45 17.418 .000 Travel & Transport 410310.599 1 3992.472 45 102.771 .000 8122.981 1 1667.787 45 4.871 .032 57.971 1 636.486 45 .091 .764 2887.415 1 11726.640 45 .246 .622 Mean Square df 1 1671.383 2722.979 1 Professional & Other Places 31970.070 Residences Mean Square Df Great Outdoors 3983.596 Nightlife Spots Colleges & Universities Arts & Entertainment Food The F tests should be used only for descriptive purposes because the clusters have been chosen to maximize the differences among cases in different clusters. The observed significance levels are not corrected for this and thus cannot be interpreted as tests of the hypothesis that the cluster means are equal. As can be seen from the significances, a couple of variables can be considered to not contribute much to the separation of clusters. These are, at a 5 percent significance level, Great Outdoors, Arts & Entertainment and Food check-ins. Even though these variables do not contribute to the separation of clusters, they can still be used in the analysis of the hypothesis as extra information. Now to see if there is a significant difference in activity between both groups we can carry out a t-test comparing the activeness score between both groups. 38 H1: Subjects who use Foursquare motivated by competition-based rewards will be more active foursquare users than subjects who use foursquare motivated by connection-based rewards. The p value when carrying out this test equals 0.10 meaning we cannot reject the null hypothesis at a 5 percent confidence level; however if we increase the confidence level to 10%, we reject the H0. That is, competition-based users (mean=3.50) are statistically significantly more active than connection-based users (mean=1.53) with 90% confidence. Hypothesis 2 Competition-based rewards motivated Foursquare users will have a 2a) higher amount of badges and 2b) mayorships and will 2c) check-in at a wider variety of venues compared to connection-based rewards 2A) To see which group of users has a higher amount of mayorships the mayorship average can be used. The average mayorships are the following for both groups using both the post-hoc method and the cluster analysis: Table 8. Respondent Mayorship average per group Segmentation Connection based Competition based P value users users Post Hoc- Mayorship average 9.13 25.78 0.03 Cluster Analysis-Mayorships 5.07 13.37 0.00003 Average 39 To find out if there is a statistically significant difference between the mayorship scores between both groups, a t-test was carried out. The hypothesis in this case is, H2A= Competition users have more badges than connection based users. The corresponding p values when carrying out this tell us we can reject the null hypothesis at a 5 percent confidence level. Therefore, there is support for hypothesis 2A. That is, competition-based users indeed have higher mayorship score than connectionbased users. 2B) For the hypothesis 2B, we look at the badge average for both groups using both methods. Table 9. Respondent Badge average per group Segmentation Connection based Competition based P users users value Post Hoc- Badge average 17.59 22.42 0.05 Cluster Analysis- Badge 16.02 23.13 0.05 Average To find out if there is a statistically significant difference between the badge scores between both groups, a t-test was carried out. The hypothesis in this case is, H2B= Competition users do have more badges than connection based users. The p value when carrying out these test tell us we can reject the null hypothesis at a 5 percent confidence level. Therefore, there is support for hypothesis 2B. 2C) 40 To calculate the range of venues a user checks in at, all the different venue scores can be aggregated and averaged to make a new score for variety of venues checked in at. The aggregated venue score for each of the user groups is the following: Table 10. Respondent Aggregated Venue score average per group Segmentation Connection based Competition based P users Post Hoc- Average Aggregated 6.13 users value 10.91 0.063 9.89 0.046 Venue score Cluster Analysis- Average 4.85 Aggregated Venue To see if there is support for this hypothesis, a t-test is carried out once more. H2C= Competition users do not check in at a wider variety of venues than connection based users. When looking at the p-value for both of these tests, it can be said there is support for hypothesis 2C at a 10% confidence level for the post-hoc method and at a 5% confidence level for the cluster analysis method. Hypothesis 3 Connection-based rewards motivated Foursquare users will have 3a-) a higher amount of friends and will have a 3b-) higher concentration of check-ins at social venues. To test this third hypothesis, the average friends between both groups of users will be compared. Similarly the average social venues check-ins for both groups will be 41 compared to see if they support the hypothesis or not. The following table gives the results hereof: Table 11. Respondent Friends average and Aggregated average social venue check in score per group Segmentation Post hoc- Average Friends Connection Competition based users based users 385.18 97.24 0.00001 5.47 0.29 Post hoc- Aggregated average social 4.29 P value venue check-in score Cluster Analysis- Average Friends 207.59 71.88 0.001 Cluster Analysis- Aggregated 2.22 4.45 0.11 average social venue check-in score 3A) H3A= Connection based users have more Foursquare friends than competition based users. The p value when carrying out these test tell us we can reject the null hypothesis at a 5 percent confidence level. Therefore, there is support for hypothesis 3A. 3B) H3B= Connection based users check in at more social venues than competition based users. The p value when carrying out these test tell us we cannot reject the null hypothesis at a 5 percent confidence level. Therefore, there is support for hypothesis 3B. 42 Hypothesis 4: People who are motivated by connection-based rewards have less privacy concerns (and less perceived risk) than people who are motivated by competition-based rewards. Before doing any testing, the cronbach alpha is calculated to see how reliable the privacy data is. Before doing this, question 6 ‘I am concerned about my privacy when using Foursquare’ will be reverse coded so that it measures privacy concerns in the same way as the rest of the privacy questions. In this case, the cronbach alpha was found to be 0.877 and deleting any question does give a higher cronbach alpha. This means the privacy data is reliable. When testing for construct validity, a factor analysis is run. When running a factor analysis for the 6 privacy questions, 1 component is found and the six questions affect the variance in the following way: Table 12. Total Variance Explained Component Initial Eigenvalues Total % of Variance Cumulative % 1 3.806 63.432 63.432 2 .746 12.438 75.870 3 .530 8.836 84.707 4 .373 6.212 90.919 5 .358 5.959 96.877 6 .187 3.123 100.000 Extraction Method: Principal Component Analysis. From this we can assume there is construct validity since all the questions can be classified into one component. 43 To see if there is support for this hypothesis, question number 1 can be used to see how privacy sensitive competition and connection-based users are. The answers to the 6 questions relating to privacy will be coded where Strongly Disagree=1, Disagree=2, Neither Agree nor Disagree=3, Agree=4 and Strongly Agree=5. The average to the 6 questions will be taken and tested to see whether or not connection-based rewards users have less privacy concerns than competition based users. To see if there is support for hypothesis 4, the means for the privacy questions are compared between both groups. We will do this both for segmentation using the post hoc method data and the cluster analysis. The hypothesis is the following: H4= Connection based users have less privacy concerns than people who are motivated by competition based rewards. Table 13. Respondent Privacy concerns average per group Segmentation Post-hoc method – P value Connection- Competition- based users based users 0.07 4.16 3.89 0.052 3.88 4.31 Privacy Concerns Cluster Analysis – Privacy Concerns Based on this, using the post hoc method, it can be said there is no support for hypothesis 4. However, using cluster analysis to segment the users, we can reject the null hypothesis and say there is support for hypothesis 4 at a 10% confidence level. Hypothesis 5: 44 People who are motivated by connection-based rewards are more likely to be opinion leaders (lead users) compared to people who are motivated by competition-based rewards. Before doing any testing, the cronbach alpha is calculated to see how reliable the opinion leader data is. In this case, the cronbach alpha was found to be 0.874, which means the data is reliable. To test the validity of the data a factor analysis is carried out. This analysis found three components, which are loaded in the following way: Table 14. Rotated Component Matrixa Component 1 2 3 Q34_1 .635 .099 .397 Q34_2 .745 .350 -.010 Q34_3 -.031 .286 .632 Q34_4 .322 .785 .090 Q34_5 .148 .251 .852 Q34_6 .268 .003 .890 Q34_7 .116 .894 .226 Q34_8 .218 .820 .266 Q34_9 .810 .333 .062 Q34_10 .846 .061 .075 Q34_11 .879 .119 .201 Extraction Method: Principal Component Analysis. Rotation Method: Varimax with Kaiser Normalization. a. Rotation converged in 5 iterations. 45 Factor 1 includes questions: -I am strongly attached to consumer electronics products -I am up to date with news about new consumer electronics products -I am knowledgeable about consumer electronic products -I like to try out new consumer electronic products when they come out -I am always looking out for new consumer electronic products Factor 2 includes questions: -I use a computer or laptop frequently during the day in my free time -I would be at a loss without my laptop -I am very attached to my laptop Factor 3 includes questions: -I use my smartphone frequently during the day -I would be at a loss without my smartphone -I am very attached to my smartphone From this result we can see factor 1 relates to consumer products in general while factor 2 and 3 to laptop and smartphone use respectively. For this reason, it would be of interest to measure the three factors separately when looking at support for hypothesis 5. For this hypothesis, question 18 is used and will also be coded Strongly Disagree=1, Disagree=2, Neither Agree nor Disagree=3, Agree=4 and Strongly Agree=5. The 11 responses to question 18 will be separated into factors, summed up and averaged for both groups and then tested accordingly. Three hypotheses can be made in this case: 46 H5A= Connection based users are more likely to be opinion leaders (lead users) compared to competition based users in relation to consumer products. H5B= Connection based users are more likely to be opinion leaders (lead users) compared to competition based users in relation to laptops and laptop use. H5C= Connection based users are more likely to be opinion leaders (lead users) compared to competition based users in relation to smartphones and smartphone use. Table 15. Respondent Opinion Leaders average per group Consumer Products Laptop Use Smartphone Use Post Hoc Connection based Connection based Connection based users method users mean: 3.65 users mean: 3.83 mean: 4.12 Competition Based Competition Based Competition Based Users mean: 3.81 Users mean: 4.04 Users mean: 4.40 P-value: 0.25 P-value: 0.22 P-value: 0.086 Cluster Connection based Connection based Connection based users Analysis users mean: 3.36 users mean: 3.87 mean: 4.16 Competition Based Competition Based Competition Based Users mean: 3.58 Users mean: 4.58 Users mean: 4.79 P-value: 0.23 P-value: 0.005 P-value: 0.0004 Using the post hoc method, at a 10 percent confidence level, the null hypothesis can be rejected. However, in this case, this means that actually competition based users are more likely to be opinion leaders regarding smartphones and smartphone use which is actually the opposite of what we had expected with hypothesis 5. Using cluster analysis, at a 5 percent confidence level, the null hypothesis can also be rejected for laptop and 47 smartphone use. Again, instead of connection-based users being more likely to be opinion leaders, competition based users are found to be so regarding laptop and smartphone use. This is, again, the opposite as to what we had expected with hypothesis 5. The fact that no support was found for overall consumer products use does tell us however, that competition based users may in fact just be more intense laptop/smartphone users when compared to connection based users and not more likely to be opinion leaders per se. Table 16. Respondent Average per segmentation method Size Privacy concerns Segment 1(CON) Segment 2(COM) Opinion leader – Consumer Electronics Segment 1(CON) Segment 2(COM) Opinion leader – Laptops Segment 1(CON) Segment 2(COM) Opinion leader – Smartphone Segment A: Post-hoc segmentation with actual usage data (mean, SD) Segment 1(CON)= 22 Segment 2(COM)= 33 Segment 1(CON)= 4.01, 0.76 Segment 2(COM)= 3.90, 0.57 B: Segmentation using survey data (mean, SD) Segment 1(CON)= 3.65, 0.82 Segment 2(COM)= 3.81, 0.91 Segment 1(CON)= 3.78, 0.92 Segment 2(COM)= 3.72, 0.85 Segment 1 (CON)= 3.68, 0.95 Segment 2 (COM)= 3.80, 0.80 Segment 1(CON)= 3.83, 1.07 Segment 2(COM)= 4.04, 0.91 Segment 1(CON)= 4.38, 0.72 Segment 2(COM)= 4.23, 0.77 Segment 1 (CON)= 4.29, 0.73 Segment 2 (COM)= 4.30, 0.78 Segment 1(CON)= 4.12, 0.83 Segment 2(COM)= Segment 1(CON)= 3.8, 0.89 Segment 2(COM)= Segment 1 (CON)= 3.89, 0.97 Segment 2 (COM)= Segment 1(CON)= 22 Segment 2(COM)= 33 Segment 1(CON)= 3.75, 0.55 Segment 2(COM)= 4.20, 0.67 C: Segmentation using survey and actual usage data (mean, SD) Segment 1(CON)= 27 Segment 2(COM)= 28 Segment 1 (CON)= 3.88, 0.69 Segment 2 (COM)= 4.13, 0.60 48 1(CON) Segment 2(COM) Number of friends Segment 1(CON) Segment 2(COM) Number of mayorships Segment 1(CON) Segment 2(COM) Number of Badges Segment 1(CON) Segment 2(COM) Number of Check-ins Segment 1(CON) Segment 2(COM) Number of Tips Segment 1(CON) Segment 2(COM) Gender 4.04, 0.68 4.06, 1.03 4.02, 1 Segment 1(CON)= 385, 253 Segment 2(COM)= 88, 123 Segment 1(CON)= 200, 260 Segment 2(COM)= 211, 222 Segment 1 (CON)= 270, 280 Segment 2 (COM)= 141, 159 Segment 1(CON)= 9.13, 14 Segment 2(COM)= 25.79, 46.6 Segment 1(CON)= 18.95, 40.83 Segment 2(COM)= 19.24, 36.38 Segment 1 (CON)= 6.68, 7.73 Segment 2 (COM)= 32, 50.7 Segment 1(CON)= 17.6, 10 Segment 2(COM)= 22.42, 11 Segment 1(CON)= 20.86, 10.45 Segment 2(COM)= 20.24, 11.26 Segment 1 (CON)= 18.21, 7.89 Segment 2 (COM)= 22.85, 12.98 Segment 1(CON)= 719, 1025 Segment 2(COM)= 1789, 2879 Segment 1(CON)= 1444, 3074 Segment 2(COM)= 1305, 1800 Segment 1 (CON)= 584, 728 Segment 2 (COM)= 2167, 3124 Segment 1(CON)= 14, 16 Segment 2(COM)= 16, 34 Segment 1(CON)= 15, 16 Segment 2(COM)= 16, 34 Segment 1 (CON)= 12, 15 Segment 2 (COM)= 19, 38 Segment 1(CON)= M(19) F(3) Segment 2(COM)= M(23) F(10) Segment 1(CON)= M(15) F(7) Segment 2(COM)= M(27) F(6) Segment 1 (CON)= M(21) F(7) Segment 2 (COM)= M(21) F(6) Age Segment 1(CON)= 44.1, 6.9 Segment 2(COM)= 36.4, 13.1 Segment 1(CON)= 37.5, 13.25 Segment 2(COM)= 40.8, 10.36 Segment 1 (CON)= 38.6, 12.68 Segment 2 (COM)= 40.4, 10.54 Note: COM indicates competition-based users. CON indicates connection-based users. Table 17. Overlap of groups between segmentation methods 49 Post Hoc – Checkins Post Hoc – Checkins Post HocSurvey Post Hoc – Checkins + Survey Cluster Analysis Post Hoc – Survey Post Hoc – Checkins + Survey 100% 49% 100% 67% 82% 100% 60% 55% 70% Table 18. Hypothesis Testing Summary H3B H4 Post Hoc – Checkins Reject H0 (90%) Com Mean: 3.56 Con Mean: 2.15 Reject H0 (95%) Com Mean: 25.78 Con Mean: 9.13 Reject H0 (95%) Com Mean: 22.42 Con Mean: 17.59 Reject H0 (90%) Com Mean: 10.91 Con Mean: 6.13 Reject H0 (90%) Com Mean: 97.24 Con Mean: 385.18 No Support No Support H5A H5B No Support No Support H5C Reject H0 (90%) Com Mean: 4.4 Con Mean: 4.12 H1 H2A H2B H2C H3A Cluster Analysis Reject H0 (90%) Com Mean: 3.50 Con Mean: 1.53 Reject H0 (95%) Com Mean: 13.37 Con Mean: 5.07 Reject H0 (95%) Com Mean: 23.13 Con Mean: 16.02 Reject H0 (95%) Com Mean: 9.89 Con Mean: 4.85 Reject H0 (95%) Com Mean: 71.88 Con Mean: 207.59 No Support Reject H0 (90%) Com Mean: 4.31 Con Mean: 3.88 No Support Reject H0 (95%) Com Mean: 4.58 Con Mean: 3.87 *Opposite of originally stated hypothesis Reject H0 (95%) Com Mean: 4.79 Con Mean: 4.16 50 *Opposite of originally stated hypothesis. *Opposite of originally stated hypothesis Lifestyle and Foursquare usage In the survey carried out, a question with 18 sub questions about lifestyle was asked. From these questions we can find out if there are any specific lifestyle differences between both groups of Foursquare users. A factor analysis was run first which gave 7 components. Factor Matrixa Factor 1 2 3 4 5 6 7 Competing in individual sports (for example, tennis, ping pong, etc.) .694 .020 -.103 .386 .405 -.088 -.021 Fitness .571 -.047 .007 -.267 .047 .061 .153 Collecting or making something .418 .446 -.145 .102 -.069 -.259 .103 Swimming .493 .164 -.145 .181 -.116 -.141 .279 Attending sports events .662 -.564 -.205 -.267 .041 -.015 .056 Attending opera, ballet or dance performances .743 .037 -.355 -.192 -.150 -.087 .056 Competing in team sports (for example, soccer, baseball, basketball, etc.) .545 -.119 .447 -.071 .157 -.017 -.144 Going on a family outing .120 .032 .705 -.201 .160 -.153 .231 Going out for the evening for drinks and entertainment .543 -.168 .319 -.105 -.226 .260 -.179 51 Bicycling for leisure .246 .467 .120 .008 .243 -.029 -.211 Going to the movies .252 .110 .568 .005 -.056 -.003 -.160 Listening to music .011 .547 .324 -.025 -.451 -.083 .076 Playing adult games (for example, cards, chess, etc.) -.100 -.546 .078 .030 .024 .097 .030 Working on the computer .101 -.319 .314 .642 -.058 .158 .249 Reading books for pleasure .094 .627 -.103 -.006 .279 .544 .146 Watching Television -.371 -.022 .151 -.406 .199 .003 .393 Visiting art galleries and museums .341 .002 -.101 -.045 -.317 .340 .068 Surfing the Web -.037 -.135 .096 .239 -.090 -.038 .161 Extraction Method: Principal Axis Factoring. a. Attempted to extract 7 factors. More than 25 iterations required. (Convergence=.008). Extraction was terminated. The 18 activities are split into the different factors the following way and can be labeled accordingly: Table 20. Lifestyle Factors Factor 1 Factor 2 Activities Competing in individual sports (for example, tennis, ping pong, etc.), Fitness, Swimming, Attending sports events, Attending Opera, Ballet or dance performances, Competing in team sports (for example, soccer, baseball, basketball, etc.), Going out for the evening for drinks and entertainment, Visiting art galleries and museums Bicycling for leisure, Collecting or making something, Label Sports Person Entertainment 52 Factor 3 Factor 4 Listening to music, Playing adult games (for example, cards, chess, etc.), Reading books for pleasure, Surfing the Web Going on a family outing, Going to the movies Watching Television, Working on the computer Person Social Person Regular Person Next, we conduct t-tests for each of these factors to see if there is any statistically significant difference between both groups of Foursquare users. Table 21. Lifestyle factor average per group Factor 1 Factor 2 Factor 3 Factor 4 Mean connection based users 2.72 4.57 2.76 6.63 Mean Competition based users 2.2 4.98 3.38 6.56 P value 0.08 0.06 0.07 0.36 From this we see there is marginal support for connection-based users having a more sports like lifestyle. On the other hand, there is marginal support for competition based users to have a more entertainment or social kind of lifestyle. While for connection based users to have a more of a sports type of lifestyle (since sports are social events), it is kind of surprising that competition based users are more interested in family outings and going to the movies than connection based users. However, since there is only marginal support, it cannot be concluded fully. Also, factor 1 for which the mean for connection-based users is higher, included a variety of social activities. It is no surprise however, that neither group participates more in regular activities such as watching television or working on the computer. This leads us to conclude that while there are differences between both groups of users concerning lifestyle, the differences are not big. 53 Chapter 4 Conclusion Hypothesis Discussion When looking at which group of users is more active we found marginal support for competition users being more active Foursquare users through both the post-hoc method and the cluster method. When looking at Foursquare use for both groups in greater detail, we found support for competition based users having a higher amount of badges and mayorships as well as checking in at a wider variety of venues. On the other hand, we found that connection based users do have a higher amount of friends than competition based users but do not have a higher concentration of check-ins at social venues as was predicted. The fact that connection based users do not have a higher amount of check-ins at social venues can be attributed to the fact that competition based users just have an overall higher amount of check-ins anyways. When looking at privacy concerns differences between both groups of users, we found there to be marginal support for the fact that connection based users have less privacy concerns than competition based users. The fact that there was no support for this hypothesis when using the posthoc method does however tell us that there may not be such a great difference between both groups. The fact that the mean privacy concern between both groups was quite high also could tell us that Foursquare in general may have little privacy concerns. When investigating both groups to see whether or not connection based users where more likely to be opinion leaders, we found that, regarding laptop and smartphone use, it is actually competition based users who are more likely to be opinion leaders. When considering consumer electronics overall, we found no support for any of both groups to be lead users. The reason competition based users were found to be lead users for laptop and 54 smartphone use could be because this type of user may use these devices more intensively than connection based users. This could also signal an increased interest in laptops and smartphones for competition based users. However, it should be noted that like privacy concerns, the means for laptop and smartphone use were found to be quite high anyways and we could consider Foursquare users to be lead users in general. Foursquare users lifestyle discussion Even though there were no great differences in lifestyles for both types of users, we can still use the data to create a general profile of Foursquare users. The activities with the highest mean scores where: playing adult games (cards, chess etc.), listening to music, working on the computer, reading books for pleasure, watching television, and surfing the web. On the other hand, surprisingly enough, the average mean for activities such as attending sports events, attending opera, ballet or dance performances and visiting art galleries and museums was quite low for both groups. This tells us a little bit about the activities that are preferred by Foursquare users in general as well as differences between the both groups. Furthermore, using this type of lifestyle data can provide us with a more defined profile, which will be discussed in future research. Scientific Implications Even though not all the hypotheses were supported by the data, almost all of them were. We now know that it is possible to segment Foursquare users into two separate groups depending on the way Foursquare is used by them. When choosing a segmentation method, it is clear that cluster analysis was the best method. This can be deduced by the fact that when using this method, there was more support for the different hypotheses, however, a much smaller group of competition based users will be identified 55 and outliers will be have to be removed first. The post-hoc method using check-ins also did support the hypotheses but less and at a lesser confidence level. This means that while the method is valid, it is less reliable and should be taken into account when using checkin data for segmentation. Furthermore, when comparing this research to existing research about location based networks, it could be said that what was found is in line with existing results. Foursquare users where found to be social or purpose driven as proposed by Tang et al(2010). It was also found that Foursquare is used in a variety of ways and privacy concerns like proposed by Lindqvist et al.(2011) were indeed found to be taken lightly by our respondents. It can be concluded that using check-in data for carrying out segmentation through cluster analysis is a valid method that can tell us a great deal about why Foursquare users decide to use the application and why. Looking at the issue of what motivates users to check-in and use the application in more detail, we can look at what motivates both groups of users by looking at their survey answers. Table 22. Motivation to check in depending on user type Competition based user Connection based user What motivates you the Mayorship: 12.5% Mayorship: 25.6% most to check in? Points/Leaderboard: 50% Points/Leaderboard: 23% Badges: 25% Badges: 12.8% Location Specials: 12.5% Location Specials: 12.8% Other: 0% Other: 25.6% 56 ‘Other’ answers included, seeing were friends are, keep track of whereabouts and as a marketing tool. Looking at the motivation to check in, we can see competition based users are indeed more attracted by the game aspect as can be seen by the higher percentage for points and badges. On the other hand, connection based users are more interested in mayorships and other aspects which relate to a social aspect. Mayorships could also be considered to be a social as well as a game tool in Foursquare since they could be seen as a social status at a certain location. Interestingly, both groups of users have an almost equal percentage of users checking in for location specials. A more in detail view of the motivation between both groups to check in is given in the following table: Table 23. Detailed motivation to check in by user type Competition Based Connection Based Users Users I mainly check in when with friends 37.5% 33.33% I mainly check in when visiting a new 62.5% 74.35% 75% 64.10% I mainly check in to become mayor 25% 28.20% I mainly check in to earn points or 62.5% 25.64% 37.5% 12.82% place I mainly check in when visiting an interesting place badges I mainly check in to take part in a special. 57 Note: Users where allowed to check multiple answers These more in detail answers tell us what the big difference in motivation to check in is for both groups. That is, competition based users are more motivated to check in to earn points or badges or to take part in a special and thus more motivated by the game aspect. Managerial Implications After carrying out the segmentation, it is also possible to analyze the different marketing opportunities between both groups. The following table gives an overview of this: Table 24. Marketing opportunities for two types of Foursquare users using cluster analysis Q10. Participation in any specials run by businesses Q11. Are you likely to do so in the future? Q12. Has Foursquare ever influenced your decision to go somewhere (negatively or positively)? CON-users Yes= 72% No= 28% COM-users Yes= 50% No= 50% Yes= 54% No= 15% Maybe= 31% Yes= 31% No= 69% Yes= 62.5% No= 0% Maybe= 37.5% Yes= 25% No= 75% 58 Q13 Would you be more likely to go somewhere in the future if there is a location special which attracts you? Yes= 51% No= 5% Maybe= 44% Yes= 25% No= 12.50% Maybe= 62.50% Q14 Have you ever left tips (i.e., reviews or recommendations) for venues on Foursquare? Yes= 87% No= 13% Yes= 87.5% No= 12.5% Q15 Have you ever given feedback on previously posted tips by adding them to the to-do list or marking them as done? Yes= 49% No= 51% Yes= 75% No= 25%% Q16. Have you ever participated in a marketing event run through Foursquare by a brand? Yes= 95% No= 5% Yes= 87.5% No= 12.5% Based on these percentages, it could be said that connection users are more influenced by marketing actions. However, since competition users use Foursquare because of the game aspect and because of being lead users (and therefore willing to try new things), we can consider them to be more loyal and real users (as can be seen from Q15 for example). Also, from Q13 we see that connection based users are more affected by specials which further confirms this point. For this reason, competition users are a more interesting group for Foursquare while connection based users could be considered to be more interesting for marketers. Based on Q10, it can also be said that specials are successful and companies would be wise to use the Foursquare platform for promotions. Furthermore, looking at Q11, it can be seen both types of users (with competition users a little bit more) are open minded and loyal according to the high percentage of ‘Yes’ answers. Table 25. Length of usage for both groups of users using cluster analysis Q4 How long have you been using Foursquare? Competition based users Connection based users Less than 6 months: 25% Less than 6 months: 5.12% 59 Between 6 months and 1 Between 6 months and 1 year: 12.5% year: 23% Between 1 and 2 years: Between 1 and 2 years: 37.5% 41% Longer than 2 years: 25% Longer than 2 years: 30% From this table it can be seen that the great difference between competition based users and connection based users is the amount of new users where competition based users have a greater percentage of new users. This can lead us to conclude that while competition users are lead users (as seen from the before results), connection based users have a greater amount of early adapters. This is useful from a marketing point of view since it is now possible to distinguish between the type of user who is an early adopter and those who are opinion leaders. This information can be used to tailor marketing initiatives according to the type of user needed. Finally, when considering which type of marketing is most effective for reaching Foursquare users, it could be argued that competition based initiatives are more effective for increasing reaction advertising by directly engaging customers. The fact that both groups of users are just as equally prone to participate in a special (as can be seen in table 23) confirms this idea for both type users. Furthermore, this also tells us the current specials, which can be setup by business are effective and could be considered to be more effective than other types of social-network advertising. Lastly we will discuss the different segmentation methods applied. When comparing the post-hoc methods, a combination of the survey and check-in data had a 70 60 percent overlap with the clustering method as can be seen on table 17. On their own, the check-in data had a higher percentage overlap with the clustering method. From this it can be assumed that out of the post hoc methods, using both types of data for segmentation provides for the best segmentation and only using check-in data the second best. When considering the clustering method to be the best, the overlap information tells us how homogenous the segments themselves are and how heterogeneous the survey and check-in data are used compared to the clustering method. Other segmentation criteria we can use to measure the efficiency of segmentation include if whether or not the segments are measurable, substantial, accessible and responsive. The segments were found to be measurable and accessible for all segmentation methods since the data is available to measure the size of the market segment (by extrapolating the sample size to the entire Foursquare Dutch users population) and since the Foursquare users are easy to reach. Whether or not the segments found are substantial (and so, large enough to warrant a firm’s attention) is out of scope for us because of the exploratory nature of the research. Lastly, whether or not the segments found respond better to a different marketing mix (responsive), is answered by table 24 where different approaches to reach each user are more effective for each segment. Considering these criteria for segmentation effectiveness, we can conclude that from a marketing management perspective the best data to use for Foursquare research would be a combination of both survey and check-in data (when clustering is not possible) for the most useful information for marketing research. Limitations 61 The first limitation faced by this paper has to do with the difficulty of finding respondents who were willing to give up their check in history and fill in the survey. This was a challenge, which meant the sample size was limited to 52 respondents. Whether or not this had to do with the fact that only users with more than 100 check-ins were asked to participate is something that could be considered. However, it should also be considered that we did have both extensive check-in and survey data. This limitation could be overcome in further research by either contacting Foursquare directly for check in data (which means that users still need to be contacted for survey data if needed) or by offering a better reward for participation. Another limitation found was the fact that only Foursquare users where asked to fill in the survey. This means we cannot compare privacy concerns and opinion leaders between non-Foursquare users and Foursquare users which might have been interesting. Doing so would have also allowed for a comparison between marketing actions sensitivity between both groups. The last limitation to be considered is in the accuracy of the Foursquare data. Because locations are made by users themselves, and there are not a lot of Foursquare check-in rules, the accuracy of the check-in data is dependent on the accuracy of the locations created by the users. Future research Future research which could be done with Foursquare data could include making more in detail profiles. This could be done by carrying out a more in depth lifestyle investigation for Foursquare users using a larger sample base. Having a larger check-in data pool could make it possible to go further than just finding if a user is competition or connection based. Instead, different user profiles could be made where user preferences 62 and marketing sensitivity could be found. Other future research can also look at using more Foursquare check-ins and analyze usage patterns in more detail. Using check in data to explore user patterns and the way people behave and move around in cities is also another interesting application of check in data that could be done for future research. Check in data could also be used to analyze how people move around in a city and how new places are discovered or fall out of popularity. This is of course of interest for the hospitality and retail industries. 63 Appendix A – Survey Q1 Location Sharing Questions Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree I am comfortable sharing my current location with friends on Foursquare I regularly share my location with friends on Foursquare I am comfortable with strangers seeing my last five check-ins I am comfortable with sharing my current location through a public tweet or status update I am comfortable with sharing my current location through a private tweet or status update I am concerned about my privacy when using Foursquare 64 Q2 Likeliness of location sharing Very Likely Likely Somewhat Likely Undecided Somewhat Unlikely Unlikely Very Unlikely How likely would you be to share your location if it had to do with a marketing initiative (free product, discount)? How likely would you be to share your location if it would lead to getting a discount or an offer from companies (for instance sharing your location earns you a free drink at a restaurant)? How likely would you be to share your location if companies can offer ads to your mobile in real time? (for instance if you are close to an H&M store, you get ads about new products of H&M in that 65 store)? Q3 How did you first find about or started using Foursquare? Friends Internet Already used a similar service Other ____________________ Q4 How long have you been using Foursquare? Less than 6 months Between 6 months and 1 year Between 1 and 2 years longer than 2 years Q5 Why did you decide to use Foursquare? Friends using it Fun way to share location (game-aspect of Foursquare) Fun way to explore places Social connection (to connect with friends or new people) Place discovery (to find new places or recommendation for new places such as restaurants, cafes, bars) Keep track of places that I have visited for me and for friends Other, please specify ____________________ Q6 What motivates you the most to check in? Mayorship Points/Leaderboard Badges Location Specials Other, please specify ____________________ Q7 I check in: Always Most of the Time Sometimes Rarely Never Q8 I mainly check-in (you may select more than one): When with friends When visiting a new place When visiting an interesting place To become mayor 66 To earn points or badges To take part in a special Q9 Do you check in at any of the following type of venues? (you may select more than one) Colleges/universities Great outdoors (parks, forests, lakes, etc.) Arts & entertainment Food Nightlife spots Home or work Shops Travel spots Others Q10 Since using Foursquare have you participated in any specials run by businesses? No Yes, specify: ____________________ Q11 Are you likely to do so in the future? Yes No Maybe Q12 Has Foursquare ever influenced your decision to go somewhere (negatively or positively)? Yes No Q13 Would you be more likely to go somewhere in the future if there is a location special which attracts you? Yes No Maybe Q14 Have you ever left tips (i.e., reviews or recommendations) for venues on Foursquare? Yes No Q15 Have you ever given feedback on previously posted tips by adding them to the to-do list or marking them as done? Yes No 67 Q16 Have you ever participated in a marketing event run through Foursquare by a brand? No Yes, please specify: ____________________ Q17 How often do you use the following social media? Never Less than Once a Month Once a Month 2-3 Times a Month Once a Week 2-3 Times a Week Daily Facebook Twitter Youtube Blogs Online Forums Q18 The following questions deal with consumer electronic products (Smartphones, computers, etc.). Please indicate what is most suitable to your use of these products: Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree I am strongly attached to consumer electronics products I am up to date with news about new consumer electronics products I use my smartphone frequently during the day I use a computer or laptop frequently during the day in my free time I would be at a loss without my smartphone I am very attached to my smartphone I would be at a loss without my laptop I am very attached to my laptop I am knowledgeable about consumer electronic products 68 I like to try try out new consumer electronic products when they come out I am always looking out for new consumer electonic products Q19 Please check the frequency in which you engaged in the following activities in the past two months. Check only one answer for each possible leisure activity. Never Less than Once a Month Once a Month 2-3 Times a Month Once a Week 2-3 Times a Week Daily Watching Television Playing adult games (for example, cards, chess, etc.) Reading books for pleasure Competing in team sports (for example, soccer, baseball, basketball, etc.) Going on a family outing Competing in individual sports (for example, tennis, ping pong, etc.) Fitness Going out for the evening for drinks and entertainment Bicycling for leisure Going to the 69 movies Visiting art galleries and museums Listening to music Collecting or making something Swimming Attending sports events Attending opera, ballet or dance performances Surfing the Web Working on the computer Q20 Gender Male Female Q21 What is your age? 70 Q22 What is the highest level of education you have completed? 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