Types of social media

From CEOpedia | Management online
Types of social media
See also

Social media consist of Internet-based applications that work by using the ideological and technological basis of Web 2.0 and enable the creation and share of User Generated Content[1].

Types of social media

Social media has various forms [2]. Thomas Aichner and Frank Jacob identified 13 types of it, such as[3]:

  • Blog (e.g. Pinch Of Yum) - a form of content management system (CMS) that creates it effortless for anyone to publish brief articles called posts. Blog is ideal for advertising because of its software which gives a diversity of social features (counting comments, blogrolls, trackbacks, and memberships). Also, it is an excellent base for other social media marketing efforts, as it gives an opportunity of integrating with almost all the tools or platforms[4].
  • Business Network (e.g. LinkedIn) - is used by both: individuals and companies. A natural person can find some professionals contacts and keep up with them. After registration, users establish a private profile and exchange personal details, for example, a description of their education, professional experience or abilities. Companies need business networks mainly to offer themselves as an attractive employer and to look for new personnel.
  • Collaborative project (e.g. CEOpedia) - project which allows to form joined and concurrent substance by numerous end-users and is “ in this sense, probably the most democratic manifestation of UGC”[5]. The outcomes (for example definitions, programs, discoveries, and games) are generally accessible to all people for no charge and shared as open source.
  • Enterprise social network (e.g. Social Cast) - type of social media which is used only by workers of a particular company or association. It gives comparable highlights as social networks, for instance, individual profiles. Companies need to be sure that their staff members know one another and exchange knowledge and concepts. This is very useful to improve knowledge management inside the company.
  • Forum (e.g. Word Press) - a virtual platform where users can discuss, inquire and answer other users' questions and share ideas, assessments or knowledge. Contrary to chat, communication here doesn't occur continuously, because of the time-delayed. Its content is usually visible even for users that are not logged in.
  • Microblog (e.g. Twitter) - an online blog that allows to insert posts whose length is up to approximately 200 characters. It is a brief and really popular form, which may include images or web links. Users can get notifications of news from other users, enterprises, brands or famous people.
  • Photo sharing (e.g. Google Photos) - websites whose users can upload, administer, and share photos. In most cases, users can edit online their images, connect them into albums and share their opinions with other users.
  • Products/services review (e.g. Angie's List) - website which provides customers with tools to share opinions about products or services. It also includes information about products.
  • Social bookmarking (e.g. Digg) - type of social media based on conception of saving and coordinating internet bookmarks at one place, for sharing them with friends and other users. For famous websites, social bookmarks are an important indicator.
  • Social Gaming (e.g. World of Warcraft) - web-based games that permit or require social connection between players, for instance, multiplayer games.
  • Social Networks (e.g. Facebook) - a website that enables people get in touch with friends [6]. Its purpose is to support social cohesion, the exchange of information and also communication. Social networks are listed among the most well-liked community websites on the internet[7]
  • Video sharing (e.g. YouTube) - a website where users can legally watch uploaded and shared by other users videos. Majority websites offer a possibility to comment on particular videos.
  • Virtual world (e.g. Second Life) - a website that imitates a three-dimensional habitat in which people can appear in the shape of personalized avatars and associated with each other as they would in a genuine life[8]. Contrary to computer games, time does not stop after logging out.

Footnotes

  1. A. M. Kaplan, M. Haenlein 2010, p. 61
  2. D. Zarella 2009, p. 3
  3. T. Aichner, F. Jacob 2015, p.258-259
  4. D. Zarella 2009, p. 9
  5. A. M. Kaplan, M. Haenlein 2010, p. 62
  6. D. Zarella 2009, p. 53
  7. R. Schlesinger 2014, p. 22
  8. A. M. Kaplan, M. Haenlein 2010, p. 64

References

Author: Joanna Pawlik