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The Royal Society of Arts was a grand venue for what felt like an eye-opening Co-creation Hub event on something that, really, we all should know. In fact, throughout the talk, I began to feel slightly unnerved by the accuracy of a theory that I’d known so well through growing up – although back then it had no fancy name. I wanted Adidas popper trousers and Kickers shoes because they were what the cool kids wore. They would make me popular.

As Mark Earls, co-author of forthcoming book “I’ll have what she is having“, broke the news that our decisions aren’t based on what we, ourselves, believe in or agree with, but by that of influencers – like our friends or other respected sources – it got me thinking about some decisions I’ve made recently and how they may have been based on my social circle. Did I break up with my boyfriend because my friends were all becoming single? Did I move to a rough area because my friends were nearby? Am I thinking about my next holiday destination based on the stories I’ve been told? Probably, yes. Definitely, I’m sure Mark would say.

And it doesn’t stop there. The story of Colin was a clear example of how we are influenced by the people around us, not the other way around. Let me set the scene. You’re at a festival. There’s music. There’s sunshine. Everyone’s relaxing on the grass, apart from one crazy guy dancing on his own. This guy is Colin. At first, you look at Colin and think he’s a bit mental, but he’s relentless and carries on despite the whispers. Soon, another nutter joins him and the onlookers whisper a bit more. When the third dancer joins the spontaneous rave, a seed of doubt starts to grow. Maybe they’re not mental and they’re just having fun? It is at exactly this moment that a small group of revellers more than double the party and your doubt is confirmed. Before you have time to put on your flip-flops, twenty more people have arrived and you’ve become outnumbered. It’s time to join in. Now who’s the crazy one?

In practice, Face’s Director of Research, Francesco D’Orazio explained perfectly how brands should harness this information and use it to engage with customers through social media. His main argument was that people really don’t care about the brands themselves, they care about their personal relationships. So if a brand can communicate in the space between people, it will be much more successful than if it speaks to individuals directly.

O2 have taken this on board and created the RTO2, which, as Jake Steadman, their Brand and Social Media Insights Manager explained, crawls the web to pick up every conversation about the brand. It is fundamental for a number of reasons, from defining their lead influencers to reacting to customers in real time. Ultimately, it gives them access to the whole truth by tapping into a space where people are comfortable and open to opinions on a wider level. After all, getting a positive reputation in that space is arguably the most important of all. Brands become cool through word of mouth and when people don’t think they’re being advertised to, they’ll become much more susceptible.

Upon leaving the seminar, I became increasingly aware of this theory of influence as I unwittingly decided to take the tube from Charing Cross rather than the quicker, more direct route from Holborn. That could have been because it was cold and the walking distance was shorter but I’ve never been one to trade time for comfort. On reflection, I’m pretty sure the decision wasn’t wholly mine. I blindly followed my friends, who in hindsight probably would have followed me, had there been more people travelling in my direction.

The globally-recognized social media and online communities expert, Robert Kozinets, is giving away his book ‘Netnography – Doing Ethnographic Research Online’ for free!

This is a must for those who want to know what netnography (also known as online ethnography) is, what the best practices are, and what concepts & theories have been uncovered so far.

Make sure you are quick though as this amazing offer is only available until the end of the month.

To check out Robert Kozinets and his book ‘Netnography – Doing Ethnographic Research Online’ – Click Here

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Last week 6 of the Face team headed down to the RSA to listen to Tom Chatfield talk about his new book, Fun Inc. Why Games Are The 21st Century’s Most Serious Business. Chatfield, a literature critic for Prospect Magazine and massive gaming enthusiast, talked about the fact that, in today’s society, computer games have worked their way into every part of life. He split video games influence into three sections, 1) Play Instinct, 2) Games as Technology and 3) The Power of Virtuality.

Although the adolescent male market is still big business for video game world, gaming has spread its wings wide and now covers a whole load of new audiences/purposes. From kids playing games to learn the fundamentals of life all the way to Soldiers using war simulators to learn how to kill; computer games are now an intrinsic part of life that are not going to go away.

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Nick Getting Stuck into Fun Inc.

So how do we, as a society, manage the world’s fastest growing industry? Where do we pigeon hole computer games? And who is responsible for how the industry is governed and monitored?

Well if it was up to Shadow Culture Secretary Ed Vaizey, who shared the stage with Chatfield, there would be a governing body that looks after, protects and projects the UK gaming industry; potentially giving it the same level of security that the film and music industries have. Vaizey, who freely admits he is not a gamer, was clearly a bit out of his depth when speaking about games, but just his mere presence shows how far the gaming industry has come.

Chatfield’s book, which is available here, looks at all elements of the commercial gaming world, its progression and its future potential. In the words of The Guardian, Fun Inc. ‘is a compelling defence of the much maligned but fantastically successful computer game [industry]’, and it would be hard not to disagree. Video games, much like music and film, have their fair share of negative attention but now as the first real video gaming generation find themselves in positions of authority, it surely is just a matter of time until games are not only accepted but celebrated as a form of entertainment and culture.