Professional Documents
Culture Documents
Minor Project II
Minor Project II
ON
“Analysing consumer behaviour towards usage of Social Media
Platforms”
1
CERTIFICATE FROM THE INSTITUTE GUIDE
This is to certify that the minor project titled “Analysing consumer behaviour towards usage
of Social Media Platforms” is an academic work done by “Shambhavi Sandilya” submitted in
the partial fulfilment of the requirement for the award of the degree of BBA at Maharaja
Agrasen Institute of Management Studies, Delhi, under my guidance & direction.
To the best of my knowledge and belief the data & information presented by him/her in the
project has not been submitted earlier.
Signature :
Name of the Guide: Dr. Monica Sharma
Designation : Associate Professor, MAIMS
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STUDENT DECLARATION
This is to certify that I have completed the Minor Project report titled “Analysing consumer
behaviour towards usage of Social Media Platforms” under the guidance of “DR. Monica
Sharma” in partial fulfilment of the requirement for the award of Degree of BBA at Maharaja
Agrasen Institute of Management Studies, Delhi. This is an original piece of work & I have
not submitted it earlier elsewhere.
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ACKNOWLEDGEMENT
The present work is an effort to throw some light on “Analysing consumer behaviour towards
usage of Social Media Platforms”. The work would not have been possible to come to an end
without the able guidance, supervision and help to me by number of people.
With deep sense of gratitude, I acknowledge the encouragement and guidance received by my
guide Dr. Monica Sharma ma’am and other staff members.
I convey my heartfelt affection to all those people who helped and supported me during the
course for completion of my Minor Project.
-Shambhavi Sandilya
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TABLE OF CONTENTS
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CHAPTER – 1
INTRODUCTION TO THE INDUSTRY AND THE
COMPANIES
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INTRODUCTION OF THE STUDY
In little more than a decade, the impact of social media has gone from being an
entertaining extra to a fully integrated part of nearly every aspect of daily life for
many. In little more than a decade, the impact of social media has gone from being an
entertaining extra to a fully integrated part of nearly every aspect of daily life for
many. As quickly as social media has insinuated itself into politics, the workplace,
home life and elsewhere, it continues to evolve at lightning speed, making it tricky to
predict which way it will morph next. “Social media isn’t a utility. It’s not like power
or water where all people care about is whether it works. Young people care about
what using one platform or another says about them. It’s not cool to use the same site
as your parents and grandparents, so they’re always looking for the hot new thing.”.
After Covid-19, many of the people have switched to the increasing use of social
media websites and other apps to pass on their spare time. It is no longer a hidden fact
that the usage of social media websites such as Facebook, TikTok, Twitter, and
WhatsApp have unnecessarily surged high than routine. Physical activities such as
running, walking, jogging, etc. have now been replaced by social media activities such
as virtual fitness classes, continuous newsfeed browsing, and video chats. Changes in
the social connecting patterns have adversely affected people’s lifestyle and in turn,
their mental health. Most of the individuals have a tendency to be socially active and
interact with their fellows to avoid internal conflicts. Researches highlight the rising
number of mental challenges people face in the wake of the crisis and social
distancing measures. Health anxiety, depressive disorders, somatic complaints,
anxiety, insomnia, agitation, etc. are distress calls associated with the compulsive use
of social media and/or the internet. Furthermore, social media has become a common
mean which might lead to marginalization, associated stigmas, communalism, hatred,
violence, etc. Yet, in such times, social media has benefitted individuals with myriads
of advantages. Firstly, it has allowed people to stay in touch with each other and share
information about physical and emotional well-being. It has enabled us to spare time
and re-connect with our lost contacts right from the comfort of our homes.
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INTRODUCTION OF THE TOPIC
Social media refers to user-created content (audio, text, video, multimedia) that is published
and shared online. It is also the online technology that allows users to share content and
communicate with one another. Social media has changed how we live our lives and affected
how nearly every industry does business. People use social media to stay informed, compare
and buy products, and keep in touch with family and friends. Companies also use social media
to reach customers. They have in-house social media departments or hire consulting firms to
help them develop a social media strategy, market their products, and manage their profile
across various types of social media. Nonprofits and government agencies use them to spread
information about their programs and services. In a general sense, social media has been
around since the beginning of the Internet, but Six Degrees, the first social-networking site,
launched in 1997. Social media are generally defined as forms of electronic communication
where users can create communities to share information, ideas, pictures, videos and other
content. Social networking is a subcategory of social media, which generally entails the
creation and maintenance of online relationships both personal and professional via various
platforms Social media are generally defined as “Internet-based, disentranced, and persistent
channels of mass personal communication facilitating perceptions of interactions among
users, deriving value primarily from user generated content”. In other words, social media can
be any form of computer-mediated communication where individuals not only set up profiles
to present who they but also generate content of their own, see, and interact with content of
their friends or other users online.
Social networking sites (SNSs), a subdomain of social media, have been defined as a
networked communication platform in which participants
1) have uniquely identifiable profiles that consist of user-supplied content, content provided
by other users, and/or system-provided data
2) can publicly articulate connections that can be viewed and traversed by others
3) can consume, produce, and/or interact with streams of user-generated content provided by
their connections on the site.
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USES OF SOCIAL MEDIA IN DIIFERENT SECTORS:
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analysis on the related subject. Such as data about latest marketing campaigns and shared
content. When this data is processed along certain parameters it gives birth valuable
information that helps companies and corporations take key decisions regarding their business
interests for the future.
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3. Addiction: The addictive part of the social media is very bad and can disturb personal lives
as well. The teenagers are the most affected by the addiction of the social media. They get
involved very extensively and are eventually cut off from the society. It can also waste
individual time that could have been utilized by productive tasks and activities.
4. Fraud and Scams: Several examples are available where individuals have scammed and
commit fraud through the social media. For example, this list contains the social media scams
that are done all the time.
5. Security Issues: Now a day’s security agencies have access to people personal accounts
which makes the privacy almost compromised. You never know when you are visited by any
investigation officer regarding any issue that you mistakenly or unknowingly discussed over
the internet.
6. Reputation: Social media can easily ruin someone’s reputation just by creating a false story
and spreading across the social media. Similarly, businesses can also suffer losses due to bad
reputation being conveyed over the social media.
7. Cheating and Relationship Issues: Most of the people have used the social media platform
to propose and marry each other. However, after some time they turn to be wrong in their
decision and part ways. Similarly, couples have cheated each other by showing the fake
feelings and incorrect information.
8. Health Issues: The excess usage of social media can also have a negative impact on the
health. Since exercise is the key to lose weight, most of the people get lazy because of the
excessive use of social networking sites. Which in result brings disorder in the routine life.
This research by seeker will shock you by showing how bad your health can be affected by
the use of the social media. “The question is, are we at a point where the social media
organizations and their activities should be regulated for the benefit of the consumer?” –Pinar
Yildirim
9. Social Media causes death: Not just by using it, but by following the stunts and other crazy
stuffs that are shared on the internet. For example, bikers doing the unnecessary stunts, people
doing the jump over the trains and other life threatening stuffs. For example in a video 14 year
old from Mumbai was doing stunts on a running train which caused his death. These types of
stunts are performed by the teenagers because of the successful stunts made and shared over
the social media.
10. Glamorizes Drugs and Alcohol: One of the disadvantages of the social media is that
people start to follow others who are wealthy or drug addicted and share their views and
videos on the web. Which eventually inspires others to follow the same and get addicted to
the drugs and alcohol
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Impact of Covid-19 on the usage of social media
COVID-19 and the resulting stay-at-home orders have changed just about everything,
including our relationship with the internet, how often we use it and how we use it. We are
online more than ever, working from home, attending school from home, catching up with
friends via video calls. And as stores and restaurants around the globe shuttered their doors for
months on end, we all headed to the internet to order essential items online, causing
unprecedented online order numbers. During a time of social distance and limited contact
with others, social media became an important place to interact. Social media platforms are
meant to connect people and helped the world remain connected, largely increasing usage
during the pandemic. Since many people were asked to remain home, they had turned to
social media to maintain their relationships and to access entertainment to pass the time.
“Social media isn’t a utility. It’s not like power or water where all people care about is
whether it works. Young people care about what using one platform or another says about
them.” –Jonah Berger.
The COVID-19 pandemic had affected the usage of social media by the world's general
population, celebrities, world leaders, and professionals alike. Social networking services
were used to spread information, and to find humor and distraction from the pandemic via
Internet memes. However, social distancing has forced lifestyle changes for many people,
which put a strain on mental health. Many online counselling services that use social media
were created and began to rise in popularity, as they could safely connect mental health
workers with those who need them. As consumers become more concerned about wellbeing
for themselves and others, their worry over digital wellbeing has dropped. People don’t
monitor screen time as they did a year ago, especially among those who stay online most.
parents are also getting in on it. Baby Boomers are implementing social media into their daily
habits. Brands should realize that an older audience is also within reach. Those trends are
more compelling than the expected trajectory among younger consumers, especially in
business. Gen Z has lost a bit of its exuberance, when the pandemic took hold. More than
other generations, they’ve regressed to old patterns.
Some facts:
• After The pandemic, it has shifted users away from worry about self-image in their social
media presence, with 42% saying there’s less pressure to represent themselves unrealistically.
• More men (46%) than women (31%) say they’re more open about personal struggles on
social platforms.
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• Escapism and humor still rank highly for most-shared kinds of posts. Inspiration comes from
friends and family (74% chose this as the top priority of social media), and local communities
(52%). Online groups bring self-isolating users together and to share advice and knowledge.
CHAPTER-2
INTREODUCTION TO THE TOPIC
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Industry Profile
Social media has become extremely popular (and a lucrative industry) in recent years. Social
media accounted for 19 percent of all online minutes at the end of 2015, according to Cross-
Platform Future in Focus U.S.: 2016, from ComScore. Revenue in the social media industry is
increasing rapidly. In 2015, worldwide social networking advertising revenue reached $23.68
billion, according to eMarketer. This is a 33.5 percent increase from 2014.
The social media industry provides another great benefit: jobs for people with a variety of
educational backgrounds and skill sets. There are many rewarding careers in the industry.
Social media managers, software engineers and designers, computer programmers, and other
computer scientists are in demand, but so are workers with creative backgrounds such as
writers, graphic designers, and marketing professionals. Workers with no technical or creative
background may find jobs in administration, finance, law, and other areas. Several types of
companies create and/or utilize social media. Some companies, such as Google offer both
social networking products (Google+), other types of software (such as the search engine
Chrome), and hardware (Pixel, Chromecast, etc.). Others, such as Pinterest, specialize in
social media. There are also thousands of start-ups that are still seeking to capture the public’s
interest or find venture capital funding to build their brands.
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virtual reality, and other technologies (which are often cited as features of Web 3.0) will
change the way people use and interact on social media. The Internet and social media have
so quickly become an essential part of the fabric of daily life for so many people that it’s
difficult to imagine a world without them. The Internet and social media are inextricably
linked. Many important events in the history of the Internet that have made it what is today: a
key tool for business, commerce, communication, and entertainment. Social media is often
used to meet these goals. Here are some of the major events in the history of the Internet and
social media. Social networking sites have been around since 1997 when Six Degrees, the
first social networking site, was launched. But in the past five years or so, social networking
has moved beyond a hobby and become an obsession for many people. With every year, a
record number of people are using social networking sites, and more companies are using
social media to interact with customers and to market and sell their products and services.
In 2010, 970 million people worldwide used social media, according to Statista.com. In 2015,
a record-breaking 2.14 billion people worldwide used social media. By 2021, this number is
expected to increase to 2.20 trillion. Facebook remains the most popular social media
platform, according to the Pew Research Center (PRC). In 2019, 79 percent of online adults
used Facebook. While young people continue to use Facebook in large numbers, many older
adults are joining. In 2016, 62 percent of online adults age 65 and older reported that they
used Facebook—14 percent higher than in 2015.
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FACEBOOK
About Facebook, Inc.
Facebook is the face of social media, for good and bad. The social networking juggernaut,
which continues to grow quickly even as it struggles with public relations and other issues,
lets users share information, post photos and videos, play games, and otherwise connect with
one another through online profiles. The site, which allows outside developers to build apps
that integrate with Facebook, boasts more than two billion monthly active users. In addition to
its namesake platform, Facebook owns Instagram (photo/video sharing), Messenger and
WhatsApp (instant messaging and payments services), and Oculus (virtual reality technology
and content). The company generates revenue through advertising; the US accounts for about
45% of total sales.
Operations
In addition to the more than 2 billion monthly Facebook users, WhatsApp and Messenger
together claim nearly 3 billion monthly users and Instagram counts about 800 million monthly
users. Beyond these offerings, the company has investments in longer-term technology
initiatives such as artificial intelligence, augmented and virtual reality, and connectivity
efforts.
Geographic Reach
Global in its reach, Facebook generates about 55% of its revenue from outside of the US. The
majority of its international business comes from customers located in western Europe,
Australia, Brazil, Canada, and China. The company has offices and data center facilities
located all over the world.
Company Background
The firm was launched in 2004 by Harvard student Mark Zuckerberg as an online version of
the Harvard Facebook. (The name comes from books of freshmen's faces, majors, and
hometowns that are distributed to students.) In 2012 Facebook began publicly trading after
filing one of the largest IPOs in US history. Facebook, Inc., incorporated on July 29, 2004, is
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focused on building products that enable people to connect and share through mobile devices,
personal computers and other surfaces. The Company also enables people to discover and
learn about what is going on in the world around them, enables people to share their opinions,
ideas, photos and videos, and other activities with audiences ranging from their friends to the
public, and stay connected by accessing its products. The Company's products include
Facebook, Instagram, Messenger, WhatsApp and Oculus. The Company also engages in
selling advertising placements to marketers. Its advertisements let marketers reach people
based on a range of factors, including age, gender, location, interests and behaviors. Marketers
purchase advertisements that can appear in multiple places, including on Facebook,
Instagram, and third-party applications and Websites. Facebook enables people to connect,
share, discover and communicate with each other on mobile devices and personal computers.
There are various ways to engage with people on Facebook, including News Feed, which
displays an algorithmically-ranked series of stories and advertisements individualized for each
person. Instagram enables people to take photos orvideos, customize them with filter effects,
and share them with friends and followers in a photo feed or send them directly to friends.
Messenger allows communicating with people and businesses alike across a range of
platforms and devices. WhatsApp Messenger is a messaging application that is used by people
around the world and is available on a range of mobile platforms. Its Oculus virtual reality
technology and content platform offers products that allow people to enter an interactive
environment to play games, consume content and connect with others. The Company
competes with Google.
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SNAPCHAT
Snap Inc., incorporated on May 24, 2012, is a camera company. The Company’s flagship
product, Snapchat, is a camera application that helps people to communicate through short
videos and images known as a Snap. The Company provides Camera, Friends Page, Discover,
Snap Map, Memories and Spectacles. Snapchat opens directly into the Camera, helping in
creating a Snap and sending it to friends. It offers a range of creative tools that enables people
to personalize and add content to their Snaps. Its chat services include creating and watching
stories, chatting with groups, making voice and video calls, and communicating through a
range of stickers and Bitmojis. Memories enable users to create Snaps and stories from their
saved snaps, as well as their camera roll. Snap Map allow users to share their location, view
nearby friends and stories. It also offers Spectacles, its sunglasses that make Snap. The
Company’s advertising products include Snap Ads and Sponsored Creative Tools, such as
Sponsored Lenses and Sponsored Geofilters. As of December 31, 2017, on an average, 187
million people used Snapchat every day to Snap with family, watch Stories from friends, see
events from around the world, and explore curated content from publishers.
The Company is engaged in advertising business. The Company’s customers can create Snaps
using Sponsored Creative Tools, such as Sponsored Lenses and Sponsored Geofilters. The
Company’s Snap advertisements are vertical full screen video advertisements in the Snap
format. Sponsored Lenses uses augmented reality platform to create visually engaging three-
dimensional (3D) experiences. Sponsored Geofilters help users to create and send contextual
Snaps with their friends. It offers a range of third party and in-house solutions to measure
advertising effectiveness. The Company works with partners to verify that an advertisement
was in fact deliveredto a given user. The Company works with third parties to measure the
reach and frequency of a campaign, and the demographics of the users that viewed the
campaign. The Company works with partners to measure statistical lifts in advertisement
recall, brand favorability, and purchase intent. The Company offers several solutions to
measure things, such as sales lift, in-store visitation, and application installations.
The Company competes with Google, LLC, Apple, Inc., Facebook, Inc., Twitter, Inc., Kakao
Corporation, Line Corporation, Naver Corporation and Tencent Holdings Limited.
The Snapchat phone app burst on the social media scene by allowing users to take photos and
videos, attach messages, and send them to other users. The twist: The messages disappeared
in a few seconds, unlessthe receiver captured them. Subsequent features allowed users to
enhance their images, including stylized representations of their locations, and offered the
capability to string their chats together into a story of their day. Snap, Snapchat's parent,
makes money by selling access to its users -- an average of about 160 million a day -- to
advertisers. Snap went public in early 2017.
Operations
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Snap serves two constituencies. There are the tens of millions of users who send photos and
messages across Snapchat every day, and then there are the advertisers who pay Snap to reach
those users. All of Snap's revenue comes from advertisers.
For users, there's Snapchat, the company's flagship product. It captures what the company
calls 'Snaps,' which are photos and videos. Snapchat provides several tools for adding special
effects to Snaps; they include Lenses, Geofilters, and Bitmojis. Its Chat Service Storytelling
Platform allows users to collect Snaps and play them in chronological order. They are
automatically deleted in 24 hours. The platform can be used by individual users, communities
of users, and publishers. The Memories tool allows users to save their Snaps in personal
collections. A messaging function also comes with a 24-hour limit on the messages.
Snapchat enables a good degree of privacy for its users. Accounts are private by default
andusers are required to manually approve each other as friends before they can
communicate.
Another user product is Spectacles, sunglasses equipped with a camera that automatically
uploads images to the user's Snapchat account. The company contracts with a third-party
manufacturer to make the glasses. Snap also offers users the ability to transfer money to each
other through Snapcash, which is run on software from a third party.
Snap offers advertisers’ similar tools, built on the same foundation as the user tools, for
engaging users. Under the Sponsored Creative Tools umbrella are tools like Sponsored Lenses
and 23 Sponsored Geofilters.
Another advertising tool is Snap Ads with Attachments. Snap Ads are vertical full screen
video advertisements in the Snap format. The company also offers a Stories tool for
publishers. With the tool, called Discover, publishers attach long-form content to each Snap in
their Story. Publishers using the tool include Vogue, NBC, BuzzFeed, the Wall Street Journal,
and the New York Times.
Snap has multiyear contracts to run its products and services on Google Cloud and Amazon
Web Services. The company is to pay Google about $2 billion over the course of their
contract and pay $1 billion to AWS. The AWS contract assures redundancy for Snap
operations.
Geographic Reach
Snap is based in Los Angeles and has other offices in the US and around the world. US
advertisers generate about 90% of its revenue. As for users, more than 40% of daily active
users are in North America (the US, Canada, and Mexico), about a third are in Europe, and the
rest are scattered throughout the world.
Competitors
• Apple Inc.
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• Facebook, Inc.
• Google LLC
TWITTER
Twitter, Inc. (Twitter), incorporated on April 19, 2007, offers products and services for users,
advertisers, developers and data partners. The Company's products and services include
Twitter, Periscope, Promoted Tweets, Promoted Accounts and Promoted Trends.
The Company's Twitter is a platform for public self-expression and conversation in real time.
Twitter allows people to consume, create, distribute and discover content and has
democratized content creation and distribution. Periscope is a mobile application that lets
anyone broadcast and watch video live with others. Periscope broadcasts can also be viewed
through Twitter and on desktop or mobile Web browser.
The Company's Promoted Products enable its advertisers to promote their brands, products
and services, amplify their visibility and reach, and extend the conversation around their
advertising campaigns. The Company enables its advertisers to target an audience based on a
range of factors, including a user's Interest Graph. The Interest Graph maps, among other
things, interests based on users followed and actions taken on its platform, such as Tweets
created and engagement with Tweets. The Company's Promoted Tweets appear within a user's
timeline or search results just like an ordinary Tweet regardless of device. Using its algorithm
and understanding of each user's Interest Graph, it can deliver Promoted Tweets that are
intended to be relevant to a particular user. Promoted Accounts appear in the same format and
place as accounts suggested by its Who to Follow recommendation engine, or in some cases,
in Tweets in a user's timeline. Promoted Trends appear at the top of the list of trending topics
for an entire day in a particular country or on a global basis. When a user clicks on a
Promoted Trend, search results for that trend are shown in a timeline and a Promoted Tweet
created by its advertisers is displayed to the user at the top of those search results. Advertisers
can also run short video advertisements either before (also known as pre-roll advertisements)
or during (also known as mid-roll advertisements) video content, such as its live National
Football League (NFL) games, live election debate coverage or clips from a range of interest
categories.
The Company's technology platform and information database enable it to provide targeting
capabilities based on audience attributes, such as geography, interests, keyword, television
conversation, content, event and devices that make it possible for advertisers to promote their
25 brands, products and services, amplify their visibility and reach, and complement and
extend the conversation around their advertising campaigns. Its platform also allows
customers to advertise across the mobile ecosystem, both on Twitter's owned and operated
properties, as well as off Twitter on third-party publishers' Websites, applications and other
offerings, across the user lifecycle from acquiring new users to engaging existing users.
The Company's MoPub is a mobile-focused advertising exchange, which combines
advertisement serving, advertising network mediation and a real-time bidding exchange into a
monetization platform. Twitter Audience Platform is an advertising offering that enables
advertisers to extend their advertising campaigns with Twitter Promoted Products to
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audiences off Twitter while retaining access to Twitter's measurement, targeting and creative
tools. The Company provides a set of tools, public application programing interfaces (APIs)
and embeddable widgets that developers can use to contribute their content to its platform,
syndicate and distribute Twitter content across their properties. It offers subscription access to
its public data feed for partners wishing to access data beyond its public API, which offers a
limited amount of its public data. Its data products and services offer data sets to allow
developers and businesses to utilize its public content to derive business insights and build
products using the content that is shared on Twitter.
The Company competes with Facebook, Google, Snap, Microsoft, Yahoo, Kakao, Line,
DoubleClick Ad Exchange and AOL.
Operations
Twitter generates more than 85% of its revenue from the sale of advertising (mostly from
mobile advertising), with the remaining 15% coming from data licensing arrangements.
The company's advertising revenue comes from three streams: promoted tweets, promoted
accounts, and promoted trends. Most advertising is sold on a pay-for performance basis,
which means advertisers are only charged when a user engages with their ad.
The data licensing business may be the company's secret sauce however, as marketers and
even investors clamor for data they can analyze for insight into news events and trends. The
company's data products and services offer sophisticated data sets and data enrichments that
give developers 26 and businesses deeper insight into the public content posted on Twitter.
Twitter also offers subscription access to public data feed for partners who wish to access data
beyond the public API, which offers a limited amount of public data for free.
The company's Periscope is a mobile application that lets anyone broadcast and watch video
live with others. MoPub is a mobile-focused advertising exchange, which combines ad
serving, ad network mediation and a real-time bidding exchange into one comprehensive
monetization platform. The Twitter Audience Platform is an advertising offering that enables
advertisers to extend their advertising campaigns with Twitter Promoted Products to
audiences off Twitter while retaining access to Twitter's measurement, targeting, and creative
tools.
For developers, the company provides a set of tools, public APIs, and embeddable widgets
that can be used to contribute their content to Twitter, as well as distribute Twitter content
across their properties.
Geographic Reach
Twitter's headquarters is in San Francisco, California. The US is the company's largest market,
accounting for more than 60% of revenue, while Japan supplies about 15%. The other some
30% is from other international markets.
Competitors
• Altaba Inc
. • Facebook, Inc.
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• Google LLC
• LinkedIn Corporation
INSTAGRAM
Instagram is a social network that has taken the world by storm with huge growth over the
past few years.
Originally established as a photography app in October 2010, the site now has more than 700
million monthly active users. Facebook bought the app in 2012, and new features are released
regularly to keep in line with competitor social networks such as Snapchat.
Instagram is a hugely visual platform, allowing users to upload inspirational images and
videos. Many brands and businesses use Instagram to share product and inside company
photos and to build relationships with potential customers and influencers.
Business accounts
Business accounts on Instagram offer the opportunity for companies to pay for their content to
appear in the newsfeed of their ideal audience. Business Instagram is a social network that has
taken the world by storm with huge growth over the past few years.
Originally established as a photography app in October 2010, the site now has more than 700
million monthly active users. Facebook bought the app in 2012, and new features are released
regularly to keep in line with competitor social networks such as Snapchat.
Instagram is a hugely visual platform, allowing users to upload inspirational images and
videos. Many brands and businesses use Instagram to share product and inside company
photos and to build relationships with potential customers and influencers.
Business accounts offer basic analytical data on how content is performing. Business profiles
also have a contact button and a linkable location tag. You'll need to make sure your Facebook
page is connected to your Instagram account to get a business profile.
Instagram strategy
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It's tempting to post images of anything and everything, but Instagram will work better if
there are some themes running through your posts. For instance, you could focus on photos
relating to your products being used in the real world.
Some brands use similar filters, colors or perspectives for their Instagram content, so that the
images look consistent. This is visually appealing to users and can help to attract more
followers.
It is recommended that you use a specific strategy for your Instagram account and avoid
posting exactly the same content as your other social media networks.
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CHAPTER-3
REVIEW OF LITERATURE
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Saleem Alhabash and Mengyan Ma (2017)
Facebook. Facebook is the most popular SNS. Per the company’s website, “Facebook’s
mission is to give people the power to share and make the world more open and connected”
(Facebook, 2016). Facebook allows people to connect with friends, family members, and
acquaintances and gives people the opportunity to post and share content such as photos and
status updates (Stec, 2015). Founded in 2004, the platform has over a billion active daily users
and over 1.65 billion monthly active users, with a majority of users accessing it via mobile
devices (Facebook, 2016). About three quarters of Internet users report having a Facebook
account, and 7 in 10 users report accessing the site daily, highlighting the habitual and
ritualized nature of Facebook use (Duggan, 2015b). The majority of young adults (18–29
years old) report using Facebook (87%), yet this age group experienced a 5% drop in usage
rates from 2013 to 2015, however, there was no significant change in Facebook usage rates
among Internet adult users (Duggan, 2015a; Duggan, Ellison, Lampe, Lenhart, & Madden,
2015).
Twitter. Founded in 2006, Twitter has been categorized as a microblogging site, where users
interact in “real time” using 1140-character tweets to their followers. Users can converse
using mentions, replies, and hashtags (Stec, 2015). Despite reports indicating declining
popularity and importance of Twitter amid diminishing investment (Fieger man, 2016;
Tsukayama, 2016), Duggan (2015b) reports no major changes in the percentage of Internet
adult users who have active Twitter accounts. One-third of online young adults between the
ages of 18 and 29 years reported using Twitter in 2013, compared to 37% who used it in 2014
and 32% in 2015 (Duggan, 2015a; Duggan et al., 2015). Over the past few years, data about
the number of Twitter users have faced critique over credibility, as Twitter overestimates the
number of users by including accounts that have not been active for long periods of time
(Bennett, 2011). Nonetheless, recently Twitter released that it has 320 million active users
with 1 billion unique monthly visits to sites from embedded tweets (Twitter, 2016).
Instagram: Instagram is a photo-sharing mobile application that allows users to take pictures,
apply filters to them, and share them on the platform itself, as well as other platforms like
Facebook and Twitter (Stec, 2015). Per the company’s website, Instagram has over 400
million active monthly users who shared over 40 billion pictures, with an average of 3.5
billion daily likes for >80 million photos shared daily on the site (Instagram, 2016). More
than half of young adults (18–29 years 32 old) report using Instagram, thus making them the
largest group of Instagram users (Duggan, 2015a; Duggan et al., 2015).
Snapchat. is a social media mobile application that lets users send and receive time-sensitive
photos and videos, which expire upon viewing (Stec, 2015). The number of Snapchat users
has grown significantly in recent years because of its recordability and modality affordances.
The recordability affordance allows users to post photos, videos, and text messages that
disappear after 24 hours. Regarding Snapchat’s modality affordance feature, users
communicate with others through photographs and video clips (up to 10 s long), while also
adding filters to their photos and videos (Waddell, 2016).
Specific to Snapchat—which has also been recently adopted by Instagram—is the ability for
individuals to select the audience viewing their content. Users can post their photo or video
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snaps to their own stories, public stories, or privately send them to other users (much like
direct messaging on Facebook and Twitter). Recent estimates show that there are over 100
million Snapchat users worldwide (Piwek&Joinson, 2016). With roughly a quarter of young
adults (18– 29 years old) using Snapchat, this platform was rated as the third-most popular
social media platform after Facebook and Instagram (Duggan, 2013; Utz, Muscanell, &
Khalid, 2015).
Facebook, Twitter, Instagram, and Snapchat are the four leading social media platforms. Per
Lenhart (2015), young adults or millennials are the heaviest social media adopters and users.
They are born and have grown up with pervasive information communication technologies
(ICTs) and do not know life without them; something that has become a defining common
characteristic of this generational group (Cotten, McCullough, & Adams, 2011; Palfrey &
Gasser, 2008).
Millennials use social media for a variety of reasons, including communication with friends
and family members, information seeking, and social relationship maintenance, among others
(Ito et al., 2008; Ling, 2008; Palfrey & Gasser, 2008).
More recently, scholarly research has drawn upon UGT to examine audiences’ goal- directed
consumption behaviour in the computer-mediated communication context e.g., Gil de Zuniga
et al., 2012; Papacharissi and Mendelson, 2011; Raacke and Bonds.
In particular, two trends of SNS use have been identified: first, the majority of people use two
or more SNSs simultaneously because each has its unique features and purposes (Brandtzaeg,
2012); and second, people increasingly embrace SNSs as tools for both communication and
information, which help them fulfill their informational, emotional, and social desires when
used in tandem (Quan-Haase and Young, 2010). Additionally, SNS users, particularly
teenagers and young adults (collectively known as “millennials”), are accessing multiple
SNSs through their smartphones and mobile devices (Cho, 2015; Salehan and Negahban,
2013), connecting to multiple networks, and tapping into multiple social resources at any
point in time.
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CHAPTER-3
RESEARCH METHODOLOGY
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MEANING OF RESEARCH METHODOLOGY:
Research methodology is the specific procedures or techniques used to identify, select process
and analyze information about a topic. In a research paper the methodology section allows the
reader to critically evaluate a studies overall validity and reliability.
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MEANING OF RESEARCH DESIGN:
A Research Design is a methodical, well-organized procedure utilized by a researcher, or a
scientist to carry out a scientific study. It is a comprehensive co-existence of already identified
elements and any other information or data leading to a reasonable end result. The research
design is required to follow a pre-planned, well-thought-out methodology, in agreement with
the pre-selected research type, in order to come up with an error-free, authentic conclusion.
Research designs are categorized broadly into two categories exploratory research design and
conclusive research design. Conclusive research design is further divided into descriptive and
causal/ experimental research design. The suitability of a research design for a specific
research depends on nature of the problem, method of data collection and analysis.
The project has been done using Descriptive Research Design as variables of the study
already exist and only needed to be observed.
SAMPLE DESIGN:
A sampling technique is the name or other identification of the specific process by which the
entities of the sample have been selected. My research project typically uses non-probability
sampling and uses a quantitative data collection method (survey through questionnaire).
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SAMPLE SIZE:
Sample size is a count the of individual samples or observations in any statistical setting, such
as a scientific experiment or a public opinion survey. The sample size of my research was=95.
SAMPLING TECHNIQUE:
In order to address the research, the participants were selected using a non-probability
sampling method. There are many different types of non-probability sampling methods; two
types of sampling method are sufficiently used in this research; snowball sampling and
purposive sampling. Snowball sampling is used when it is difficult to identify members of the
desired population. This kind of sampling starts with small group of people who are
appropriate with the research topic and these small group identify further members and then
they identify further members and so the sample snowballs. However, the problem with
snowball sample is that it is very unlikely that the sample will represent the whole population.
it is because respondents are most likely to reach respondents who are similar to themselves.
Therefore, purposive sampling method is also used in this survey. Purposive sampling
provides us to use our judgement to select cases that will enable us to meet the objectives.
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ANALYTICAL TOOLS:
This study is based on collecting data by using well-connected questionnaire for individuals
and also data is collected using secondary sources.
After collecting data, it is arranged in the form of tables from analysis and interpretation.
Graphs and percentage analysis are the main tools used for the purpose of interpretation.
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CHAPTER-4
DATA ANALYSIS AND INTERPRETATION
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CHAPTER – 5
FINDINGS AND OBSERVATIONS
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Upon analysis of the data of the respondents it was found out that a huge population uses
social media nowadays. Despite the fact that young adults are the heaviest adopters and users
of social media and social networking platforms, our results cannot be generalized to the
entire population of social media users.
We received varied responses from everyone based on their preferences of social media
platforms. The project was focused on finding the usage objectives for various social media
platforms in the Delhi NCR region. It was also planned to study the time spent by users on
various social media platforms and to realise the preferred features on specific social media
platforms for users.
FINDINGS
• Majority users are youngsters between the age group of 15-25.
• Instagram is the highest used social media platform. Facebook is very closely 2nd. • People
spend the least time on Twitter and Snapchat comparatively.
• Apart from the 4 major platforms, the other three noticeable platforms used are LinkedIn,
Telegram and Clubhouse.
• Users visit their preferred social media platform more often than once daily and at least 10
times a day on an average.
• Later at night was the peak time for most social media platforms specially between 9pm -
11pm
. • Majority people feel that after Covid 19,usage of social media has rapidly increased.
• Mostly, respondents use social media platforms for general browsing and meme contents.
Birthdays, events and gossips are secondary priorities.
• The impact of Covid-19 has more of a negative impact on social media than a positive one.
• Most people access social media platforms as the last thing they do before going to bed.
• 37 of 95 accepted about being addicted to social media.
• 40 of 95 wanted a new platform apart from the 4 as a unified platform and they prefer
Instagram to be that. 63
• Covid-19 has had a both positive and negative impact on the social media environment.
Some are beneficial for consumers while some have a negative influence on them.
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CHAPTER – 6
CONCLUSION AND SUGGESTIONS
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CONCLUSION
Social media is a really convenient way to communicate with a network of people nowadays.
We can use it to know about our friends and keep in touch with friends that belong to different
countries. Not only does social media help you communicate it also allows you to advertise
products at a large scale for a small cost. Social media has changed our life so much. If we are
aware enough and vigilant enough about our use of social media and are not addicted to it
then social media could be a huge benefit to all of us.
After carefully observing all our data and the existing literature on the topic it can be easily
said that the current generation is highly addicted to social media with majority people using
more than 1 social media platforms and spending hours of weeks just browsing through it.
Facebook may still have the highest number of active users but people nowadays prefer
Instagram over Facebook. Twitter is the social media platform that is highly disregarded by
the generation of millennials but is the most official media platform out of the 4. Snapchat
ranked 3rd in the used frequency of social media platforms.
Opening social media account is not what it used to be earlier. With the technological age
taking over the world by storm opening social media accounts every few hours for whatever
reason it may be is the new trend. Most people nowadays visit their social media platforms
approximately every few hours now even in the smallest spare time they might have.
My study also found that most people are highly active at social media platforms at night,
majorly after 9 pm upto 2 pm. This is a health risk as people might be losing up on precious
sleep time which is required by most of the current population nowadays. It is also indicative
that people are losing out on family time which is being spent on social media platforms.
The project focused on finding out individual time spent by users on social media platforms as
well. The most time spent was shared closely amongst Snapchat and Instagram. Facebook
came close to 3rd and twitter was the least used and time spent platforms amongst the 4 social
media platforms.
The study also found the comfort of people in posting content themselves on social media
platforms which displayed that people usually posted at least once or twice a month.
The study also explored what features were most liked by people on all 4 social media
platforms and also tried to find if people wished to have a single unified platform for all their
favored features and if so, which platform would they like as the base.
The study also implored the respondent to introspect about their social media addiction which
gave the results as positive showcasing that people are social media addicts.
The study also illustrates that during the 2020 global pandemic, social media had become an
ally but also a potential threat. It provides a new platform to people with a large number of
audience to encourage their potential, reach out to people, network with them, find
appropriate jobs. Simultaneously, High volumes of information compressed into a short
period can result in overwhelmed HCPs trying to discern fact from noise. A major limitation
of social media currently is the ability to quickly disseminate false information which can
confuse and distract. Society relies on educated scientists and physicians to be leaders in
delivering fact-based information to the public.
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SUGGESTIONS
• Considering that the majority of our population using social media platforms is youngsters
we should focus on a platform that is more adult focused to increase usage.
• Facebook enjoyed the first position of social media platforms for a long time before being
replaced by Instagram as the new trending social media platform so Facebook should try
getting that edge back by introducing new features.
• Most people prefer browsing through their social media platforms at night and do so as the
last thing they do before sleeping. This is good as long as people are not losing sleep.
• Twitter is the least used social media platform out of the 4 under study. People nowadays
prefer meme content and not informative. Twitter is more informative and difficult use
considering all upload restraints and word limits. Hence it should work on the same to
increase its consumer base.
• Snapchat is doing well and is the new uprising social media platform and could soon take
Facebook and Instagram by storm.
• Upcoming platforms like LinkedIn, Telegram and Clubhouse are like to build a customer
base due to their beneficial features and extensive use in the market.
• A lot of people said they are addicted to social media. This is not a good thing. Social media
platforms have been created to connect to acquaintances and keep in touch with loved ones.
Not to spend hours on the platforms causing health and other issues.
• Considering people use different platforms for their distinguishing features and most people
want a unified platform for the 4 social media platforms someone should work on unifying the
most loved features into a single app to place a huge consumer base altogether.
• Covid-19 has had both negative and positive impact on the consumers. It’s better to look at
the positive side and not let anything negative have an influence on the minds of the
consumers.
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• https://about.instagram.com/
• https://about.twitter.com/
• https://scholar.google.com/
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ANNEXURE
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