Over the years of being involved in the building of multiple Online Communities, Social Media sites and occasionally even online games, I have developed some understanding on how the motivational mechanics behind everything work. Here are 3 things I have found to be well-proven, meaningful and important in building long-lasting communities and active social structures online:

CC Attribution: rustman@Flickr
1) Inequality in Online Communities is a good thing.
Everyone cannot possibly be the same. Any active and long-lasting online community needs to have a structure that automatically creates inequality between its users.
Take World of Warcraft as an example;
* 10+ million people play the game worldwide
* about 4.6 million of them are organized in Raid Guilds
* there are 116682 Raid Guilds
* only 3.57% of them play in the "end game" level
* and only 0.30% of them have "completed the game" and all content in it.
That ends up being a tiny fraction of the original 10+ million players. The further you advance in World of Warcraft, the better gear you get. The more inequality there exists between your character and the newbie who just started playing the game.
Now if you were to give all the excellent end-game stuff to all newbies for free, without any achievement, what do you think that would do to the players motivation to play the game?
Social Networks, Online Communities, Social Media sites etc.. they follow the precise same pattern: there needs to be lots of stuff that sets people apart. Things only great achievement will get you, things that require spending money and time on the service, etc. Do not in any case give everything away for everyone for free = it automatically creates a situation where nothing is perceived as valuable and people don't want it then.

CC Attribution: gwen@Flickr
2) Forget traditional segmenting of customers entirely.
Traditional segmentation methods like putting people into neat little category boxes as in; "male, 25 years old, university education, lives in a big city".. that data means precisely dick and will not in any way correlate to the behavior of your consumer-customer. You will do yourself a favor if you abandon this ancient method of "boxing your customers".
What matters then? Things like: Values and Attitudes, Interests, Media Usage habits, Consumption habits.
The best stuff in a long while (possibly ever) published about this in a form of a study is the "Global Habbo Youth Survey 2008" that's been done by Sulake and sold here in their webstore. That's an excellent example of how to do it right - in a way that is meaningful and has strong correlation to the actual measured and perceived customer behavior.

CC Attribution: CaDs@Flickr
3) Negative motivators play a key role in Online Communities.
In this case "negative" is not actually negative, since it ends up benefiting your business, it's just seemingly negative. What are negative motivators? They are seemingly negative things that motivate people to spend time and money in your service. Things like: ego-stroking, drive to compete strongly, flaming, pissing somebody off, kicking somebody's virtual buttocks, revenge, people trying to be smarter than someone else, people wanting to show off, people gossiping, acting tough, etc.
This behavior is the norm in online games, and I claim that it is an essential part of every online community out there. Why do you think some open source programmers publish beautiful amazing code? There reason may very well be ego-stroking. Why do you think people in www.irc.fi buy their pictures to the front pages for a few minutes at a time with 3 euros per pop? They want to show off and be famous. Why do you think people endlessly edit Wikipedia? they want to win somebody else in competition and be smarter etc. Why do you think people put "Am I HOT?" -typeof apps to their profiles in Facebook? They are motivated by ego-stroking and possibly by trying to be prettier than the next lass.
Seemingly negative motivators are the other side of the "sunny and happy" coin that is more commonly known. Communities do not exists only to help out your fellow community members, or for "crap" like peace and unity. They exists as a part of life, including the negative aspects of it. Only the really strong and active communities can grasp this well and utilize it to their benefit. The result is an intense user experience that feels more like life than some superficial online service, and will get your customers engaged and paying money etc. IRC-Galleria is a prime example of this; activity is at the highest level of any known online social networking / social media site in the world. IG's 502 thousand active users generate up to 4 billion full page loads per month and nearly 90% of them log in every day. The VIP users (who are a very significant % of the userbase) use the service so much that their monthly usage hours start to surpass TV in many cases. All this at least partially comes from encouraging and allowing seemingly negative motivators to fuel the process - it has to be life, all aspects of it, before it can be holistic and truly engaging for users as an experience.
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Comments
I like the ego one
Sun, 2008-10-19 10:27 — Fast Wind (not verified)I like the negative motivators one. It's true that every popular community has those. But IMHO there are some motivators exist as a result due to the popularity (trolls...etc.) instead of some encouraged (premium benefits...etc.), in my point of view. Applying and balancing it to construct an online community? Hard.
Hard? yes, unfortunately it is
Sun, 2008-10-19 12:01 – taneliYes, that's indeed very hard to balance and figure out. Only a handful of communities and social media sites have managed to do it. Yet still Online Games do it all the time, and put plenty of effort into it. There are a couple of tools that may help in figuring that out, will probably blog about those later.
Provocation
Sun, 2008-10-19 12:43 — Bro (not verified)Yeah, provocation rules. The HC net users know it as well as top advertisers that the best way to get people active and keep them entertained is to provocate them, in good and in bad.
One of they key elements behind the success of IG is that it's been built on IRC users, who aren't only extremely active but also extremely provocative. Sure, all the good n' happy things are the stuff that keep people from leaving the site, but the pointless discussions and arguments keep the users clicking. When you get 10000 flamers with 10000 flamees on one site, you've hit jackpot.
Flaming is fairly easy, but the tricky part comes when you want to build a site that in itself is also provocative in a certain way. The site can't be too easy to use, because then the users come and go way too fast for the site to benefit. IE. IG's comments are a very primitive way of communicating in technical perspective but still, if it was made any easier like user to user chatting, the activity of the users would decrease dramatically 'cause they wouldn't browse around the site while waiting for a reply.
So as you said, sometimes bad things are good for you. =)
Good additions from Bro
Sun, 2008-10-19 13:46 – taneliThank you for that. That comment shares some examples on how this all unveils at even the UI design level; or rather throughout the design of the whole online service. If you would create an online service that doesn't provoke at all, it would probably be considered "colorless, tasteless, odorless" etc.. too plain to get any reaction = boring = users don't use it.
In finnish?
Wed, 2008-10-22 11:36 — Make (not verified)Would it be possible to read these great articles later also in finnish? It would help at least me to get full understanding of these.
Getting this blog in finnish
Wed, 2008-10-22 12:55 – taneliIt is possible to get at least a "donald duck" -level translation into finnish by using google translate. Here's how it works:
navigate to: http://translate.google.com
tap from english -> to finnish, and paste this URL into the box.
Hit translate, and browse around with everything translated.
It's not perfect but it is somewhat understandable and you can always suggest a better translation yourself.
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