B2B Marketers Struggle With Compelling Content

B2B Marketers Struggle With Compelling Content

 

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41% of B2B marketers say that producing the kind of content that engages prospects and customers is their biggest content marketing challenge, representing a 14% increase from 36% of respondents in 2010, according to [download page] a December 2011 study by MarketingProfs and the Content Marketing Institute. Data from “B2B Content Marketing: 2012 Benchmarks, Budgets & Trends” indicates that respondents are also grappling with two challenges that go hand in hand: producing enough content (20%), and having the budget to produce enough content (18%). A lack of buy-in from higher-ups in the company (12%), producing a variety of content (7%), and having the budget to license content (1%) are primary challenges to relatively fewer B2B marketers.

Budgets Are a Challenge, But Spending to Increase

Although 1 in 5 B2B marketers cite having sufficient content marketing budgets as their primary challenge, data from the study indicates that content marketing spending is on the rise. Although roughly 26% of marketers’ total budgets are allocated to content marketing efforts this year, the same as in 2010, this year 60% of respondents indicate they will increase spending on content marketing in 2012, compared to just 3% that say they will decrease their spending levels.

The average amount of budget spent on content marketing appears to vary significantly by company size, with a negative correlation between size and budget share. For example, companies with fewer than 10 employees spend 34% of their budgets on content marketing, whereas companies with more than 1000 employees allocate 20% of their budgets.

Meanwhile, outsourcing also appears to be on the rise: whereas in 2010 only 55% of marketers used outsourcing in some capacity, this year that proportion has risen to 62%. When seeking out the right vendors to support content marketing, marketers use a variety of resources, with the biggest increase from last year seen in the use of consultants (32% vs. 27%) and the biggest decrease found in the use of trade shows as a venue to find support (20% vs. 26%).

Brand Awareness, Customer Acquisition Lead All Goals

Brand awareness and customer acquisition are content marketers’ top goals, cited by 68% of survey respondents. Lead generation (66%) and customer retention/loyalty (61%) follow closely, with website traffic (56%), engagement (55%), and thought leadership (55%) also goals for a majority of marketers. Almost half cite sales as a goal, while just 39% report using content marketing for lead management/nurturing.

Content marketing goals appear to be fairly unrelated to overall digital marketing goals: according to a November report from Webmarketing 123, lead generation (46.4%) is by far the most important objective of digital programs for B2B marketers, outstripping sales generation (22.2%), brand awareness development (15.3%), and site traffic generation (11.1%).

Web Traffic Top Success Indicator

Although web traffic is not a top goal among content marketers, it is the leading indicator of success, cited by 58% of respondents. Sales lead quality (49%) follows, while direct sales, sales lead quantity, qualitative feedback from customers, and SEO ranking are measurement criteria to roughly 4 in 10. The least popular indicator of success is inbound links, cited by 30% of marketers.

According to the November Webmarketing123 study, the vast majority (73.9%) of B2B digital marketers use web traffic as a measurement of campaign success, ahead of lead generation (69.2%) website click-through rate (64.7%), and sales (62.5%).

2 in 3 Web Users Pay for Content

pew online content payments jan11 thumb 2 in 3 Web Users Pay for ContentNearly two-thirds of internet users (65%) have paid to download or access some kind of online content from the internet, according to new data from the Pew Internet & American Life Project. Music, software, and apps are the most popular content that internet users have paid to access or download. The online content assessed by Pew includes only “intangible” digital products such as software, articles and music that need not have a physical form.

Of those internet users who have purchased online content, nearly half (46%) have purchased only one or two of the types of content covered in the survey (see below). Some 16% have purchased six or more types of content.

In addition, 15% of users who have purchased online content have purchased three types, while slightly more have purchased five types (12%) than four types (11%).

pew online content types jan11.thumbnail 2 in 3 Web Users Pay for ContentConcerning methods of accessing online content, the majority of the internet users pay for subscription services (23%), as opposed to downloading an individual file (16%), or accessing streaming content (8%). As shown in the accompanying chart, most internet users who have accessed online content have utilized only one method of access and payment (66%). No respondent has used more than three methods.

Pew findings show that:

33% of internet users have paid for digital music online. 33% have paid for software. 21% have paid for apps for their cell phones or tablet computers. 19% have paid for digital games. 18% have paid for digital newspaper, magazine or journal articles or reports. 16% have paid for videos, movies or TV shows. 15% have paid for ringtones. 12% have paid for digital photos. 11% have paid for members-only premium content from a website that has other free material on it. 10% have paid for e-books. 7% have paid for podcasts. 5% have paid for tools or materials to use in video or computer games. 5% have paid for “cheats or codes” to help them in video games. 5% have paid to access particular websites such as online dating sites or services. 2% have paid for adult content.

And 6% of internet users said they had paid for another kind of content not mentioned in the list of 15 the survey offered.

The average expense for those who have paid for content was approximately $47 per month for material downloaded or accessed, including both subscriptions (an average of $12 per month) and individual file access (an average of $22 per month). However, some extremely high-end users push the average higher, with most purchasers spending about $10 per month.

Of the 82% of US adults today who are cell phone users, 43% have software applications on their phones, according to another recent survey from the Pew Internet & American Life Project.

When taken as a portion of the entire US adult population, the previous figure equates to 35% who have a cell phone with apps. This figure includes adult cell phone users who have downloaded an app to their phone (29% of adult cell phone users) and have purchased a phone with preloaded apps (38% of adult cell phone users).

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2011 Trends: Content Marketing Is Critical

content thumb 2011 Trends: Content Marketing Is CriticalNext year, marketers will need to rethink their approach to advertising and marketing and intensify their focus on creating magnetic content that will naturally attract consumers, rather than relying solely on the interruption model of advertising, which consumers are responding to less and less. Think pull vs. push.

Magnetic content can include anything created on behalf of a brand—be it an ad, YouTube video, online game, Facebook page, Twitter promo or mobile app—that consumers genuinely want to engage with and pass along to others. This content entertains, amuses, informs, serves a function or satisfies a consumer need. It’s welcome instead of annoying or interruptive.

Marketers, especially those working in social media, have seen the proven value of branded content, sometimes also referred to as “earned media.” Nearly three-quarters of US companies with a social media strategy used such content in their campaigns, making it the most common type of content used, according to a June 2010 study by King Fish Media, HubSpot and Junta42.

Creating effective, breakthrough advertising has always been a challenge for marketers, as well as for the agencies charged with the task. But the classic interruption-disruption model of advertising is moribund. Marketers should ask themselves five questions about the magnetic content they are seeking to create to determine whether it will be truly attractive to their audience:

Is the content unique? Is the content useful? Is the content well executed? Is the content fun? Does the content make good use of the channel in which it appears (e.g., social, mobile, video)?

Marketers should base their magnetic content ideas on well-researched customer behaviors, attitudes and lifestyles. This entails altering your emphasis in marketing from “selling product” to identifying and solving a consumer need or want that transcends or complements the physical product or service you are selling. Ask yourself this critical question: Besides your product, what can you do for the consumer?

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In Mobile Content World, Men Lead in Spending

The model of the young male early adopter seems to have fallen by the wayside with the rise of digital phenomena like social media, but according to research from Adobe Systems Inc., men were ahead in mobile.

In a few content activities, women led. They were 10 percentage points more likely than men to access social media via mobile, and about equal when it came to searching for local information, reading or posting to blogs, and playing games. But men’s hunger for content put them ahead in more than just sports; video, music and news were all primarily male-conducted activities.

Men and women were in a statistical dead heat in usage of maps and directions via mobile, but men dominated in all other travel-related activities, including research, price comparison and booking. The same was true in the financial services sector: Men were more likely to do every type of financial activity on their phones, whether it was simple stuff like checking bank-account balances or more complex transactions like buying and selling stocks and mutual funds.

Men weren’t just using more content—they were more willing to pay for it too. Adobe found that men were more likely than women to purchase every category of mobile media and entertainment content studied, including games, video, news and, of course, sports content. Overall, 53% of women said they had never paid for mobile entertainment content, compared with just 38% of men.

Mobile-commerce is also a male-dominated area. Women held their own in categories like clothing, shoes and jewelry—as well as toys, babies and kids—but men were never far behind and in many areas dramatically outpaced women’s purchase habits.

Overall, females were 11 percentage points more likely to say they had not made any mobile purchases in the past six months. Men also spent more on their mobile purchases, with 60% spending at least $250 in the past year, compared with less than half of women who reported the same.

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