...Intro: Act Gamification, the use of game elements; i.e. game thinking and game mechanics…. to promote desired behaviors among customers and employees. It has been a popular business strategy for decades. Loyalty programs, cereal box prizes, employee-of-the-month schemes, hidden tokens within apps — these are all examples. How are companies using gamification? Gamification vendors report that 47% of client implementations revolve around user engagement (Crossword), with brand loyalty accounting for 22% (Tim Hortons) and ‘brand awareness’ 15% of implementations. Here is an example of gamification in the context of brand awareness. (Monopoly) (Samsung campaign) Impressed by Samsung’s promotion? Late 2011 Gartner figures, project more than 70% of Global 2000 companies will use at least one gamified application by 2014. So, the overall gamification market is already sizable. Forecasts from two research firms, MarketandMarkets and M2, based on surveys of game vendors engaged in marketing, put the global market for gamification apps and services in the neighborhood of $400 and $500 million at year-end 2013. M2 Research sees the market growing to $2.8 billion by 2016. ************** The spike that we have seen since 2011 has obviously been driven by: 1. explosion of social media usage, 2. mobile revolution, 3. rise of big data, While just plain points, badges and other virtual goods may or may not have long lasting...
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...Now that you know the essential concepts about gamification and game design, it's time to use them. For this final task, we ask you to bring together creativity, technical feasibility, and business realities. You are approached by Rashmi Horenstein, the CEO of ShareAll, a prominent company in the hot collaborative consumption space. (If you aren’t familiar with the concept, some good resources are CollaborativeConsumption.com and the March 9, 2013 cover story in the Economist.) She knows you are one of the top experts on gamification, which she has heard can revolutionize business. She asks you to present a proposal for a gamified system to take her business to the next level. ShareAll’s mission is to make shared use of products and services as common as individual purchases. It follows the path of companies such as AirBnB, Buzzcar, and Uber, which allow sharing of particular products (cars, housing, etc). ShareAll’s patented technology makes it easy for consumers and business to share any product or service. ShareAll has also developed a global virtual currency, called Shares, which can be used to purchase access to any asset in the system. Shares can be exchanged for real money, and users can generate more Shares by sharing items or volunteering their time to complete tasks for others. ShareAll charges a small transaction fee whenever Shares are generated, traded, or spent. Therefore, the more activity, the more money ShareAll makes. Horenstein tells you that she cares...
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...Katie Haylor Unit 43 – Social Media for business P1- Explain the range of social media services * Social Networks There are many social networking sites that are used throughout the world. People use them to interact with their friends or family from all around the world. An example of a social network that is commonly used is Facebook, which enables individuals to post pictures and statuses about their lives to show to others. Social networks aren’t only used by the public, but now by businesses also. They include updating your location, sending links and images to each other, exchanging messages, sending and accepting friend requests. I have chosen to focus on two popular and large names within the industry; LinkedIn and Facebook. People use these differently to businesses. Businesses use Facebook to create and organization page, to upload pictures and events on their business products in order to advertise their organization to the people who use these social networks. Organizations found out that is a user likes their profile or page, then their friends will be able to see it and like it also, Amazons Facebook profile for instance, which inclines people to shop at the Amazon website or at least browse. Then this cycle repeats and become more and more known throughout the world as more and more people are liking the page which will make the company more popular and sites like Facebook and Likednl become more aware of it. Other examples of social networking sites are...
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...University Venture Fund Needle.com Jaren Rogers Basic Company Description Needle.com was founded by Morgan Lynch on November 1st, 2009. It is an online company that licenses its chat software to ecommerce companies. The company then hires experts of a certain product that work as independent contractors with the flexibly of working from anywhere with flexible work hours. These experts chat to customers online when the customer has visited a website that uses Needle’s chat software. Gamification is used as a tool to give the experts who chat to customer’s incentive to do well and be compensated. Business Model Needle licenses its proprietary chat software to online retail companies. This licensing agreement drives the revenue for the company. The company hires independent contractors to assist in giving knowledge about the products that Needle licenses to. The large expenses that Needle demands are for research and development, salaries for independent contractors, overhead and sales force. Product A customer visits a company that is partnered with Needle and starts browsing for a product. On the site there is button that says something along the lines of “Talk to an Expert Now”. Once the customer clicks the button, a screen pop comes up, the customer is asked to type in their name, and a friendly “Hello, How are you today?” comes up from a Needle product aficionado 1099 employee. The company is constantly innovating and is currently experimenting with...
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...FINC 5880 LD S1 2015 Advanced Corporate Finance March 1st, 2014 According to the Zappos.Com website, Nick Swinmurn initially received a $500,000 dollar startup contribution from Tony Hsieh; Hsieh was deemed co-founder. Nick Swinmurn, who was the founder set out with these visions: • One day, 30% of all retail transactions in the US will be online. • People will buy from the company with the best service and the best selection. • Zappos.com will be that online store. With improving technologies locally and nationally, increasing gas price, the time and effort needed to get to traditional stores as well as the time crunch that most people face with demand from the job and needing to spend quality time with the family, it can easily be seen how 30% of all transactions in the U.S will be online. Online shopping is becoming increasingly popular and provides an excellent option for many busy shoppers. Some of these benefits include convenience, since it allows consumers to shop at a time that is convenient to then as orders can be place twenty four hours a day, from their computer whenever they have time available. Another benefit of online shopping is that it allows comparison shopping capabilities so that less time is spent running around from store to store and trying to remember the prices seen at all the stores or at different locations. Another benefit of online shopping is that it provides the use of express shipping options especially for those...
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...New eLearning methods of the 21st century Introduction Technology is changing the way we live, including the way we educate ourselves. With the rise of social media and new media, there is an increasing demand for eLearning which presents a vast amount of possibilities. Cambridge Dictionary defines the term eLearning as “learning done by studying at home using computers and courses provided on the internet”. However, new eLearning systems have taken things to collaborative levels beyond stay-at-home learning in recent years. In order to fully understand the potential of eLearning, one also has to take a look at the different tools being used and the emerging trends which will shape the future of both teaching and learning. In particular, this paper will take a look at the two eLearning trends MOOCs and educational games. Only after becoming familiar with these technologies and approaches can we explore the issue of whether ‘traditional’ teaching will become obsolete in the face of eLearning in the years to come. CBT and MOOCs Computer Based Trainig (short: CBT) is the most well-known eLearning approach and has been around for more than 20 years. It refers to offline training with media like CD-ROMs or DVDs as well as Web Based Training (WBT) which requires the user to be connected to the internet in order to download eLearning content. Computer Based Training includes all kinds of virtual learning approaches, for example audio-based courses (podcasts), educational games...
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...Cherie Heng Yi Ting (A0131713U) MNO2009 Individual Analysis Tutorial H01 The market for digital financial services is on the rise with a strong potential in creating an online platform to promote gamified social trading platform in a relatively unsaturated financial technology (Fintech) market. Current competitors Trade Hero and Ayondo (TechinAsia, 2016) focus on risk-free stimulated trading aimed towards competition and real life trading connection respectively in the mass market. Thus, in this online trading field, there is a missing social network that integrates gaming features for trading and education through forum sharing for youths. Insights from TradersHub, a failed start-up with a similar business model by Travis Ong (Annex A), can be adopted to understand how to successfully penetrate Singapore’s fintech market and be a recognised player in virtual trading, before extending and monetising the business. The main reason for TradersHub’s failure is due to their idealistic causation approach not bound by a realistic understanding of the industry. This exemplifies the need to balance the approach in an effectuative way by firstly analysing the fintech ecosystem for external factors that will shape the positioning of the business model (Forbes, 2016). Singapore has cultivated a conducive market that provides fintech start-ups with high availability of financial and developmental support. The high penetration rate of technology encourages the scalability...
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...ITU-T Technology Watch surveys the ICT landscape to capture new topics for standardization activities. Technology Watch Reports assess new technologies with regard to existing standards inside and outside ITU-T and their likely impact on future standardization. Previous reports in the series include: Intelligent Transport Systems and CALM Telepresence: High-Performance Video-Conferencing ICTs and Climate Change Ubiquitous Sensor Networks Remote Collaboration Tools Technical Aspects of Lawful Interception NGNs and Energy Efficiency Standardization Activities for Intelligent Transport Systems Distributed Computing: Utilities, Grids & Clouds The Future Internet ICTs and Food Security Biometrics and Standards Decreasing Driver Distraction ICT as an Enabler for Smart Water Management Using Submarine Communications Networks to Monitor the Climate Standards and eHealth The Optical World Trends in Video Games and Gaming ITU-T Technology Watch Report September 2011 Video gaming is a global phenomenon, a fast-moving multibillion dollar business, cutting across all age groups and gender. This ITU-T Technology Watch Report surveys some of the latest developments in the world of video games, describes the most common gaming platforms and terminals and highlights new technologies enabling a better gaming experience and associated standardization activities. http://www.itu.int/ITU-T/techwatch Printed in Switzerland Geneva, 2011 The rapid change of...
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...ANSWER SHEET Course Code: | | Course Title: | | Student ID: | | Name: | | Location: | | Task 1: As a consultant, decide to use a a systematic approach to help Spinneys – the famous retail chain to expand their customer outreach in Dubai in line with the 3 directions given by Spinneys. 50 marks. Spinneys is a super-market chain in the Middle East which began as railway provision merchants in 1924, and expanded to a grocery firm importing British Empire goods to the Mandate Palestine. Spinneys’ Dubai chapter started in1961, with the first super-market opening in Al-Nasr Square in 1962. Today it operates multiple supermarkets in the Middle East. 1 The task entails proposing Spinneys to launch a non-typical online delivery model to expand customers outreach in Dubai by utilizing the time people spend in metro stations, bus stops and similar places to order products from the store via QR-Code technology or any other suitable technology in those lines. The first constraint laid out by Spinneys is to utilize the time people spend while waiting at metro stations, bus-stops and other waiting times to order online which they could implement was through online shopping facility. The second constraint was to use QR codes for this initiative and the third constraint was that they did not want to invest in own data centers for any computing requirements. My proposal in line with this constraint would be to provide 1. e-koisk with touch screen at metro stations...
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...INTRODUCTION www.openideo.com is a web-based innovation platform developed by the foremost design firm IDEO.The site is an open innovation platform where people come together to collaborate and design together. Launched in 2010 (IDEO, 2011), the site have received much recommendations from the media, the learning and design community, Due to its effective design, global adoption and ultimate purpose that it has actually helped solve some of the world’s greatest social challenges. The site has become a reference point for effective collaborative-participation and crowd souring for social-good. LETS’S OPEN IT.. Courtesy: ideo.com, 2011 OVERVIEW Openideo.com was designed as a site where people will collaborate, share ideas and draw inspiration from the crowd in the process of solving a challenge. The challenge question often sponsored by a non-profit, represents the purely social nature of the site. The IDEO designers in London observed that there is a tremendous human-resource online (AIGA,2011). The online community spends hour’s facebooking, tweeting and linking-in and they decided to turn that opportunity into a platform for social-good. The site was created with the view of including a wide range of people in the design process. The high-points of the site is mostly the level on which it engages the online community...
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...edition 2015 THE EVENT APP BIBLE The New Version of the Popular Guide to Evaluate, Compare and Understand Event Mobile Apps Table of Contents page 4 8 Preface - by Corbin Ball Introduction 10 13 5 Key Trends in Event Mobile Apps 17 What You will Find In The Event App Bible v3 18 21 Strategy 21 26 The Benefits of Mobile Apps 27 29 From The Trenches: How Event Planners Select and Use Apps 31 Why Develop an Event Mobile App Selection Strategy? - by Michelle Bruno 32 30 Questions to Answer in a Mobile App Selection Strategy - by Michelle Bruno 35 Selection 35 38 Creating the Perfect Request for Proposal (RFP) for a Mobile App - by Michelle Bruno 46 Event App Solutions: Research Methodology 47 Event App Findings 50 Mobile App and Features Glossary - by Becki Cross and Cathy Key 56 App Provider Tables and Features Overview 73 Post Selection Tactics 73 75 Promoting Engagement - by Liz King 76 Considering Usage - by Liz King 77 Solving Wifi Issues - by Liz King 78 Financial Support - by Liz King 78 82 Credits 83 84 Disclaimer 86 appendix - research Why Version 3? Structure of the Event App Bible v3 Event Apps: Hype or Substance? Where are we now? Do You Need an Event App? Purchasing Factors Earning Adoption - by Liz King Data...
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...Retail 4.0: The Future of Retail Grocery in a Digital World Parag Desai Ali Potia Brian Salsberg The Future of Retail Grocery in a Digital World Introduction I f there’s one thing that always stays the same in retail, it’s change. New stores open, others go out of business. Market leaders experiment with larger or smaller store formats. They change the layout in their stores and launch new private brands on their shelves. Loyalty programs are tweaked, new offers and affinity programs designed. Supply chains become more automated and efficient, resulting in increased product availability and improvements in inventory management.But in reality there are few really big innovations in retail. Most of the change we see year after year is relatively incremental. True transformation in this sector comes along only once every few decades. And when these transformational events occur, they nearly always create new winners and leave a trail of casualties in their wake. To understand whether today’s innovations represent seismic industry shifts, it’s useful to recognize the three preceding “ages of modern retail”. This report focuses on the grocery sector, but we also draw on the best practices and experiences of leading retailers in different categories from around the world. For the purposes of this article, we’ll peg the birth of modern retailing to the 20th century and begin with what we call “Retail 1.0.” Retail 1.0: Birth...
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...THE ROLE OF SOCIAL MEDIA IN CRISIS PREPAREDNESS, RESPONSE AND RECOVERY By Jason Christopher Chan (RPO) Executive Summary In recent years, social media has exploded as a category of online discourse where people create content, share it, bookmark it and network at a prodigious rate. The five key characteristics of social media: collectivity; connectedness; completeness; clarity and collaboration lend itself to be used increasingly to support crisis management functions. This paper examines the various categories of social media tools to understand how they can be utilised to enhance analytical and response capabilities of organisations for crisis management. The paper identified four main social media functions: (1) information dissemination, (2) disaster planning and training, (3) collaborative problem solving and decision making, and (4) information gathering, which are then mapped onto the three crisis management phases of preparedness, response and recovery to describe how a range of social media tools may be used to enhance crisis communications. Case examples of international organisations and governments using social media for crisis management are shared. The paper proposes a framework to enhance government use of social media for crisis management that encompasses the need for a mandate, differentiated guidelines and three key capabilities to be developed. 1 Introduction 1. Crisis management is a critical organisational function that involves planning and dynamic...
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...Aspects of Interactivity, Hypertext and Hypermedia, and Social Media: Facebook, Friendster, Blogs and Second Orality, Construction of Reality and Multimedia and Ideology Synopsis Paper by: 2000-54307 ARADA, Blancaflor P. The Media Construction of Reality As I read this article, I remembered the Manila hostage crisis last August 23, 2010. Because Philippine media wanted to report factual details and information, the news network became too involved with the hostage crisis. Based on Wikipedia entry, “TV5 news anchor Erwin Tulfo remained in permanent contact with Mendoza, while superintendent Orlando Yebra and chief inspector Romeo Salvador led the negotiations. By this time, several major television channels in Manila and Hong Kong had replaced their programmes with non-stop live coverage of the hostage situation, and live footage became available worldwide. The news networks were allowed to film police activity, and as the bus was equipped with a television, the gunman was able to watch and find out what the police were doing, and was even able to find the locations of snipers” (Wikipedia, 2013). What made Mendoza snapped out was when his brother and son were taken away by the police in the live television coverage. This resulted to a failed hostage rescue attempt because eight (8) hostages were killed. It may be the Philippine National Police’s fault, or Mayor Alfredo Lim’s or Vice-Mayor Isko Moreno’s, or even President Benigno “Noynoy” Aquino III’s, but there is no doubt that...
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...Contents 1. 2. 3. 4. 5. 6. Abbreviations........................................................................................................................... 0 Introduction.......................................................................................................................... 1 Market Analysis ................................................................................................................... 1 2.1. Methodology................................................................................................................. 1 2.2. Industry ......................................................................................................................... 2 Market Entry ........................................................................................................................ 9 3.1. Marketing Strategy ....................................................................................................... 9 3.2. Marketing Mix ............................................................................................................ 12 3.3. Financials and Scenarios ............................................................................................ 17 Discussion .......................................................................................................................... 19 4.1. Recommendations ......................................................................................................
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