Social Enterprise and Other Social Commerce Topics

Slides:



Advertisements
Similar presentations
INTERNET MARKETING CHAPTER4 Social Media Marketing Pranjoy Arup Das.
Advertisements

Social Commerce: Foundations, Social Marketing, and Advertising
CHAPTER 9 Social Computing.
Business-to-Business E-Commerce
Chapter 8 Social Networks and Industry Disruptors in the Web 2.0 Environment.
Chapter 8 Social Networks and Industry Disruptors in the Web 2.0 Environment.
Understanding, maximizing and leveraging social media in recruitment and employer branding Mr. Mahesh Jain, Head - TA at Collabera.
Bringing “2.0” to the Digital Music / Advertising Relationships Claire Levy Former Head of Business Development, Last.fm May 24 th 2008.
Copyright © 2012 Pearson Education
Social Commerce. Learning Objectives 1. Understand the Web 2.0 revolution, its characteristics and the context of social media. 2. Describe the fundamentals.
Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall
9 Social Computing.
Introduction to E-Commerce and E-Marketplaces
E-Commerce: Mechanisms, Platforms, and Tools
Chapter 5 - Enhancing Organizational Communication and Collaboration Using Social Media Social media provides new opportunities, and threats, for today’s.
Learning Objectives Understand the Web 2.0 revolution, its characteristics and the context of social media. Describe the fundamentals of social commerce,
Discovering Computers Fundamentals, 2011 Edition Living in a Digital World.
Presenters: Title:. CONTENTS What is Crowdsourcing? How Crowdsourcing works? Types of Crowdsourcing Applications of Crowdsourcing Benefits & Problems.
1 Chapter 22: Social Media and Marketing Copyright Cengage Learning 2013 All Rights Reserved Introduction to Designed & Prepared by Laura Rush B-books,
Business Driven Technology Unit 4
Overview of Electronic Commerce. Copyright © 2010 Pearson Education, Inc. Publishing as Prentice Hall 1.Define electronic commerce (EC) and describe its.
Overview of Electronic Commerce. Copyright © 2010 Pearson Education, Inc. Publishing as Prentice Hall 1.Define electronic commerce (EC) and describe its.
The Web 2.0 Environment and Social Networks. Copyright © 2010 Pearson Education, Inc. Publishing as Prentice Hall 1.Understand the Web 2.0 revolution,
E business Applications
CHAPTER 7 Social Commerce. Learning Objectives Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall Understand the Web 2.0 revolution,
1 Web 2.0 and Government September /Translates to… Why care? IBM 2006 Global CEO Study identifies the key problems that Web 2.0 can help with.
Overview of Electronic Commerce. Learning Objectives 1. Define electronic commerce (EC) and describe its various categories. 2. Describe and discuss the.
Module 3: Business Information Systems Chapter 8: Electronic and Mobile Commerce.
Social Media Management 社會媒體管理 SMM02 TMIXM1A Fri. 7,8 (14:10-16:00) L215 Min-Yuh Day 戴敏育 Assistant Professor 專任助理教授 Dept. of Information Management,
Chapter 7 Social Commerce. The Web 2.0 and Social Media Revolutions WEB 2.0 AND ITS CHARACTERISTICS –Representative Characteristics of Web 2.0 –user-generated.
Overview of Electronic Commerce. Copyright © 2010 Pearson Education, Inc. 1.Define electronic commerce (EC) and describe its various categories. 2.Describe.
Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall
Seminar 5 Social Networks in the Web 2.0 Environment Ref: Chapter 8 – Turban and Volonino Seminar 5 Social Networks in the Web 2.0 Environment Ref: Chapter.
1.Define electronic commerce (EC) and describe its various categories. 2.Describe and discuss the content and framework of EC. 3.Describe the major types.
Overview of Electronic Commerce. Copyright © 2010 Pearson Education, Inc. Publishing as Prentice Hall 1.Define electronic commerce (EC) and describe its.
Internet and MultiMedia for SC 2
Strategy e-Business.
Social Shopping: Concepts, Benefits, and Models
Lecture 1 ref: chapter 1 Overview of Electronic Commerce And Ebusiness models Copyright © 2010 Pearson Education, Inc. Publishing as Prentice Hall 1.
CHAPTER 9 Social Computing. CHAPTER OUTLINE 9.1 Web Fundamentals of Social Computing in Business 9.3 Social Computing in Business: Shopping 9.4.
Chapter 2 Tools and Platforms for Social Commerce.
Chapter 9 Innovative Social Commerce Applications: From Social Government to Entertainment and Gaming.
C HAPTER 2 O VERVIEW OF E LECTRONIC C OMMERCE. LEARNING OBJECTIVES 1. Define electronic commerce (EC) and describe its various categories. 2. Describe.
How to Leverage SOCIAL MEDIA in BLENDED LEARNING.
Chapter 8 The Social Enterprise: From Recruiting to Problem Solving and Collaboration.
Overview of Electronic Commerce. Learning Objectives 1. Define electronic commerce (EC) and describe its various categories. 2. Describe and discuss the.
Social Customer Service and CRM
Chapter 8 Social Networks and Industry Disruptors in the Web 2.0 Environment.
Chapter 1 Introduction to Social Commerce. Learning Objectives 1.Define social computing and the Social Web. 2.Describe the Social Web revolution. 3.Describe.
Chapter 8 Social Computing © Logorilla/iStockphoto.
Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall
Ing. Athanasios Podaras, Ph.D
Objectives Overview Identify the four categories of application software Describe characteristics of a user interface Identify the key features of widely.
Social Enterprise and Other Social Commerce Topics
Web 2.0.
Chapter 1 Introduction to Electronic Commerce
CONSUMER MARKET Social Marketing Management URL Shorteners
Retailing in Electronic Commerce: Products and Services
Social Commerce: Foundations, Social Marketing, and Advertising
E-Commerce: Mechanisms, Platforms, and Tools
Business-to-Business E-Commerce
Overview of Electronic Commerce
Chapter 7 The Web 2.0 Environment and Social Networks
Lesson 01 Introduction to Electronic Commerce
Chapter 1 Overview of Electronic Commerce
Marketing and Advertising in E-Commerce
Chapter 8 The Web 2.0 Environment and Social Networks
Lesson 01 Introduction to Electronic Commerce
Social Enterprise and Other Social Commerce Topics
Presentation transcript:

Social Enterprise and Other Social Commerce Topics Chapter 8 Social Enterprise and Other Social Commerce Topics

Learning Objectives Understand the concept of the social enterprise and its variants. Describe business-oriented public social networks, their characteristics and benefits. Describe the major social commerce activities that can be conducted within and by enterprises and the characteristics of such private social networks. Describe the commercial applications conducted in virtual worlds.

Learning Objectives Review the social commerce activities and their relationship with e-entertainment and gaming. Describe social gaming and gamification. Define crowdsourcing and describe its use in social commerce. Describe social collaboration and its benefits. Comment of the future of social commerce.

Social Business and Social Enterprise Definitions: Social Business and Social Enterprise *Social Business *The Social Enterprise (Enterprise 2.0) More Complex Definitions Business Networks *Business social networks Types of Business Social Networks

Social Business and Social Enterprise The Benefits and Limitations of Enterprise Social Networking Obstacles and Limitations How Web 2.0 Tools Are Used by Enterprises

Business-Oriented Public Social Networking Examples of Business-Oriented Public Social Networks Ryze Google + LinkedIn Entrepreneur Networks Biznik EFactor Startup Nation Inspiration Station SunZu

Enterprise Social Networks Taxonomy of Social Enterprise Applications Networking and community building Crowdsourcing Social collaboration Social publishing Social views and feedback Characteristics of Enterprise Social Networks An Example of a Private Enterprise Network IBM’S Blue Social (Formerly Beehive)

Enterprise Social Networks How Enterprise Social Networking Helps Employees and Organizations Quick access to knowledge, know-how, and “know-who.” Expansion of social connections and broadening of affiliations. Self-branding. Referrals, testimonials, and benchmarking. Benefits to Organizations Support Services for Enterprise Social Networks Yammer- A Collaboration Platform How Companies Interface with Social Networking

The Major Interfaces with Social Networking

Social Commerce: Applications in Virtual Worlds The Features of Virtual Worlds The Features that Businesses Can Leverage Shared space 3-D visualization (graphical user interface) Immediacy Interactivity Persistence Socialization and community formation

Social Commerce: Applications in Virtual Worlds The Major Spaces in Virtual Worlds Social space Entertainment space Transaction space Experimental/demonstration space Collaboration space Smart agent space Fantasy space Educational space

Social Commerce: Applications in Virtual Worlds The Major Categories of Virtual World Applications Webstores and online sales Front offices or help desks Advertising and product demonstrations Content creation and distribution Meetings, seminars, and conferences Training Education Recruiting Tourism promotion Museums and art galleries Information points Data visualization and manipulation Renting virtual world land and buildings Platform for social science research Market research Platform for design Providing CRM to employees and a platform for socialization Virtual tradeshows

Social Commerce: Applications in Virtual Worlds The Landscape of Virtual World Commercial Applications Business Applications in Virtual Worlds Representative Virtual World Applications Around the Globe Trading Virtual Goods and Properties The Major Drivers of Social Commerce in Virtual Worlds Resemblance to the real-world environment Shopping for virtual goods Attractions for the younger generations New means of navigation and discovery The attributes and capabilities Better online meeting spaces and collaborative platforms Interactive environment for education and training Concerns and Limitations of Commercial Activities in Virtual Worlds

Social Entertainment Entertainment and Social Networks Mixi Last.fm Pandora Web Series and Streaming Movies Hulu Justin.tv Funny-or-Die and Cracked.com

Social Entertainment Multimedia Presentation and Sharing Sites Photography and art sharing Livecasting Music and audio sharing Presentation sharing Virtual worlds

Social Games and Gamification *Social Internet game Games on Social Networks *Social network game The Business Aspects of Social Games Educational Social Games Gamers Helped Scientists *Gamification

Crowdsourcing for Problem Solving and Content Creation Crowdsourcing as a Distributed Problem Solving Enabler Crowdsourcing Models Collective intelligence (or wisdom) Crowd creation Crowd voting Crowd support and funding Chaordix Corp. classifies crowdsourcing into the following three models: Secretive Collaborative Panel selects

Crowdsourcing for Problem Solving and Content Creation The Process of Crowdsourcing The MIT Guide for Collective Intelligence *Collective intelligence (CI) Successfully Deployed Crowdsourcing Systems: Some Representative Examples Dell’s IdeaStorm Procter & Gamble Amazon Mechanical Turk Facebook Goldcorp Frito-Lay Wikipedia Tools for Crowdsourcing Crowdfunding and Kickstarter Hypios: A Marketplace for Crowdsourcing

Social Collaboration (Collaboration 2.0) Supporting Social Collaboration *Social collaboration Social Collaboration (Collaboration 2.0) Using Blogs and Wikis Inside the Enterprise Using Twitter to Support Collaboration The Role of Mobile Commerce in Social Collaboration Questions and Answers in Social Networks Suites of Tools for Social Collaboration The Future of Social Commerce Conclusion: IBM’s Watson and Social Commerce

The Various Dimensions of Social Collaboration

Managerial Issues What are some of the ethical issues that may be involved in deploying social commerce? How should we deal with social commerce risks? Should we move to be a social business? What about private, in-house social network? Is it beneficial to engage in virtual worlds? Shall we try gamification?

Summary The social enterprise. Business-oriented public social networks. Major enterprise social commerce activities. Commercial application of virtual worlds.

Summary Social commerce, entertainment, and gaming. Social Gaming and Gamification. Crowdsourcing and social networking. Social collaboration. The future of social commerce.