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Social Enterprise and Other Social Commerce Topics
Chapter 8 Social Enterprise and Other Social Commerce Topics
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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.
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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.
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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
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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
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Business-Oriented Public Social Networking
Examples of Business-Oriented Public Social Networks Ryze Google + LinkedIn Entrepreneur Networks Biznik EFactor Startup Nation Inspiration Station SunZu
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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)
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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
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The Major Interfaces with Social Networking
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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
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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
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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
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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
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Social Entertainment Entertainment and Social Networks Mixi Last.fm
Pandora Web Series and Streaming Movies Hulu Justin.tv Funny-or-Die and Cracked.com
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Social Entertainment Multimedia Presentation and Sharing Sites
Photography and art sharing Livecasting Music and audio sharing Presentation sharing Virtual worlds
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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
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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
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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
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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
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The Various Dimensions of Social Collaboration
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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?
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Summary The social enterprise.
Business-oriented public social networks. Major enterprise social commerce activities. Commercial application of virtual worlds.
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Summary Social commerce, entertainment, and gaming.
Social Gaming and Gamification. Crowdsourcing and social networking. Social collaboration. The future of social commerce.
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