Transcript Chapter 1

Chapter 8
Social Enterprise and Other Social
Commerce Topics
Learning Objectives
1. Understand the concept of the social enterprise
and its variants.
2. Describe business-oriented public social networks,
their characteristics and benefits.
3. Describe the major social commerce activities that
can be conducted within and by enterprises and
the characteristics of such private social networks.
4. Describe the commercial applications conducted
in virtual worlds.
Learning Objectives
5. Review the social commerce activities and their
relationship with e-entertainment and gaming.
6. Describe social gaming and gamification.
7. Define crowdsourcing and describe its use in social
commerce.
8. Describe social collaboration and its benefits.
9. Comment of the future of social commerce.
Social Business and
Social Enterprise
• Definitions: Social Business and Social
Enterprise
o *Social Business
o *The Social Enterprise (Enterprise 2.0)
o More Complex Definitions
• Business Networks
o *Business social networks
o Types of Business Social Networks
Social Business and
Social Enterprise
• The Benefits and Limitations of Enterprise
Social Networking
o Obstacles and Limitations
• How Web 2.0 Tools Are Used by
Enterprises
Business-Oriented Public
Social Networking
• Examples of Business-Oriented Public Social
Networks
o Ryze
o Google +
o LinkedIn
• Entrepreneur Networks
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Biznik
EFactor
Startup Nation
Inspiration Station
SunZu
Enterprise
Social Networks
• Taxonomy of Social Enterprise Applications
1. Networking and community building
2. Crowdsourcing
3. Social collaboration
4. Social publishing
5. Social views and feedback
o Characteristics of Enterprise Social Networks
o An Example of a Private Enterprise Network
• IBM’S Blue Social (Formerly Beehive)
Enterprise
Social Networks
• How Enterprise Social Networking Helps Employees
and Organizations
1. Quick access to knowledge, know-how, and “knowwho.”
2. Expansion of social connections and broadening of
affiliations.
3. Self-branding.
4. Referrals, testimonials, and benchmarking.
o Benefits to Organizations
• Support Services for Enterprise Social Networks
o 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
o The Features that Businesses Can
Leverage
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Shared space
3-D visualization (graphical user interface)
Immediacy
Interactivity
Persistence
Socialization and community formation
Social Commerce:
Applications in Virtual Worlds
o The Major Spaces in Virtual Worlds
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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
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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
o Business Applications in Virtual Worlds
o Representative Virtual World Applications Around the Globe
o Trading Virtual Goods and Properties
• The Major Drivers of Social Commerce in Virtual Worlds
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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
o Mixi
o Last.fm
o Pandora
o Web Series and Streaming Movies
o Hulu
o Justin.tv
o Funny-or-Die and Cracked.com
Social Entertainment
• Multimedia Presentation and Sharing Sites
o Photography and art sharing
o Livecasting
o Music and audio sharing
o Presentation sharing
o Virtual worlds
Social Games
and Gamification
• *Social Internet game
• Games on Social Networks
o *Social network game
• The Business Aspects of Social Games
• Educational Social Games
o Gamers Helped Scientists
• *Gamification
Crowdsourcing for Problem
Solving and Content Creation
• Crowdsourcing as a Distributed Problem
Solving Enabler
o Crowdsourcing Models
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Collective intelligence (or wisdom)
Crowd creation
Crowd voting
Crowd support and funding
o Chaordix Corp. classifies crowdsourcing into
the following three models:
1. Secretive
2. Collaborative
3. Panel selects
Crowdsourcing for Problem
Solving and Content Creation
• The Process of Crowdsourcing
o The MIT Guide for Collective Intelligence
• *Collective intelligence (CI)
• Successfully Deployed Crowdsourcing Systems:
Some Representative Examples
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Dell’s IdeaStorm
Procter & Gamble
Amazon Mechanical Turk
Facebook
Goldcorp
Frito-Lay
Wikipedia
• Tools for Crowdsourcing
o Crowdfunding and Kickstarter
o 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
o Questions and Answers in Social Networks
o Suites of Tools for Social Collaboration
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• The Future of Social Commerce
o Conclusion: IBM’s Watson and Social Commerce
The Various Dimensions of Social Collaboration
Managerial Issues
1. What are some of the ethical issues that may be
involved in deploying social commerce?
2. How should we deal with social commerce risks?
3. Should we move to be a social business?
4. What about private, in-house social network?
5. Is it beneficial to engage in virtual worlds?
6. Shall we try gamification?
Summary
1. The social enterprise.
2. Business-oriented public social
networks.
3. Major enterprise social commerce
activities.
4. Commercial application of virtual
worlds.
Summary
5. Social commerce, entertainment,
and gaming.
6. Social Gaming and Gamification.
7. Crowdsourcing and social
networking.
8. Social collaboration.
9. The future of social commerce.