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Chapter 9 Innovative Social Commerce Applications: From Social Government to Entertainment and Gaming.

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Presentation on theme: "Chapter 9 Innovative Social Commerce Applications: From Social Government to Entertainment and Gaming."— Presentation transcript:

1 Chapter 9 Innovative Social Commerce Applications: From Social Government to Entertainment and Gaming

2 Learning Objectives 1.Explain how governments use social media. 2.Describe social B2B activities. 3.Describe the commercial applications conducted in virtual worlds. 4.Review entertainment and gaming in social commerce. 5.Describe social gaming. 6.Explain how people can use social media to conduct P2P transactions.

3 Opening Case: Justin Bieber— The Ultimate Story of Social Media Fame The Problem/Opportunity – Justin Bieber wanted to become a musician – He taught himself to play piano, drums, guitar, and trumpet, and practiced for thousands of hours – He wanted to become famous

4 Opening Case: Justin Bieber— The Ultimate Story of Social Media Fame The Solution – Scooter Braun, a music producer, came across a video posted by Justin’s mother on YouTube by chance – He decided to use social media to help promote him – His music garnered over 10 million views on YouTube

5 Opening Case: Justin Bieber— The Ultimate Story of Social Media Fame Using Social Media – Bieber regularly kept in touch with his millions of followers on Twitter – Bieber used social media to promote his first movie too

6 Opening Case: Justin Bieber— The Ultimate Story of Social Media Fame The Results – By early 2015, Bieber had over 77 million Facebook fans – over 5.38 billion views on YouTube – over 59.3 million Twitter followers – 108 million “plays” on Myspace – In 2013, he was ranked number two on the list of Forbes’ Best-Paid Celebrities under 30

7 Lessons Learned from this Case This case demonstrates that talented performers can be discovered on the Web, especially using YouTube Social media can direct massive traffic to websites where artists can promote their products and services, and where retailers and others can sell products and services Social media can facilitate personal relationships and interactions

8 Social Media and Commerce in E-Government E-government* E-Government 2.0 (Social Government)* – Social Government in Action The Benefits of Government 2.0 – Improve the quality and responsiveness of services – Cultivate and harness the enthusiasm of citizens – Make democracy more participatory and citizens more informed

9 Social Media and Commerce in E-Government Applications and Resources – Politicians use social networking extensively E-Communities In B2B – E-communities connect employees, suppliers, distribution channel members, customers, and other business partners and any combination of these

10 B2B Social Networking The Major Opportunities and Benefits of Social Commerce in B2B – Discover new business partners and build relationships – Enhance the ability of participants to learn about new technologies, competitors, and the business environment – Find more sales leads – Create brand awareness

11 B2B Social Networking Specific Social Networking Activities in B2B – Generating Sales Leads in B2B Social Commerce Using The Major Social Networks in B2B – The Major Social B2B Tools and Platforms – Using LinkedIn in B2B – Using Facebook in B2B – Using Twitter in B2B – Corporate Profiles on Social Networks

12 B2B Social Networking B2B Success Stories – arketi.com arketi.com – cisco.com cisco.com – hp.com hp.com

13 B2B Social Networking B2B Virtual Trade Shows and Trade Fairs in Virtual Worlds – How Virtual Trade Shows Are Arranged – Benefits of Virtual Trade Shows – The Process Used in Virtual Trade Shows – Video: “Virtual Trade Show Software, Virtual Conference Platform, Virtual Career Fair Software” at youtube.com/watch?v=GRnOEKeXsW8 youtube.com/watch?v=GRnOEKeXsW8 Strategy for B2B Social Networking The Future of B2B Social Networking

14 Social Commerce: Applications in Virtual Worlds Virtual worlds can be effective platforms for online social interactions, community building, conducting business transactions, and facilitating learning and training

15 Social Commerce: Applications in Virtual Worlds The Features and Spaces of Virtual Worlds – The Features That Businesses Can Leverage Shared space 3-D visualization Immediacy Interactivity Persistence Socialization and community formation

16 Social Commerce: Applications in Virtual Worlds The Landscape of Virtual World Commercial Applications – The Spaces in Virtual Worlds Social space Entertainment space Transaction space Experimental/demonstration space Collaboration space Smart agent space Fantasy space Educational Space

17 Social Commerce: Applications in Virtual Worlds 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

18 Social Commerce: Applications in Virtual Worlds The Major Categories of Virtual World Applications 1.Webstores and online sales 2.Front offices or help desks 3.Advertising and product demonstrations 4.Content creation and distribution – Business Applications in Virtual Worlds – Representative Virtual World Applications around the Globe – Trading Virtual Goods and Properties

19 Social Commerce: Applications in Virtual Worlds Concerns and Limitations of Commercial Activities In Virtual Worlds – They are not easy to use – They are expensive to build and operate – Software needs to be installed and updated – Substantial hardware is needed

20 Social Entertainment and Social TV Entertainment and Social Networks – Mixi – Last.fm – Web Series and Streaming Movies – Hulu – Justin.tv (now Twitch.tv) – Funny-or-Die and Cracked.com

21 Social Entertainment and Social TV Multimedia Presentation and Sharing Sites – Photography and art sharing – Livecasting – Music and audio sharing – Presentation sharing – Media and entertainment platforms – Virtual worlds – Game sharing – Mobile social networks – Video sharing

22 Social Entertainment and Social TV Internet TV and Internet Social TV – Internet TV* – Social TV* – Characteristics of Social TV – Technology and Services of Social TV Internet Radio and Social Radio – Internet radio* – Social radio*

23 Social Games, Gaming, and Gamification Social game* Social network game* The Business Aspects of Social Games – Video: “Social Media Games: Worldwide Gamification Is the New Paradigm for Life and Business” youtube.com/watch?v=xCWsgBHY_VUyoutube.com/watch?v=xCWsgBHY_VU

24 Social Games, Gaming, and Gamification Educational Social Games – Pollution Reduction Game – Economic and Finance Game--Empire Avenue – Gamers Helped Scientists Gamification*

25 Socially Oriented Online Person-to-Person Activities Collaborative (or sharing) economy* P2P Lending Social Money Lending – The Lending Club Issues in P2P Lending – How Peers Use Social Media to Sell to Peers


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