The document discusses how social media marketing strategies can be more effective by spending and talking less. It notes that most marketing budgets focus on traditional channels, but digital channels can provide savings. Examples are given of how companies like Starbucks, Wine Library, and Yelp have successfully used approaches like Twitter and Facebook to reach customers at low costs. The key is shifting from always trying to engage customers in conversations to using tools and platforms to provide value and shareable content.
Mining everyone's business: Customer data integration in a rich-data ecosystemMoxie Insight
The document discusses how customer data is increasingly being integrated and collected in today's technology-driven world. It notes that while consumers share more data about themselves, debates exist around data privacy and ownership. The document then examines how companies are gathering large amounts of customer data from both traditional and new sources, such as social media, and how this data can be used to better understand customer behaviors and segment them. It concludes by considering best practices around using customer data responsibly and raising questions about how public policy and consumer rights may impact data collection going forward.
Game time: Marketing opportunities in social gamingMoxie Insight
Social games provide new opportunities for marketing by engaging and retaining consumer attention. They can create viral marketing through social interactions. Some key differences from traditional marketing include the ability to better target individuals, engage consumers in "in between" moments of the day, and obtain more accurate metrics. Location-based gaming and augmented reality also open new possibilities for blending digital experiences with the physical world. Overall, social games allow marketers to become part of consumers' communities and daily lives in innovative ways.
I used slides 1-16 for global entrepreneurship. Reiterating the sroty of eightbar, entrepreneurial behaviour powered by social media, aswell as expliaining metaverses and how we can use 3d printer developments to help developing, under developed areas survive and flourish
http://eightbar.co.uk/2008/11/18/inspired-by-the-social-entrepreneurs-3d-printing-for-the-world/
Delivered using a stage, rear projection and freedom tp move around with a hand mic avoiding the lecturn.
At SXSW there was no one key trend - as Bruce Springsteen said there was instead a set of "key notes". This presentation has a look at the five key macro trends and 10 key sub-trends that lay under these.
The title of this PPT is "Blockchain 50 Companies".
This document is based on CB insight.
My favorite companies are Funderbeam, Augur, CHRONICLED, mediachain, OpenBazaar, and ripple.
I strongly believe that blockchain will change the world.
I would be glad if I could help you even just a little bit.
This document discusses the metaverse and its potential implications. It provides background on the metaverse, describing it as an online 3D virtual space where users can interact. Examples of current platforms with metaverse-like elements are discussed, including Fortnite, Roblox, and Decentraland. Facebook's plans to build the metaverse are outlined. The document also notes areas of focus for developing the metaverse responsibly, such as privacy, safety, and inclusion. Finally, it suggests steps Thailand could take to benefit from and guide the development of the metaverse, such as developing human capital and regulations around its use.
Global metaverse the digitization of everything尹思哲
This document discusses the potential for a metaverse, which is described as a virtual world where users can work, study, shop and interact in an immersive online environment. Some key points made:
- Over 40% of the world's population, particularly younger generations, are already ready for and supportive of a shift towards a metaverse.
- A metaverse could accelerate the digitization of everything, with physical objects having digital twins. This would streamline processes like asset transfers.
- Digital identities or "digital twins" will be important for representing users. Advancing technologies like artificial intelligence and augmented/virtual reality could further enhance the metaverse experience.
- The metaverse is still in early
Mining everyone's business: Customer data integration in a rich-data ecosystemMoxie Insight
The document discusses how customer data is increasingly being integrated and collected in today's technology-driven world. It notes that while consumers share more data about themselves, debates exist around data privacy and ownership. The document then examines how companies are gathering large amounts of customer data from both traditional and new sources, such as social media, and how this data can be used to better understand customer behaviors and segment them. It concludes by considering best practices around using customer data responsibly and raising questions about how public policy and consumer rights may impact data collection going forward.
Game time: Marketing opportunities in social gamingMoxie Insight
Social games provide new opportunities for marketing by engaging and retaining consumer attention. They can create viral marketing through social interactions. Some key differences from traditional marketing include the ability to better target individuals, engage consumers in "in between" moments of the day, and obtain more accurate metrics. Location-based gaming and augmented reality also open new possibilities for blending digital experiences with the physical world. Overall, social games allow marketers to become part of consumers' communities and daily lives in innovative ways.
I used slides 1-16 for global entrepreneurship. Reiterating the sroty of eightbar, entrepreneurial behaviour powered by social media, aswell as expliaining metaverses and how we can use 3d printer developments to help developing, under developed areas survive and flourish
http://eightbar.co.uk/2008/11/18/inspired-by-the-social-entrepreneurs-3d-printing-for-the-world/
Delivered using a stage, rear projection and freedom tp move around with a hand mic avoiding the lecturn.
At SXSW there was no one key trend - as Bruce Springsteen said there was instead a set of "key notes". This presentation has a look at the five key macro trends and 10 key sub-trends that lay under these.
The title of this PPT is "Blockchain 50 Companies".
This document is based on CB insight.
My favorite companies are Funderbeam, Augur, CHRONICLED, mediachain, OpenBazaar, and ripple.
I strongly believe that blockchain will change the world.
I would be glad if I could help you even just a little bit.
This document discusses the metaverse and its potential implications. It provides background on the metaverse, describing it as an online 3D virtual space where users can interact. Examples of current platforms with metaverse-like elements are discussed, including Fortnite, Roblox, and Decentraland. Facebook's plans to build the metaverse are outlined. The document also notes areas of focus for developing the metaverse responsibly, such as privacy, safety, and inclusion. Finally, it suggests steps Thailand could take to benefit from and guide the development of the metaverse, such as developing human capital and regulations around its use.
Global metaverse the digitization of everything尹思哲
This document discusses the potential for a metaverse, which is described as a virtual world where users can work, study, shop and interact in an immersive online environment. Some key points made:
- Over 40% of the world's population, particularly younger generations, are already ready for and supportive of a shift towards a metaverse.
- A metaverse could accelerate the digitization of everything, with physical objects having digital twins. This would streamline processes like asset transfers.
- Digital identities or "digital twins" will be important for representing users. Advancing technologies like artificial intelligence and augmented/virtual reality could further enhance the metaverse experience.
- The metaverse is still in early
Mobile content discovery and monetization faces challenges. Lessons from games show most mobile users prefer sophisticated plots beyond casual games. Distribution is crucial, using paid, owned, and earned media. Monetization models include try-and-buy, virtual goods, ads, and upgrades. Device fragmentation remains an issue as Nokia, Samsung and Apple dominate but internet-enabled phones under $40 could expand access. Sustainable monetization requires understanding user preferences and having content on all mobile platforms.
This document discusses the evolution of the internet and web technologies, termed "Web 3.0". It notes that media and business models constantly change through unexpected bursts. Examples are given of how the internet has already started to converge applications and social aspects. The distribution of traffic to websites is changing, with the top sites receiving a lower percentage. Web 3.0 will utilize new platforms and utilities for identity, payment, analytics and interfaces. It will require greater integration through standards. This will change how marketing is done in terms of tempo, skills required, organization, and value networks, though some aspects will remain the same. Data will be an increasing focus of marketing.
At DCG, we've gotten extremely excited about a project at the intersection of crypto and VR called Decentraland. This presentation provides a brief description of what Decentraland is and explains why we think it could be the next big thing.
We find this project super inspiring and we're doing a lot to accelerate the development of this ecosystem. Hopefully you see what we see!
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
Virtual Worlds: An Overview and Larger TrendsJoshua Nair
1. Virtual worlds refer to simulated 3D online environments that users can interact with and where they can socialize, play games, or engage in other activities.
2. There are closed virtual worlds like Second Life that are self-contained, and open virtual worlds on the emerging 3D internet that allow user-generated content.
3. Virtual worlds have potential applications for entertainment, social networking, and even business, but the technology is still developing and how they will ultimately be used is still uncertain.
The document provides an overview of key findings from a 2010 digital marketing outlook survey. Some notable results include:
- 81% of brand executives expect an increase in digital projects for 2010.
- 50% plan to shift funds from traditional to digital media.
- 78% believe the current economy will lead to more funds allocated to digital marketing.
- Emerging trends highlighted include the evolution of storytelling online, rise of the consumer in social media, and growth of mobile and augmented reality.
All things metaverse and virtual world related. An evolved presentation delivered to lots of people in 06/07/08
Mostly the slides are talking points.
Elements refer to my presence as epredator online in a web 2.0 world
Social Network Monetization provides a comprehensive monetization platform for social media. It has a network of 90 partners and over 200 million users. The platform offers direct global payments with over 150 payment options in 195 countries. It also provides research surveys and a CPA offers marketplace to help websites and apps monetize their international and young users. One case study highlighted how the platform helped a social gaming network in Turkey increase their revenue from $220,000 to $1.5 million by reducing fraud rates from 16% to 2%.
A New Era of Leadership - From Hierarchy to NetworkTeemu Arina
How social media and digital environments are changing management, collaboration and organizations?
A presentation by: Pasi Mäenpää / Elisa at Elisa ICT Forum 2010, Helsinki, Finland.
Presentation consultation and background research: Esko Kilpi & Teemu Arina / dicole.com
Presentation Design: Mikko Kaipio & Markus Koljonen / Dicole.com
See http://www.elisa.com/en/ and http://www.dicole.com for more information.
The presentation also comes with a visually stunning video. Watch and share: "Cloud Company - Change Happens":
http://bit.ly/ChangeHappens
1. Creator Economy empowers individuals through platforms that support creators in building communities and monetizing their work through subscriptions and NFT sales rather than advertisements.
2. Blockchain technologies like cryptocurrencies, NFTs, and DAOs are democratizing value by giving more power to users through decentralized ownership and governance.
3. These trends are building an open and community-driven Web3.0 by addressing problems of centralization and data misuse in Web2.0, with NFT-enabled games and the metaverse playing important roles by adding real economies.
This document discusses various ways that social media can be monetized through four main plays: 1) engaging users directly, 2) building communities, 3) providing utilities, and 4) social advertising agencies. It notes that while many social media companies have struggled to generate revenue, opportunities exist in areas like behavioral targeting, mobile advertising, and facilitating conversations between brands and consumers. The best practices for profit involve providing real value to users, focusing communities, and monetizing user behavior and transactions.
Presentazione di Roberto Bigotti per "I giovedì dell'agenda digitale" di Bologna del 05/04/2012. http://iperbole2020.tumblr.com/post/19626226816/open-data-a-bologna-come-dove-perche
The document discusses definitions of the metaverse from various sources and proposes categories. It notes that while the metaverse concept originated in the 1990s, it has recently gained attention due to technological advances, changing consumer trends, and the pandemic. The metaverse can be defined narrowly as virtual worlds accessed via avatars or broadly to include most online services. Characteristics include persistence regardless of individual access and simultaneous participation through individual existences.
0x21 Decentralized Advertising Platform Background
Even if you have 88 million followers, they can ban you in seconds.
https://www.socialbakers.com/statistics/twitter/profiles/detail/25073877-realdonaldtrump
https://www.cnn.com/2021/01/08/tech/trump-twitter-ban/index.html
They can cut off your internet access.
https://www.bbc.com/news/world-asia-55889565
As a business-person, you cannot afford to be blacklisted because of your political opinion.
https://www.businessinsider.com/where-to-buy-mypillow-and-what-companies-cut-ties-2021-1
You have your own app? AWS can cut you off
https://www.buzzfeednews.com/article/johnpaczkowski/amazon-parler-aws
You are vulnerable before tech giants, take your privacy back!
Gmail reads your each and every one of your emails.
Facebook knows each and every one of your friends.
Search engines share every word you have searched.
Instagram knows every photo that you have browsed.
Twitter knows your political opinion.
The document discusses the sharing economy and collaborative consumption. It defines the sharing economy as an economic model based on sharing, swapping, bartering, trading or renting access to products rather than ownership. Key points include the rise of sharing driven by new technologies and idle capacity, the growth of sharing startups and funding, and opportunities and challenges around trust, regulation, and impact on existing businesses and jobs.
The document discusses building the metaverse through 7 layers: experiences, discovery, creator economy, spatial computing, decentralization, human interface, and infrastructure. It describes over 160 companies working in these layers and 9 megatrends like virtual mainstreaming, machine intelligence, and blockchain adoption that are enabling the metaverse. The metaverse will be led by creators using new tools to build distributed, open experiences across immersive 3D worlds.
Blockchain Insider | Chapter 2: The Name of The GameKoh How Tze
All things blockchain, ledger technology, and cryptocurrencies.
If you don't believe me or don't get it, I don't have time to try to convince you, sorry. I don't know the future. I didn't write this to tell you how this is going to end. I write about how it all begins. I'm going to show you a world without boundaries. A world where anything is possible. Where we go from here is a choice I leave to you.
This is part of my project related to Blockchain technology. If you like the work above, and would like to make a contribution to this work, you are welcome to make some Bitcoin donation in support of this project to this wallet:
1PuENxGUTYxMe5tSk53kCPXPaoFVN2vKTU
You can also reach me at SteemIt community here, if you are a Steemian:
https://steemit.com/@howtze
For project related updates, kindly visit the official website:
http://www.BCInsider.MY
Thank you.
The New Who and the myth of customer empowermentMoxie Insight
This presentation by Naumi Haque and Jeff DeChambeau explores how the enterprise needs to reevaluate its understanding of "who" its customers are to take into account today's data-rich consumer lifestyle.
I delivered this shorter version of my Gov. Transformation Through Public Data presentation at the Personal Democracy Forum 2008 in June.
(watch in full screen mode to read the narration). While this version concentrates on government, IMHO the same tools are valid for corporations, with similar benefits, as part of an Enterprise 2.0 strategy.
Gamers are predisposed to certain behaviors based on their experiences playing games. They are self-interested and focused on winning, have a need for speed in their activities, and demand engaging experiences. They are also willing to experiment and fail quickly in an iterative process to achieve mastery. These traits have implications for how managers can structure work and how marketers can engage gamers as customers.
Mobile content discovery and monetization faces challenges. Lessons from games show most mobile users prefer sophisticated plots beyond casual games. Distribution is crucial, using paid, owned, and earned media. Monetization models include try-and-buy, virtual goods, ads, and upgrades. Device fragmentation remains an issue as Nokia, Samsung and Apple dominate but internet-enabled phones under $40 could expand access. Sustainable monetization requires understanding user preferences and having content on all mobile platforms.
This document discusses the evolution of the internet and web technologies, termed "Web 3.0". It notes that media and business models constantly change through unexpected bursts. Examples are given of how the internet has already started to converge applications and social aspects. The distribution of traffic to websites is changing, with the top sites receiving a lower percentage. Web 3.0 will utilize new platforms and utilities for identity, payment, analytics and interfaces. It will require greater integration through standards. This will change how marketing is done in terms of tempo, skills required, organization, and value networks, though some aspects will remain the same. Data will be an increasing focus of marketing.
At DCG, we've gotten extremely excited about a project at the intersection of crypto and VR called Decentraland. This presentation provides a brief description of what Decentraland is and explains why we think it could be the next big thing.
We find this project super inspiring and we're doing a lot to accelerate the development of this ecosystem. Hopefully you see what we see!
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
Virtual Worlds: An Overview and Larger TrendsJoshua Nair
1. Virtual worlds refer to simulated 3D online environments that users can interact with and where they can socialize, play games, or engage in other activities.
2. There are closed virtual worlds like Second Life that are self-contained, and open virtual worlds on the emerging 3D internet that allow user-generated content.
3. Virtual worlds have potential applications for entertainment, social networking, and even business, but the technology is still developing and how they will ultimately be used is still uncertain.
The document provides an overview of key findings from a 2010 digital marketing outlook survey. Some notable results include:
- 81% of brand executives expect an increase in digital projects for 2010.
- 50% plan to shift funds from traditional to digital media.
- 78% believe the current economy will lead to more funds allocated to digital marketing.
- Emerging trends highlighted include the evolution of storytelling online, rise of the consumer in social media, and growth of mobile and augmented reality.
All things metaverse and virtual world related. An evolved presentation delivered to lots of people in 06/07/08
Mostly the slides are talking points.
Elements refer to my presence as epredator online in a web 2.0 world
Social Network Monetization provides a comprehensive monetization platform for social media. It has a network of 90 partners and over 200 million users. The platform offers direct global payments with over 150 payment options in 195 countries. It also provides research surveys and a CPA offers marketplace to help websites and apps monetize their international and young users. One case study highlighted how the platform helped a social gaming network in Turkey increase their revenue from $220,000 to $1.5 million by reducing fraud rates from 16% to 2%.
A New Era of Leadership - From Hierarchy to NetworkTeemu Arina
How social media and digital environments are changing management, collaboration and organizations?
A presentation by: Pasi Mäenpää / Elisa at Elisa ICT Forum 2010, Helsinki, Finland.
Presentation consultation and background research: Esko Kilpi & Teemu Arina / dicole.com
Presentation Design: Mikko Kaipio & Markus Koljonen / Dicole.com
See http://www.elisa.com/en/ and http://www.dicole.com for more information.
The presentation also comes with a visually stunning video. Watch and share: "Cloud Company - Change Happens":
http://bit.ly/ChangeHappens
1. Creator Economy empowers individuals through platforms that support creators in building communities and monetizing their work through subscriptions and NFT sales rather than advertisements.
2. Blockchain technologies like cryptocurrencies, NFTs, and DAOs are democratizing value by giving more power to users through decentralized ownership and governance.
3. These trends are building an open and community-driven Web3.0 by addressing problems of centralization and data misuse in Web2.0, with NFT-enabled games and the metaverse playing important roles by adding real economies.
This document discusses various ways that social media can be monetized through four main plays: 1) engaging users directly, 2) building communities, 3) providing utilities, and 4) social advertising agencies. It notes that while many social media companies have struggled to generate revenue, opportunities exist in areas like behavioral targeting, mobile advertising, and facilitating conversations between brands and consumers. The best practices for profit involve providing real value to users, focusing communities, and monetizing user behavior and transactions.
Presentazione di Roberto Bigotti per "I giovedì dell'agenda digitale" di Bologna del 05/04/2012. http://iperbole2020.tumblr.com/post/19626226816/open-data-a-bologna-come-dove-perche
The document discusses definitions of the metaverse from various sources and proposes categories. It notes that while the metaverse concept originated in the 1990s, it has recently gained attention due to technological advances, changing consumer trends, and the pandemic. The metaverse can be defined narrowly as virtual worlds accessed via avatars or broadly to include most online services. Characteristics include persistence regardless of individual access and simultaneous participation through individual existences.
0x21 Decentralized Advertising Platform Background
Even if you have 88 million followers, they can ban you in seconds.
https://www.socialbakers.com/statistics/twitter/profiles/detail/25073877-realdonaldtrump
https://www.cnn.com/2021/01/08/tech/trump-twitter-ban/index.html
They can cut off your internet access.
https://www.bbc.com/news/world-asia-55889565
As a business-person, you cannot afford to be blacklisted because of your political opinion.
https://www.businessinsider.com/where-to-buy-mypillow-and-what-companies-cut-ties-2021-1
You have your own app? AWS can cut you off
https://www.buzzfeednews.com/article/johnpaczkowski/amazon-parler-aws
You are vulnerable before tech giants, take your privacy back!
Gmail reads your each and every one of your emails.
Facebook knows each and every one of your friends.
Search engines share every word you have searched.
Instagram knows every photo that you have browsed.
Twitter knows your political opinion.
The document discusses the sharing economy and collaborative consumption. It defines the sharing economy as an economic model based on sharing, swapping, bartering, trading or renting access to products rather than ownership. Key points include the rise of sharing driven by new technologies and idle capacity, the growth of sharing startups and funding, and opportunities and challenges around trust, regulation, and impact on existing businesses and jobs.
The document discusses building the metaverse through 7 layers: experiences, discovery, creator economy, spatial computing, decentralization, human interface, and infrastructure. It describes over 160 companies working in these layers and 9 megatrends like virtual mainstreaming, machine intelligence, and blockchain adoption that are enabling the metaverse. The metaverse will be led by creators using new tools to build distributed, open experiences across immersive 3D worlds.
Blockchain Insider | Chapter 2: The Name of The GameKoh How Tze
All things blockchain, ledger technology, and cryptocurrencies.
If you don't believe me or don't get it, I don't have time to try to convince you, sorry. I don't know the future. I didn't write this to tell you how this is going to end. I write about how it all begins. I'm going to show you a world without boundaries. A world where anything is possible. Where we go from here is a choice I leave to you.
This is part of my project related to Blockchain technology. If you like the work above, and would like to make a contribution to this work, you are welcome to make some Bitcoin donation in support of this project to this wallet:
1PuENxGUTYxMe5tSk53kCPXPaoFVN2vKTU
You can also reach me at SteemIt community here, if you are a Steemian:
https://steemit.com/@howtze
For project related updates, kindly visit the official website:
http://www.BCInsider.MY
Thank you.
The New Who and the myth of customer empowermentMoxie Insight
This presentation by Naumi Haque and Jeff DeChambeau explores how the enterprise needs to reevaluate its understanding of "who" its customers are to take into account today's data-rich consumer lifestyle.
I delivered this shorter version of my Gov. Transformation Through Public Data presentation at the Personal Democracy Forum 2008 in June.
(watch in full screen mode to read the narration). While this version concentrates on government, IMHO the same tools are valid for corporations, with similar benefits, as part of an Enterprise 2.0 strategy.
Gamers are predisposed to certain behaviors based on their experiences playing games. They are self-interested and focused on winning, have a need for speed in their activities, and demand engaging experiences. They are also willing to experiment and fail quickly in an iterative process to achieve mastery. These traits have implications for how managers can structure work and how marketers can engage gamers as customers.
This document contains copyright information for Moxie Software from 2010. It asserts the company's full rights over the content. However, the document does not provide any other significant details apart from the copyright notice.
Generations and Geography - White PaperMoxie Insight
Many of our most powerful and lasting beliefs are formed when we are teenagers, when we first shift our focus from tangible objects and begin to wrestle with the values and ideas in the world around us. What we see and hear—and the conclusions we draw—influence for our lifetimes what we value, how we measure success, whom we trust, and the priorities we set for our own lives, including the role work will play within it.
Geography significantly influences the formation of generational beliefs and behavior. Each country’s unique social, political, and economic events shape specific views and attitudes among today’s adults. Understanding these country-to-country differences is critical to creating employment deals that attract and retain the best employees in each geographic area. Western generational models cannot be applied broadly to a global workforce.
Understanding individuals’ backgrounds and resultant perspectives or mental models both within generations and across geographies helps leaders grapple with the diversity, challenges, and potential of a global workforce. Better understanding leads to greater empathy for the “other guy’s” point of view and, ultimately, provides the foundation for more effective and efficient talent management practices.
By Tammy Erickson & Tim Bevins
Survey results: The age of unbounded dataMoxie Insight
This document discusses a survey on how enterprises are leading in the age of unbounded data. The key findings include:
- Enterprises have become highly instrumented, using new data sources and analytics to drive insights. However, making sense of this complex data ecosystem is challenging.
- Sense-making is the top data priority for enterprises, more so than just accessing more data. Data quality issues are also a major problem.
- Customer data in particular has low quality and is underutilized, despite its potential to drive competitive advantage.
- Fewer than half of respondents rate the quality of their customer, partner, and employee data as good or excellent.
- While most enterprises measure customer experience
The document discusses how social media is transforming the financial sector. It outlines several key trends driving this transformation, including that consumers are increasingly using social media in their decision making processes and that information sharing is replacing information being pushed out via traditional media. It also discusses how social media is enabling new business models in areas like peer-to-peer lending and insurance. The document argues that financial institutions need to innovate by leveraging social media to regain consumer trust and stay ahead of external changes. It provides examples of how social media can be used for tasks like talent acquisition, social monitoring, and integrating social solutions with existing backend systems.
Social Media Transformers in THE NEW FINANCIAL WORLD!!!Ahmed Buhazza
This presentation shows the financial sector trends and the importance of social media in regaining the customer confidence and trust, increasing the market share, streamlining the operation, reducing cost and generating profit. It also provides exposures over the innovative ideas utilizing social media and concludes with a high level technical and operational framework for the way forward. The financial sector can be considered as a model for other sectors, you will discover many useful ideas and practical practices when drilling and digging deeper into each sector.
Re designing the World of PR [People Relations]MSL
The world is changing, fast, and our clients are facing huge transformations. There is a strong call for change, in the PR industry like everywhere. At a recent conference, our chief strategy officer Pascal Beucler was asked to stimulate a discussion on if the PR industry was ready for this change, the challenges we face and the power shifts we need to address, as an industry, to make it happen.
In a spin-off of her lively article of the same title, marketing strategist Kelli Schmith shares her down-to-earth perspectives on approaching social media for the first time. If you’ve been tempted (or cajoled) into creating a Facebook fan page or tweeting your latest sales promotion, start with this webinar. You’ll learn what really determines whether you’re ready for social media and what questions you need to ask yourself before you dive in.
In the webinar, we discussed: Why Facebook and Twitter, etc., might (or might not) be the place for everyone. The 2 questions you have to ask (and answer) before you jump in. Three (safe) ways to dip your toe into social media.
working smarter - implementing dynamic, collaborative or connected working pr...ibmvietnam
The document discusses how businesses can leverage information and data analytics to gain insights and make better decisions. It notes that uncertainty is the new normal due to increased volatility and complexity. To capitalize on this complexity, organizations need creative leadership, reinvented customer relationships, and improved operating dexterity. The document advocates that businesses get closer to customers through collaboration and information sharing to better understand needs. It also promotes exploiting big data through analytics to deliver unprecedented customer service. Finally, the document outlines IBM's information and analytics solutions that can help organizations optimize decisions, forecast trends, and gain predictive insights.
Socializing B2B Thought Leadership: Using Social Media to Demonstrate Industr...Rob Leavitt
The document discusses how businesses can use social media to demonstrate thought leadership. It recommends establishing thought leadership through in-depth research, engaging customers in ongoing conversations, and building expertise over time. Specifically, it provides examples of how IBM, McKinsey, and CSC have successfully socialized their thought leadership efforts by using innovation jams, online publications, and private social networks to deepen relationships and generate new ideas.
Community conference 2011 - Dell, Bill JohnstonSeismonaut
This document discusses creating sustainable value through social media. It outlines Dell's journey with social media over five years, experiments, and lessons learned. Key insights include:
1) Social media improves engagement, provides solutions, and boosts loyalty across the customer lifecycle from awareness to post-purchase support.
2) Listening is critical for understanding customers and markets. Social media also provides insights to improve products, marketing, and operations.
3) While direct sales impacts can be measured, social media value is multi-dimensional, including influence on purchase, increased attention, loyalty, and other less direct impacts.
4) For Dell, social media affects all business units and stages of the buying process, not
This document discusses signs on the social media road ahead. It identifies three key signs: 1) building audiences through social networks, 2) curating influence by managing influencers and content, and 3) creating layered social experiences across organizational units like sales, marketing, and customer service. The document suggests associations need strategies to engage stakeholders through social media and address how new technologies are changing user behaviors and business models.
Brands And Digital Culture: It Doesn't Have To SuckAvin Narasimhan
Presentation I gave at the end of February 2011 at The Olin School of Business @ Washington University in St Louis. Part of a new marketing seminar series they've started with the goal of bringing different types of industry folks into their classrooms to give lessons of both success and failure to future brand managers and CMOs. My session specifically was around what role digital platforms can play for brands, and to discuss some broad ideas about how it works and doesn't work.
Content Marketing Strategy for 2013: Social Risk & Client ValueBreitfelder GSP
The best financial advisors have always kept their clients engaged with content marketing — from publishing newsletters to leading seminars. But more interactive, social media such as LinkedIn, Twitter, Facebook and publishing-oriented websites are driving new levels of competitiveness.
This webinar discussed a 5-point content marketing plan for minimizing social risk and maximizing client value at each relationship stage — from new client acquisition to client retention and growth. 2013 competitive threats such as the looming hedge fund content war likely to be unleashed by the JOBS Act will be explored for advisor marketing opportunities.
About Justin
Justin Breitfelder is a business content marketing strategist for financial and technology firms, from the Global 500 to boutique firms. Serving as an outsourced marketing director, he manages media and content on key business issues to position brands for more client interaction and long-term growth.
What is social media and why is it important for marketing and advertising?
In this presentation, I will explain to a class at West Chester University why social media is an important tool in the arsenal for marketers to reach customers.
Financing the growth of successful social enterprisesSorosaFonds
Presentation by Jonathan Bland, Social Business International at the Social Entrepreneurship Forum in Riga on November 8-9, 2012 For more information visit: http://sefriga.lv/
This document discusses the transition to becoming a social business. It notes that cultural change is challenging and requires educating and encouraging employees. Social tools can help drive cultural change by facilitating information sharing across the organization. To be a social business, companies must provide employees with tools and incentives to connect with others and access the right information beyond their job descriptions. This will help reduce barriers for collaboration.
Pick1 is a platform that allows brands to collect and aggregate opinions from users through questions. It builds a database over time of demographic data and user answers that can be used for analysis. Users are engaged and rewarded for their participation, helping to drive user acquisition, brand awareness, and sales. Pick1 provides real-time consumer opinions at scale to help brands better understand and target their audiences.
The document discusses how social media usage has grown significantly and will continue to grow for marketing purposes. It provides statistics on how much companies are spending on social media and how many consumers and retailers are using major platforms like Facebook. The document then goes on to discuss differences in social media consumption and value among different generations (Gen X, Gen Y, Boomers). It emphasizes that a multi-channel social media strategy is most effective and provides tips and tools for effective social media marketing.
7 examples of stuff we need to stop saying about social media. Presented at the KC/IABC monthly professional development lunch meeting on Oct. 18, 2012.
The document discusses whether social CRM is right for a company. It notes that social CRM refers to customer conversations being customer-controlled. It then asks typical questions companies have about social CRM, such as how to know if a community makes sense, how to moderate a community, and whether there is an ROI. It discusses challenges like customers criticizing a company but also notes communities can complement existing systems and have a payback period of six months.
Acquiring Talent through Digital Media focuses on how companies can leverage social media for talent acquisition and engagement. Some key points made in the document include:
1) Social media allows companies to build their employer brand, source passive candidates, gain insights into niche skills, and build an internal pipeline of potential employees.
2) Challenges include lack of investment, limited ability to moderate content, and invasion of employee privacy.
3) Tata Communications uses social media like Facebook, Twitter, and Chatter to engage externally, share company updates, recognize employees, and allow workers to provide feedback to leadership.
A quick insight into the BoP opportunity, challenges and emerging social business enterprises. How innovation plays a role here and what is the trend for the future.
Similar to Capitalizing on the Incredibly Shrinking Marcom Expense Line (20)