Skip to main content

Feb
22
2012

"A regarder de plus près l’évolution des réseaux sociaux et l’utilisation des outils numériques dans la société, et outre l’aspect mobile déjà exploité par beaucoup et qui est maintenant une certitude, 3 grandes tendances semblent concerner les réseaux sociaux d’entreprise : "

enterprisesocialnetworks interoperability video integration intranet communication learning gaming sociallearning

  • L’ouverture progressive: l’ouverture aux parties prenantes et partenaires de l’entreprise semble se profiler. Certaines entreprises décideront d’aller jusqu’à ouvrir leur réseau social aux clients, aux consommateurs voire au grand public.
  • Le social sera vidéo : La vidéo comme élément clé du partage de bonnes pratiques, de la communication interne, du storytelling et de l’expression des salariés.  La vidéo ne sera pas uniquement un objet de l’échange mais bien le vecteur du contenu.
  • 4 more annotation(s)...
Feb
13
2012

"We recently convened a team of 21 millennials from various GE businesses and functions around the world for a special three-month assignment: identify ways to attract, develop, and retain talent in the future. We named the effort "Global New Directions," and we knew we'd picked the right people almost immediately when they told us that they didn't want to retain employees, they wanted to inspire them."

hr talents talentmanagement gamification generationy digitalnatives casestudies GE leadership values gaming

  • Leveraging gaming technology to create a new channel that connects the world to GE in a fun and engaging way, helping to educate prospective employees about the company and its economic and social values.
  • Enhancing our performance-management system with new tools to help employees navigate their career at GE and identify a wider range of opportunities across the company. Processes that allow for more just-in-time feedback and coaching, which the next generation considers to be highly desirable, round out the enhancements.
  • 4 more annotation(s)...
Mar
16
2011

"At least some of the common misunderstandings and friction is a result of language we use. Different backgrounds and experiences lead to a situation where mutual comprehension is not easy. Other challenges are – no news here – results of silo-liked work environments, communication and collaboration gaps, and also some kind of idea “inbreeding”.

All these factors complicate the work of management, business operations, and strategy work. More precisely, complicating the way management is use to manage and lead."

customervalue valuecreation socialbusiness people processes tools management leadership socialmedia networks learning sociallearning gamification gaming

  • Both understanding and trust are created in the interactions, in the value-creating relationships, between individuals within companies and also over the organizational borders. This is a must for value creation.
  • An organization that, instead of “land border discussions”, invests in “landscape design”, where each part is creatively fitted into the environment, sometimes with some trial and error. This kind of organization can be more innovative and produce more value for the customer.
  • 5 more annotation(s)...
Feb
12
2011

"Gamification is the use of game play mechanics for non-game applications (also known as "funware"), particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications. It also strives to encourage users to engage in desired behaviors in connection with the applications. Gamification works by making technology more engaging, and by encouraging desired behaviors, taking advantage of humans' psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, or reading web sites "

gamification gaming rewards humanresources timemanagement time

  • The thing is, each of us values our own time differently. Some people just love to work 16 hours a day, 6 days a week, some like to hang out and do nothing - and all the usual shades of grey in between. Some people have enormous amounts of knowledge to share, others just love to hear themselves talking (bis). What's in it for them? Truth is, it depends - per person

  •  We have the salary system, where we try to reward equally and measure employee input, and compensate that with employer input: money. Does that work? After a while, the system ends up keeping employees just not dissatisfied enough
  • 4 more annotation(s)...
Jan
25
2011

"In John Hopson’s article Behavioral Game Design he shares the basic ways people react to different patterns of rewards. He ends the article with this: “Each contingency is an arrangement of time, activity, and reward, and there are an infinite number of ways these elements can be combined to produce the pattern of activity you want from your players.”"

gamification rewards games gaming enterprise2.0 profile adoption

  • Add a “date field” for the updated date. Display “recently updated profiles” list on the profiles dashboard.
  • Add a “date field for the last viewed date. Display “recently viewed profiles” list on the profiles dashboard
  • 4 more annotation(s)...

"Gamification is the use of game play mechanics for non-game applications, in order to encourage people to adopt the applications. It also strives to encourage users to engage in desired behaviors in connection with the applications. "

software gamification enterprise2.0 maslow gaming

  • Gamification in Enterprise 2.0 is about Maslow’s hierarchy of needs, a theory in psychology, proposed by Abraham Maslow in his 1943 paper A Theory of Human Motivation
  • Gamification-by-Scott-Dodson
Jan
5
2011

"Amy talks about how five principles of game mechanics (collecting, points, feedback, exchanges and customization) can be combined with three trends of social media (accessibility, recombination, syndication) to design fun yet functional software applications."

software applications games gaming

  • Here are the five game design principles Amy talks about –

     

    - Collecting: Players love to collect artifacts and complete sets.
     - Points: Players love to be rewarded with points from the game itself or from other users. Points can be used for leveling up, for creating leaderboards, or for redemption for gifts.
     - Feedback: Players love to get feedback from the game itself or from other users. Feedback can be about how they are doing against others, or even against themselves over time.
     - Exchanges: Players love to engage in exchanges with other players. Exchanges can take the form of explicit trading or implicit gifting.
     - Customization: Players love to customize their character or profile, and also their interface or dashboard.

     

  • Here are the three social media trends Amy talks about –

     

    - Accessible: Social applications are becoming more accessible because of simpler user interfaces, but also across devices, often enabled by open APIs.
     - Recombinant: The data from social applications can be combined into different types of activity streams.
     - Syndicated: The data from social applications can be exported and showcased elsewhere using RSS feeds and widgets.

1 - 7 of 7
Showing 20 items per page

Diigo is about better ways to research, share and collaborate on information. Learn more »

Join Diigo
Move to top