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Relates to previous bookmark - game design focuses on the player (or players) first - yet most enteprise systems focus on the enterprise (only) and not the players/users/employees, UNLESS it's customer-facing, and arguably, even then, most organizations handle "customer-centricity" badly. What can we learn AND APPLY for Enterprise systems?
That's right, the power of social proof, recency, frequency, signs of influence/expertise - much to learn from gaming world that can be applied to Enterprise 2.0.
Interesting article - ties nicely into the experiments I'm running on Gaming Meets Enterprise 2.0 (see http://spreadsheets.google.com/viewform?formkey=dGJadXEzd0lhOFNMY1NGMWczNlJTU2c6MA )
A reference to our 2.0 Adoption research - Resistance is Real (and always has been, BTW)
"As Enterprise 2.0 and social business technologies work their way through the Hype Cycle, the resistance to change understandably receives more attentions. A 2.0 Adoption Council study proclaims “Resistance is Real”. Culture has always been on the radar screen, now it’s right into the practitioner’s face again."
Good to see that our work is getting wider play - above and beyond the keynote we had done live at the Enterprise 2.0 Conference in San Francisco. Stay tuned for more on this research.
"It should not surprise us that the top issue is resistance to change. Readers of this blog know that business projects of every kind suffer from issues related to poor communication, conflicting agendas across information silos, and related organizational causes of failure.
A recent study from Information Architected and The 2.0 Adoption Council also describes resistance to change as the significant barrier. This compelling slide clearly summarizes that message..."
Disruptive innovation in the communications world - we've reached a tipping point...
"Preliminary results from the July-December 2008 National Health Interview Survey (NHIS) indicate that the number of American homes with only wireless telephones continues to grow. More than one of every five American homes (20.2%) had only wireless telephones (also known as cellular telephones, cell phones, or mobile phones) during the second half of 2008, an increase of 2.7 percentage points since the first half of 2008. This is the largest 6-month increase observed since NHIS began collecting data on wireless-only households in 2003. In addition, one of every seven American homes (14.5%) received all or almost all calls on wireless telephones, despite having a landline telephone in the home. This report presents the most up-to-date estimates available from the federal government concerning the size and characteristics of these populations."
Seth Gottlieb with a brilliant (and twisted) approach to selling the benefits of collaboration using more appropriate tools (Wikis) than "the norm" (aka MS Word). Should this be a new pattern on http://www.wikipatterns.com ?
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