Social Commerce Plan (3000 word)

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Week10Chapter9InnovativeSCApplicationsrev9.pptx

Week 10: Innovative Social Commerce Models

Social Government, Virtual World,

Social Entertainment, Social Games

Chapter 9 (Turban) & Chapter 8 (Tuten)

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Unit objectives

1. identify the various tools of social media and describe how those tools are used to engage customers

2. identify, analyse and critically assess the suitability of various social commerce models and strategies for various e-businesses

3. explain the various principles and theories of social commerce

4. describe, explain and propose the appropriate marketing communication that could be conducted in various social commerce models

5. describe how social commerce aids customer relationship management

6. explain and understand the implementation issues in social commerce.

Learning Objectives

Explain how governments use social media.

Describe the commercial applications conducted in virtual worlds.

Review entertainment in social commerce.

Describe social gaming.

Opening Case: Justin Bieber— The Ultimate Story of Social Media Fame

The Problem/Opportunity

Justin Bieber, born into a poor family and 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

Opening Case: Justin Bieber— The Ultimate Story of Social Media Fame

The Solution

Justin decided to use social media to help promote him. Uploads “So sick” in Youtube at 13. https :// www.youtube.com/watch?v=csymVmm1xTw

Scooter Braun, a music producer, came across a video posted by Justin’s mother on YouTube by chance

His music garnered over 10 million views on YouTube

Later he release “Baby” – over 1.6 billion views.

Opening Case: Justin Bieber— The Ultimate Story of Social Media Fame

Using Social Media

Granted an interview to a girl who tweeted that she wanted to meet him. She has 90K followers and posted her interview in Justin’s fan club.

Bieber used social media to promote his first movie too – Never Say Never

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

One of the top influencer in social network

Lessons Learned from this Case

Social entertainment can direct massive traffic to websites and where companie can sell products and services

Social entertainment can facilitate personal relationships and interactions

Social game – develop affiliation/liking, positive feelings towards the entertainment through the transference effect.

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Learning Objectives

Explain how governments use social media in their E-Government function.

Describe the commercial applications conducted in virtual worlds.

Review entertainment in social commerce.

Describe social gaming.

Social Media and Commerce in E-Government

E-government - use of information technology in general, and e-commerce in particular, to provide citizens and organizations with more convenient access to government information and services

G2C, G2B, G2G, & Internal Efficiency.

E-Government 2.0/Social Government

Use of social media to improve their services to citizens, organizations, and internal operations using Web 2.0 tools mainly for collaboration, dissemination of information, e-learning, online forums, and citizen engagement.

Citizen voice their opinion and dissatisfaction e.g. Singapore Government, NZ Government

Politicians are using social networking extensively e.g. Barack Obama in LinkedIn, Facebook and MySpace ““What ideas do you have to keep America competitive in the years ahead?”

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E-Government 2.0/Social Government

The Benefits of Government 2.0

Social media provides opportunities to engage in government decision making e.g. introduction of Conditional MCO – 500K votes against. 4 states CMCO

Improve the quality and responsiveness of services

More responsive to people’s needs – greater participation to policy making

Can you think of an e.g. government working with citizens in emergency?

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Use of Facebook in rescue mission in Japan Earthquake – G2C. The shoot-up in Mosque in Christchurch.

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Learning Objectives

Explain how governments use social media.

Describe the commercial applications conducted in virtual worlds.

Review entertainment in social commerce.

Describe social game

Social Commerce: Applications in Virtual Worlds

Effective for online community building, conducting business transactions, marketing, facilitating learning and training, medical, etc.

Second Life - 36 million users spend 115 hours/month, IMVU, Facebook Spaces, Onverse, OSGrid- VW list https://arianeb.com/3d-virtual-worlds /

Video on business transactions & marketing in virtual world

https:// www.youtube.com/watch?v=iXUPok72j-E (intro)

https:// www.youtube.com/watch?v=aTjeRq1Duss (how to conduct business?)

The Spaces in Virtual Worlds

Social space – meet, discuss, share & socialize

Entertainment space – play games, watch movies, attend concert

Transaction space – buy/sell virtual/real goods

Experimental/demonstration space – real world products/services are simulated – building, clothes, lectures

Collaboration space – innovation & new product development

Smart agent space – software agents exchange info to facilitate trade of the owners (buying/selling agents)

Fantasy space – take a trip to the moon, enjoy a cruise

Educational Space – teaching class, evaluating projects, doing project

https:// www.youtube.com/watch?v=UQ16MPSgOUU

Major Drivers of SC in Virtual Worlds

Navigation and discovery – around the virtual world to discover attractive products/services/experience e.g. Facebook Horizon https ://www.oculus.com/facebookhorizon /

Resemblance to the real-world environment e.g. customer service, product design, feel the real world without cost and time constraint – buy properties, travel e.g. Second life, Facebook Horizon

Shopping for virtual goods e.g. buy land, develop & sell it. Virtual house, clothes, etc.

Attractions for the younger generations – tech savvy, brought up in gaming environment

Interactive environment for education and training – business simulation, distance learning/problem solving, class meeting (Second Life), etc.

Business Applications in VW

Webstores and online sales e.g. clothes, cars, jewelry

CRM, front offices or help desks – staffed by avatars

Advertising & product demonstrations – 3D adv., product demonstration by avatar e.g. assemble furniture

Content creation and distribution e.g. deliver music, art, fashion, games, etc.

Education & training – simulation, attending lectures

Recruitment – job details, application, interview in virtual office. Technology savvy jobs.

Tourism – 3D immersive experience of the real place & activities

Virtual tradeshows – Save >95% of the cost. Watch video https:// www.youtube.com/watch?v=kAFpH5vEhCc

Learning Objectives

Explain how governments use social media.

Describe the commercial applications conducted in virtual worlds.

Review entertainment in social commerce.

Describe social game.

Social entertainment as play (Tuten)

Play as power

Play as identity

Play as fantasy

Play as frivolity

Power – competition, competitive task (Validation)

Identity – self expression e.g. Role Play Game (RPG); Affinity towards the community e.g. Dota2 fans (Afinity)

Fantasy – creative imagination (curiosity)

Frivolity – having fun (personal utility)

How does that link to the motivations of SN?

MMORPG – Massively Multiplayer Online Role-Playing Games e.g. World of Warcraft, Star Wars, Dota 2

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Social Entertainment Categories

Social Games: Miniclip, Kongregate, Dota 2

Original/Branded Video sharing: YouTube, Vimeo, Metacafe, Openfilm

Social TV & Radio

Social TV

Social media recommendation e.g. Netflix

Discover & share video with friend, collaborative filtering, commenting, rating

Social Radio

Socialradio.org, Last.fm (thru Spotify), Pandora – up to 100 personalized radio station

Like social TV, allow to recommend & share radio station, provide comments

Learning Objectives

Explain how governments use social media.

Describe the commercial applications conducted in virtual worlds.

Review entertainment in social commerce.

Describe social game.

What is a social game?

Social games are multiplayer, competitive, goal-oriented activities with defined rules of engagement and online connectivity among players.

80% of phone owner play games!

65% Americans play games!

34% gamers spend more than 4 hours a week playing game! A lot of time for brand engagement.

Young and old, male and female, meets all segmentation groups.

44% internet users play games

Important for companies to use social game as social entertainment in their engagement – 80% phone users

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Typical elements of social games

Leaderboards: listing of leaders in the game competition

Achievements: game levels achieved by player which can be shared with communities

Friends: contacts with people who play with whom players can communicate.

All these are using gamification concept.

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Leaderboards

Achievement badges

Friend lists

Gamification

Social games apply gamification concept e.g. GT Ride viral gaming for KIA https://vimeo.com/91426960

Gamification –“the application of typical elements of game playing techniques e.g., point scoring, competition with others, rules of play.

Can increase loyalty, building trust & brand engagement.

Gamer segments

Casual

Hardcore

Casual – 2D, short amount of time, easy to learn e.g. candy crush (61%), My Vegas Slot(84%), pet rescue saga. Values ease of use and instant gratification. More of Female

Hardcore – 3D, long amount of time (90 minutes), hard to learn e.g. Dota 2. value realism in game’s contextual clues and challenges in activities, More of Male

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How can we characterize social games?

Mode – how a game is experienced, proximity – close/virtual

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Platform e.g. Sony Playstation, Xbox, computers

Mode e.g. single/multiplayer, proximity, realtime/turn-based

Milieu – visual nature e.g. science fiction, horror, fantasy

Genre – method of play

Genres

Simulation – real world situation e.g. Farmville

Action games – player chooses an action, first party or 3rd party e.g. sport (Epic Goal – Soccer Game), Pokemon Go – catch Pokemon, gambling (Texas Hold’Em)

RPG- players play a character e.g. Dungeons and Dragon, World of Warcraft, Dota 2.

Strategy game - strategy e.g. Kingdom of Camelot, Dota 2

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Simulation

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Action

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Role-playing

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Strategy

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Options for game-based marketing

Around-game and in-game advertising

Brand integration – plot placed in the game in a substantive manner

https:// www.youtube.com/watch?v=grC2Rqpjjt4

Advergames – game itself is an advert e.g. GT Ride

Around-game ads: Display ads, static ads, game ads, dynamic ads (nothing to do with the game). Obtrusive

In-game: related to game e.g. MM Game – Not abtrusie

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Why do social games work for marketers?

Gamers are open to advertising content in games.

Brands benefit when they associate with a successful game (transference effect – positive feelings) e.g. GT Ride

Players identify with the brands from the characters used in the game, increasing brand involvement e.g. GT Ride cars, M&M game

Targeting to specific groups is possible depending of game

Open to advert because they crave real-world venues like stadiums filled with marketing messages.

Transference effect – the character of the game is the celebrity that endorses the products – liking theory. E.g. M&M

Narrative transportation theory - players lost in the game narrative so much so that they do not argue why an advert is there because the advert is part of the story

Targeting specific group – Pokemon Go and Zoo event – family with young children

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Why do social games work for marketers?

Branding integrated in a game’s story is an unobtrusive manner –

Narrative transportation theory - players lost in the game narrative so much so that they do not argue why an advert is there.

Instead, they form positive attitude towards the brand based on the positive feelings the story evokes (related to transference effect).

Marketers can measure a game’s promotional value e.g. freq of exposure, interactivity w brand, exposure to sales

Open to advert because they crave real-world venues like stadiums filled with marketing messages.

Transference effect – the character of the game is the celebrity that endorses the products – liking theory. E.g. M&M

Narrative transportation theory - players lost in the game narrative so much so that they do not argue why an advert is there because the advert is part of the story

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Learning Objectives

Explain how governments use social media.

Describe the commercial applications conducted in virtual worlds.

Review entertainment in social commerce.

Describe social gaming.