Coaching Creativity & information from the network.
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I report the results of a very interesting research conducted by Martino Garavaglia Paola Dubini and the Laboratory of economics and management of institutions and artistic and cultural-Bocconi University .
in this post I add some extracts from the research that you can read the entire clicking here>>
Research
The research domains are 100 companies operating in Italy and abroad, characterized by the use of participatory technologies (social media) 1. It is not only a platform that allows one to many communication of rich information from the point of view (in the form of text, images, audio and video, separately or integrated), but also a many-to-many communication (Cook, 2008) , management "industry" of content and contributions of interest to the community, even very small parties (Anderson 2006) next to the management of issues and relevant content for large numbers of partners, transfer of media content easily separated from and transparently.
For each of the companies considered, the research took into account the main technologies and applications of participation (Boulos and Wheeler, 2007; Cook, 2008) used a company basis.
E 'is now recognized that the spread of Web 2.0 offers the possibility not only to produce and transfer content rich in terms of quantity of information exchanged and variety of available forms of expression, but also to interact with users - with a fast time Feedback - while ensuring the wealth of information, scope of "fire" (Evans and Wurster 1997), customization of service. From the point of view of businesses, web 2.0 opens new possibilities for communication, as close to the traditional one-way communication (Kotler 2004) offers a suitable context, unmediated to build personal relationships with a cost contactless (Shimp 2007) with integrated communication campaigns that allow a more effective branding (Sultam and Rohm 2004).
The advent of Web 2.0 has given rise to channels of communication peer-to-peer, to which companies have begun to look as possible "environment" in which intercept the direct attention of users, creating collaborative platforms (Tapscott and Williams 2007). These offer the ability to set innovative communication campaigns: targeting, flexible and the possibility of a real-time feedback, creating a direct contact between the company and users (Verona and Prandelli 2006), emotionally involved in an ever richer consumer experience. The presence of multiple channels of interaction with the application an opportunity of great moment for the company that intends to satisfy the market served (Coughlan and Stern 2001).
platforms and social media are the necessary infrastructure to build and manage relationships with different categories of actors (McAfee, 2006): the former are digital environments in which contributions and interactions are visible to all users on a persistent over time and represent the instrument through which the company combines elements and capabilities of Web 2.0 to create a comprehensive system in which we can have a conversation and you can find answers to information needs and different social and economic. Social media instead allow people to get in contact and forming communities collaborate via computer. The effective collaborative platforms generally have the following features necessary to take advantage of network externalities:
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A centralized information management which allows efficient access and sharing of information;
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systems of social conversation in real time that allow for asynchronous exchange of words between both individuals and between different systems and communities;
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A system of participation that allows the collection and integration of individual contributions for the benefit of the community ... read more>>
and thanking Garavaglia Paola Dubini and Martin for their valuable work.
good read
simone piperno
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