SocialWeb<br />Collective Mind<br />Updated<br />@JoSanKu<br />
Bubble vs. Boom<br />
ONLINE  = OFFLINE<br />Life = Web<br />
Startup Acceleration<br />
Social <br />Ego<br />Participation to 24H Social Presence<br />
Real Life Friends<br />
주소록 = SNS<br />지인 중심<br />
Group & MIM<br />http://jamespoling.com/beluga-groupme-and-fast-company-neck-and-neck-in-the-sxsw-horse-race-for-group-mes...
Location Based<br />+         =<br />
Proximity SNS by Photo<br />
Connecting the World Through Games<br />Social Game Dialtone: <br />“In Five Years, Connections Will Be To Each Other, Not...
Gamification<br />The process of using game thinking and dynamics <br />to engage audiences and solve problems, <br />revo...
The Game Layer on Top of The World<br />
Group Buying / Daily Deal / Flash Deal<br />Evolving to<br />Social Commerce<br />
Location Based Social Shopping<br />
Social Business<br />http://socialcomputingjournal.com/viewcolumn.cfm?colid=833<br />
Big Data<br />
Bits 2 Atoms:  Offline<br />Building Trust Online, Sharing Stuff Offline<br />
Personalization <br />CurationConcierge Discovery<br />
Twitter, Next Facebook?<br />
Value<br />People<br />Mobile<br />Glocal<br />Service <br />Desktop<br />Local<br />Bandwidth <br />2000<br />2005<br />2...
비즈니스<br />정치<br />교육<br />미디어<br />문화<br />정보/뉴스<br />게임<br />광고<br />검색<br />마케팅<br />커머스<br />People as Platform<br />
無主空山<br />KOREA<br />
Growth of Number of Smartphones<br />Best Mobile Network <br />Users<br />Global Market<br />
Learning by Doing<br />
아이유난너를 사랑해  아이유 오늘도 사랑해    아이유 지금도 사랑해아이유 영원히 사랑해<br />20대 아저씨들의 모임(아만중)<br />Power to the People<br />
Ecosystem<br />
GLOCAL<br />KOREA & USA<br />
Value of Hunger<br />
Social Web Updated
Social Web Updated
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Social Web Updated

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Social Web Updated

  1. 1. SocialWeb<br />Collective Mind<br />Updated<br />@JoSanKu<br />
  2. 2. Bubble vs. Boom<br />
  3. 3. ONLINE = OFFLINE<br />Life = Web<br />
  4. 4. Startup Acceleration<br />
  5. 5.
  6. 6. Social <br />Ego<br />Participation to 24H Social Presence<br />
  7. 7.
  8. 8. Real Life Friends<br />
  9. 9. 주소록 = SNS<br />지인 중심<br />
  10. 10. Group & MIM<br />http://jamespoling.com/beluga-groupme-and-fast-company-neck-and-neck-in-the-sxsw-horse-race-for-group-messaging-triple-crown-infographic/<br />
  11. 11. Location Based<br />+ =<br />
  12. 12. Proximity SNS by Photo<br />
  13. 13. Connecting the World Through Games<br />Social Game Dialtone: <br />“In Five Years, Connections Will Be To Each Other, Not The Web; <br />We’ll Be Dial Tones”<br />
  14. 14. Gamification<br />The process of using game thinking and dynamics <br />to engage audiences and solve problems, <br />revolutionizing the motivations <br />for real life and virtual activities.<br />http://www.slideshare.net/amyjokim/gamification-workshop-2010<br />
  15. 15. The Game Layer on Top of The World<br />
  16. 16. Group Buying / Daily Deal / Flash Deal<br />Evolving to<br />Social Commerce<br />
  17. 17. Location Based Social Shopping<br />
  18. 18. Social Business<br />http://socialcomputingjournal.com/viewcolumn.cfm?colid=833<br />
  19. 19. Big Data<br />
  20. 20. Bits 2 Atoms: Offline<br />Building Trust Online, Sharing Stuff Offline<br />
  21. 21. Personalization <br />CurationConcierge Discovery<br />
  22. 22.
  23. 23. Twitter, Next Facebook?<br />
  24. 24. Value<br />People<br />Mobile<br />Glocal<br />Service <br />Desktop<br />Local<br />Bandwidth <br />2000<br />2005<br />2010~<br />1995<br />
  25. 25. 비즈니스<br />정치<br />교육<br />미디어<br />문화<br />정보/뉴스<br />게임<br />광고<br />검색<br />마케팅<br />커머스<br />People as Platform<br />
  26. 26. 無主空山<br />KOREA<br />
  27. 27. Growth of Number of Smartphones<br />Best Mobile Network <br />Users<br />Global Market<br />
  28. 28.
  29. 29.
  30. 30. Learning by Doing<br />
  31. 31.
  32. 32. 아이유난너를 사랑해  아이유 오늘도 사랑해    아이유 지금도 사랑해아이유 영원히 사랑해<br />20대 아저씨들의 모임(아만중)<br />Power to the People<br />
  33. 33.
  34. 34. Ecosystem<br />
  35. 35. GLOCAL<br />KOREA & USA<br />
  36. 36. Value of Hunger<br />
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