Future Of Gi Insurance Avatars In The Social Media Age Upd

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Future Of Gi Insurance Avatars In The Social Media Age Upd

  1. 1. By Sagi Schliesser<br />Insurance Avatars in the age of social Media<br />
  2. 2. “Our Children will NOT buy insurance the same way we do”<br />Our Parents did not think or say that<br />We are buying insurance differently than our parents<br />Our children will buy differently than us<br />2<br />
  3. 3. Change is Growing <br />
  4. 4. Agent & Son<br />In many countries no young generation of insurance agents other than the daughters and sons of exiting ones<br />Direct channels are already making the standalone agent an evolutionary issue – only the best are ‘surviving’ <br />Agent & son buying into retired agents portfolios – agencies are forming and growing <br />4<br />
  5. 5. Social Networking<br />5<br />
  6. 6. Networks Are in Our Genes<br />Photos bythsutton, Flickr<br />Human brains are larger than monkey brains and human groups<br />are larger than monkey groups. <br />Monkeys groom each other one at a time, but humans can talk<br />To four people at once.<br />It seems the size of the brain<br />limits the size of the group.<br />Most natural human groups <br />are capped at about 150 <br />People (Dunbar’s number).<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />
  7. 7. Six Degrees of Separation<br />Stanley Milgram experiment showing that people are all connected by an average of six steps<br /><ul><li>A citizen in Nebraska was instructed to mail a letter to someone who they thought would know a particular business man in Boston
  8. 8. The goal was to measure the number of steps for the letter to reach the business man
  9. 9. On average, required six steps
  10. 10. Replicated on global scale with same results!</li></ul>Photo by Dan Coulter<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />
  11. 11. Three Degrees of Influence<br />The influence of actions ripples through networks 3 degrees<br />You are affected by people you don’t even know!<br />Influence dissipates after 3 degrees because:<br /><ul><li>Intrinsic decay: corruption of information </li></ul> (like the game telephone)<br />-Network Instability: social ties become unstable at 4+ degrees of separation<br />-Evolutionary Purpose: we evolved in small groups where everyone was connected by 3 degrees or less<br />Photo by Taro Taylor<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />
  12. 12. Three Degrees of Influence<br />If we are connected to everyone by 6 degrees and influence those up to 3 degrees, then we can reach halfway to the whole world! <br />1<br />2<br />3<br />Photo by Wonderworks, Flikr<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />
  13. 13. Networks Go Online<br />Some users have hundreds or even thousands of “friends” on these sites.<br />But the average user has 110 friends on Facebook.<br />That’s very close to the expected maximum in a real-world social network (Dunbar’s number).<br />Photos by facebook.com<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />
  14. 14. Barack Obama<br />11<br />
  15. 15. Virtual Worlds<br />Virtual networks on the internet make social networks visible.<br />Entirely new networks can form in virtual worlds that mimic real life. <br />Photo by juanpol, Flickr<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />
  16. 16. Virtual Worlds<br />Online you can look however you want!<br />But people still mostly behave like<br />people (or at least the people they look<br />like).<br />More attractive avatars tend to have<br />more confidence!<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />Photos by Minako Bracken and Torley, Flickr<br />
  17. 17. Virtual Worlds<br />The Ultimatum Game works in virtual worlds too.<br />But people are affected by the appearance of their avatar!<br />Player 2’s with tall avatars accept low offers only 38% of the time while short avatars accepted 72% of the time, regardless of the height of the actual players!<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />Photos by moggsoceanlane, Flickr<br />
  18. 18. The Same But Different<br />The boundaries between the internet and reality are beginning to blur.<br />One woman even went to jail for having an avatar killed.<br />Slide: Tasha Bock, James H. Fowler, Nicholas A. Christakis,<br />Photos by ☆ Shorne ☆and kangotraveler, Flickr<br />
  19. 19. Social Insurance<br />Beyond the Facebook groups and Twitts<br />Understand the UPDATED virtual and social human behavior emerging<br />Push enterprise into the new realities as well<br />16<br />
  20. 20. Remote Engagement<br />Some activities we prefer ‘remote engagement’<br />17<br />
  21. 21. Insurance Avatars<br />18<br />
  22. 22. What Can Insurance Avatars do?<br />Will have no hidden agenda<br />Will be created to represent the customer’s needs, understanding and view<br />Will work within the customer social network<br />Collect information the ‘likes’ and ‘not likes’<br />Will negotiate terms with insurance virtual outlets<br />Will collaborate with other avatars for group discounts on the fly<br />19<br />
  23. 23. Not the End of Face to Face…<br />20<br />
  24. 24. acknowledgement<br />Tasha Bock, <br />James H. Fowler, Nicholas A. Christakis,<br />21<br />

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