Comintelli SCIP Webinar - Effective Media Monitoring for CI PurposesComintelli
Slides from webinar: Media Monitoring is something that almost all CI organizations practices. It’s also something that many times is done by old habit. We use the tools that we always used, often relying on search engines like Google. But is that really something a professional CI organization should do?
In this webinar we will discuss when and when not to use Google for our media monitoring needs. We’ll also look at alternative tools and techniques that will make your monitoring more effective and relevant.
Just a little gimmick? Gamification 2014 - core mechanics, fields of applicat...Digital Affairs
Guest lecture at the University of Innsbruck, Online Branding Course, about Gamification, the core mechanics behind the concept, fields for possible successful application and future prospects of the term Gamification. The lecture also features a Gamification case study, where Digital Affairs gamified the house rules of 'Wiener Linien' a public transportation system in Austria.
Game Design Thinking for the EnterpriseAnn DeMarle
The document discusses using game design thinking and gamification in business and enterprise settings. It provides examples of how Emergent Media Center has used games for clients to achieve goals like training, marketing, and engagement. Game design concepts like rewards systems, player roles, and difficulty levels are examined for their potential to motivate behaviors and learning in the workplace.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
Using Gaming Mechanics for Marketing - Raf Keustermans #SMM11Our Social Times
Gamification is one of the hottest buzzwords in online marketing, but what does it really mean? In this insightful session Raf Keustermans, former Global Marketing Director at Playfish (EA), will provide a practical guide to using gaming mechanics for marketing. He will provide innovative ideas for motivating customers to engage and examples of how to reward social media advocates. - #SMM11
Using game mechanics and principles of gamification is an emerging trend in marketing. Gamification involves using elements like rewards, levels, competition, and feedback systems to motivate and engage customers. It has grown in popularity as the games industry has expanded and new platforms have emerged. Major brands are now experimenting with gamification by partnering with game developers or integrating game elements into their own offerings. However, simply making a business "more fun" through gamification is not always effective - the right motivations and mechanics must be chosen based on the target audience.
Digital Hot List Presentation - Giant Step Inc.AchillesMedia
Giant Step Inc. presents at the nextMEDIA Digital Hot List!
The Digital Hot List is a market access program in which nextMEDIA searches high and low for the online properties, digital superstars or technologies that would interest advertising executives enough to pitch to their brands. Join us as we highlight this year's top nominees and find out what advertisers are looking for in terms of digital media initiatives and partnerships for 2010, how advertisers analyze digital initiatives before taking them to their clients, and who are the key players making this happen.
A short intro to Gamification in RetailPablo Peris
This document provides an introduction to gamification in retail. It defines gamification as integrating game mechanics into non-game experiences to improve engagement. It discusses practical uses of gamification for consumer engagement and behavior change. The document outlines reasons to gamify, such as addressing engagement gaps and lack of variety. It also discusses gamification design principles like balancing difficulty and focusing on the player journey. Examples of gamified retail experiences include online communities from Samsung and Nike, and social sharing features from retailers like Asos. The document warns of risks like pointsification and exploitation from poor gamification design.
Comintelli SCIP Webinar - Effective Media Monitoring for CI PurposesComintelli
Slides from webinar: Media Monitoring is something that almost all CI organizations practices. It’s also something that many times is done by old habit. We use the tools that we always used, often relying on search engines like Google. But is that really something a professional CI organization should do?
In this webinar we will discuss when and when not to use Google for our media monitoring needs. We’ll also look at alternative tools and techniques that will make your monitoring more effective and relevant.
Just a little gimmick? Gamification 2014 - core mechanics, fields of applicat...Digital Affairs
Guest lecture at the University of Innsbruck, Online Branding Course, about Gamification, the core mechanics behind the concept, fields for possible successful application and future prospects of the term Gamification. The lecture also features a Gamification case study, where Digital Affairs gamified the house rules of 'Wiener Linien' a public transportation system in Austria.
Game Design Thinking for the EnterpriseAnn DeMarle
The document discusses using game design thinking and gamification in business and enterprise settings. It provides examples of how Emergent Media Center has used games for clients to achieve goals like training, marketing, and engagement. Game design concepts like rewards systems, player roles, and difficulty levels are examined for their potential to motivate behaviors and learning in the workplace.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
Using Gaming Mechanics for Marketing - Raf Keustermans #SMM11Our Social Times
Gamification is one of the hottest buzzwords in online marketing, but what does it really mean? In this insightful session Raf Keustermans, former Global Marketing Director at Playfish (EA), will provide a practical guide to using gaming mechanics for marketing. He will provide innovative ideas for motivating customers to engage and examples of how to reward social media advocates. - #SMM11
Using game mechanics and principles of gamification is an emerging trend in marketing. Gamification involves using elements like rewards, levels, competition, and feedback systems to motivate and engage customers. It has grown in popularity as the games industry has expanded and new platforms have emerged. Major brands are now experimenting with gamification by partnering with game developers or integrating game elements into their own offerings. However, simply making a business "more fun" through gamification is not always effective - the right motivations and mechanics must be chosen based on the target audience.
Digital Hot List Presentation - Giant Step Inc.AchillesMedia
Giant Step Inc. presents at the nextMEDIA Digital Hot List!
The Digital Hot List is a market access program in which nextMEDIA searches high and low for the online properties, digital superstars or technologies that would interest advertising executives enough to pitch to their brands. Join us as we highlight this year's top nominees and find out what advertisers are looking for in terms of digital media initiatives and partnerships for 2010, how advertisers analyze digital initiatives before taking them to their clients, and who are the key players making this happen.
A short intro to Gamification in RetailPablo Peris
This document provides an introduction to gamification in retail. It defines gamification as integrating game mechanics into non-game experiences to improve engagement. It discusses practical uses of gamification for consumer engagement and behavior change. The document outlines reasons to gamify, such as addressing engagement gaps and lack of variety. It also discusses gamification design principles like balancing difficulty and focusing on the player journey. Examples of gamified retail experiences include online communities from Samsung and Nike, and social sharing features from retailers like Asos. The document warns of risks like pointsification and exploitation from poor gamification design.
This document summarizes a presentation on gamification given in Oslo, Norway in January 2014. It discusses what gamification is, using game elements in non-game contexts, and provides examples of how gamification can be used to change behaviors through positive reinforcement, social recognition, and playful challenges. The document also presents frameworks for designing gamified systems, such as the D6 framework involving defining objectives, target behaviors, player types, activity loops, and deployment tools. The overall message is that work can be play through gamification.
Games Are The New Normal (deck from GfK Tech Scouting conference)Raf Keustermans
Games have become the new normal as generations who grew up playing video games are now consumers and decision-makers. Game mechanics like levels, points, and achievements are familiar to these generations. The number of gamers exploded from 250 million in 2000 to over 1 billion in 2012 due to new open platforms like Facebook and iOS. Brands are now using gamification, which applies game mechanics to non-game applications, to improve customer experiences and marketing. Common gamification elements include leaderboards, badges, virtual currency, and time-based mechanics. Gamification motivates users through goals like status, competition, achievement, and social interaction.
The document describes an innovation game project created by a student team. The game, called "Out of the Box", aims to foster innovative thinking in players. It involves using household items to build bridges and answering questions to earn pieces. Playtesting with teens provided positive feedback and led to rule modifications. The team's next steps include further development, a business plan for marketing and distribution, and manufacturing preparation to bring the game to market.
The document discusses gamification, which is applying game mechanics and structures to traditionally non-game activities. It provides examples of gamification used in websites like Farmville, Nike+, and HealthMonth to encourage user engagement and behavior through rewards, leaderboards, and competition. However, some argue gamification can be exploitative if the game elements are only superficial and not central to the user experience. True gamification makes play an essential part of interacting with the system and helps users become better players over time.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Designing with Gamification: Tips for Creating Fun & Engaging User Experiencesjsteffgen
This document provides an overview of gamification and tips for applying game mechanics to create engaging user experiences. It discusses understanding gamification, knowing the audience through player types and demographics, thinking like a game designer regarding elements like rules and skills. It also covers planning gamification through defining goals and users, using validation, completion and rewards mechanics, and analyzing data. Examples are given of how mLevel applies these concepts in their game-based learning platform through missions, progression, freedom of choice, challenges, and feedback.
The document discusses a literature review by Hamari, Koivisto, and Sarsa on whether gamification works. The review analyzed 24 empirical studies on gamification and found most reported positive results, though engagement depends on user motivation and system design. While gamification elements like points, leaderboards, and badges can be effective, not all work and qualitative factors like context and users are important. The review provides conceptual frameworks for gamification mechanics, dynamics, and aesthetics as well as common motivational affordances and outcome variables studied. It concludes gamification can intrinsically motivate with the right design and conditions.
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
This document provides an overview of a gamification workshop. It includes instructions for downloading the Gametize app and accessing a workshop game. The agenda covers introducing gamification concepts like motivation frameworks and the 5D gamification framework. It demonstrates how to use the Gametize platform to create games, provides resources for game design, and warns against common gamification pitfalls. The goal is to help participants understand gamification and practice designing their own games.
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
game based learning in education, advantages,disadvantages,scopeNancySachdeva7
Game-based learning uses principles of gaming to provide an educational approach. It can use actual physical or digital games as educational tools. Gamification adds game elements like points and badges to classroom learning to make it more engaging. Game-based learning promotes active and enjoyable learning while providing feedback and measuring progress. It encourages problem-solving and critical thinking skills. Examples include board, card, puzzle, simulation, and mobile games. While development costs and technology barriers exist, game-based learning offers engaging ways to improve cognitive skills and motivation for students.
The document discusses issues with common approaches to "gamification". It argues that many gamification efforts focus only on superficial elements like points and badges without incorporating meaningful game design principles. This results in "exploitationware" that uses extrinsic motivators to encourage behaviors but lacks intrinsic challenges that make games engaging. True gamification requires integrating feedback and rewards into systems with engaging core mechanics that provide learning and flow experiences for users.
This document provides information about a development club at LNMIIT. It discusses that development is about problem solving and figuring things out rather than what you know. It encourages participating in hackathons, freelancing, and building projects to improve resumes. The club expects to provide full community support for doubts, guide members on latest trends, and organize workshops and events. Members can collaborate across domains and gain mentorship from seniors. The club aims to maintain a coding culture and enhance competitive programming skills through contests and peer guidance. Past events included a 3-day game jam with over 252 teams. The club also discusses helping members apply to game jams, create games each month, and attend conferences to gain experience.
Steve Isaacs - Game Design and Development in the StudioSeriousGamesAssoc
Game Design and Development provides an authentic introduction to computer science concepts. Developing these skills with upper elementary and middle school students enables them to explore computer programming and problem solving within a design framework. The goal of this session is to provide a framework for teaching game design and development in a school setting.
Game design and development is an underutilized, but powerful tool in terms of creativity and design thinking. Video game design provides a valuable context for creating a constructionist learning environment where students are provided with great flexibility in both the learning path and the content as students become creators of content rather than consumers. Developing games puts students in a position to utilize technology as a design tool. Throughout the process, students have opportunities to work in a studio like environment while participating in a variety of activities including graphic design, programming, and sound engineering.
Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
Gamification is the use of game elements in non-game contexts to foster participation and motivate action. This lecture presents the philosophical and learning basis for including game elements in information systems. Game elements, examples of gamification and its variations are then presented. The process to gamify applications is introduced emphasizing on the underlying psychological theories. The lecture concludes with criticism to gamification.
This document provides an overview of gamification and examples of how it can be used in education. It defines gamification as using game elements and principles in non-game contexts. Some benefits of gamification in the classroom include students feeling ownership over learning, a more relaxed environment that allows for failure, and learning becoming visible through progress indicators. The document also provides specific examples of game elements that can engage students, such as narratives, feedback, and social connections. It suggests gamification can make hard subjects more fun and motivate students to learn.
The document discusses strategies for rapid design and development of startups, including finding niche markets, validating concepts through paper prototyping and minimum viable products (MVPs), and getting early feedback from customers. Specifically, it recommends startups find niche markets with low competition, prove concepts with paper prototypes before building fully functional products, develop the simplest MVP to test hypotheses with customers, and iterate the product based on customer feedback to refine the fit between the product and market.
This document provides an overview of gamification and discusses its key elements. It defines gamification as using game mechanics and design techniques in non-game contexts to encourage desired behaviors. It then outlines the main game mechanisms used in gamification, including discovery, motivation, and sharing/collaboration. Next, it discusses important visual elements like notifications, progress bars, leaderboards, profiles and avatars. Finally, it covers common rewards systems in gamification including points, levels, badges, virtual goods and coupons.
Best Practice Intelligence Portals for Telecommunication & High Tech Companie...Comintelli
How do you handle information overload? How do you break information silos? How do you spend less time trying to find information and more time analyzing it? This presentation is from a webinar held on June 7th, 2017 and describes why and how intelligence portals can provide a single place for all relevant market and industry news, reports and research. Focusing on topics and sources for the telecom & high tech industry, a portal can turn unstructured information from multiple sources into actionable insights.
Introduction to Competitive Intelligence PortalsComintelli
The number of companies that are successfully deploying various kinds of Competitive Intelligence (CI) portal solutions are constantly growing. The phrases CI portals, Intelligence systems, CI tools, MI portals are heard everywhere, but what do they really mean? And why should you really care?
More Related Content
Similar to Gamification and Competitive Intelligence - SCIP Euro 2014
This document summarizes a presentation on gamification given in Oslo, Norway in January 2014. It discusses what gamification is, using game elements in non-game contexts, and provides examples of how gamification can be used to change behaviors through positive reinforcement, social recognition, and playful challenges. The document also presents frameworks for designing gamified systems, such as the D6 framework involving defining objectives, target behaviors, player types, activity loops, and deployment tools. The overall message is that work can be play through gamification.
Games Are The New Normal (deck from GfK Tech Scouting conference)Raf Keustermans
Games have become the new normal as generations who grew up playing video games are now consumers and decision-makers. Game mechanics like levels, points, and achievements are familiar to these generations. The number of gamers exploded from 250 million in 2000 to over 1 billion in 2012 due to new open platforms like Facebook and iOS. Brands are now using gamification, which applies game mechanics to non-game applications, to improve customer experiences and marketing. Common gamification elements include leaderboards, badges, virtual currency, and time-based mechanics. Gamification motivates users through goals like status, competition, achievement, and social interaction.
The document describes an innovation game project created by a student team. The game, called "Out of the Box", aims to foster innovative thinking in players. It involves using household items to build bridges and answering questions to earn pieces. Playtesting with teens provided positive feedback and led to rule modifications. The team's next steps include further development, a business plan for marketing and distribution, and manufacturing preparation to bring the game to market.
The document discusses gamification, which is applying game mechanics and structures to traditionally non-game activities. It provides examples of gamification used in websites like Farmville, Nike+, and HealthMonth to encourage user engagement and behavior through rewards, leaderboards, and competition. However, some argue gamification can be exploitative if the game elements are only superficial and not central to the user experience. True gamification makes play an essential part of interacting with the system and helps users become better players over time.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Designing with Gamification: Tips for Creating Fun & Engaging User Experiencesjsteffgen
This document provides an overview of gamification and tips for applying game mechanics to create engaging user experiences. It discusses understanding gamification, knowing the audience through player types and demographics, thinking like a game designer regarding elements like rules and skills. It also covers planning gamification through defining goals and users, using validation, completion and rewards mechanics, and analyzing data. Examples are given of how mLevel applies these concepts in their game-based learning platform through missions, progression, freedom of choice, challenges, and feedback.
The document discusses a literature review by Hamari, Koivisto, and Sarsa on whether gamification works. The review analyzed 24 empirical studies on gamification and found most reported positive results, though engagement depends on user motivation and system design. While gamification elements like points, leaderboards, and badges can be effective, not all work and qualitative factors like context and users are important. The review provides conceptual frameworks for gamification mechanics, dynamics, and aesthetics as well as common motivational affordances and outcome variables studied. It concludes gamification can intrinsically motivate with the right design and conditions.
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
This document provides an overview of a gamification workshop. It includes instructions for downloading the Gametize app and accessing a workshop game. The agenda covers introducing gamification concepts like motivation frameworks and the 5D gamification framework. It demonstrates how to use the Gametize platform to create games, provides resources for game design, and warns against common gamification pitfalls. The goal is to help participants understand gamification and practice designing their own games.
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
game based learning in education, advantages,disadvantages,scopeNancySachdeva7
Game-based learning uses principles of gaming to provide an educational approach. It can use actual physical or digital games as educational tools. Gamification adds game elements like points and badges to classroom learning to make it more engaging. Game-based learning promotes active and enjoyable learning while providing feedback and measuring progress. It encourages problem-solving and critical thinking skills. Examples include board, card, puzzle, simulation, and mobile games. While development costs and technology barriers exist, game-based learning offers engaging ways to improve cognitive skills and motivation for students.
The document discusses issues with common approaches to "gamification". It argues that many gamification efforts focus only on superficial elements like points and badges without incorporating meaningful game design principles. This results in "exploitationware" that uses extrinsic motivators to encourage behaviors but lacks intrinsic challenges that make games engaging. True gamification requires integrating feedback and rewards into systems with engaging core mechanics that provide learning and flow experiences for users.
This document provides information about a development club at LNMIIT. It discusses that development is about problem solving and figuring things out rather than what you know. It encourages participating in hackathons, freelancing, and building projects to improve resumes. The club expects to provide full community support for doubts, guide members on latest trends, and organize workshops and events. Members can collaborate across domains and gain mentorship from seniors. The club aims to maintain a coding culture and enhance competitive programming skills through contests and peer guidance. Past events included a 3-day game jam with over 252 teams. The club also discusses helping members apply to game jams, create games each month, and attend conferences to gain experience.
Steve Isaacs - Game Design and Development in the StudioSeriousGamesAssoc
Game Design and Development provides an authentic introduction to computer science concepts. Developing these skills with upper elementary and middle school students enables them to explore computer programming and problem solving within a design framework. The goal of this session is to provide a framework for teaching game design and development in a school setting.
Game design and development is an underutilized, but powerful tool in terms of creativity and design thinking. Video game design provides a valuable context for creating a constructionist learning environment where students are provided with great flexibility in both the learning path and the content as students become creators of content rather than consumers. Developing games puts students in a position to utilize technology as a design tool. Throughout the process, students have opportunities to work in a studio like environment while participating in a variety of activities including graphic design, programming, and sound engineering.
Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
Gamification is the use of game elements in non-game contexts to foster participation and motivate action. This lecture presents the philosophical and learning basis for including game elements in information systems. Game elements, examples of gamification and its variations are then presented. The process to gamify applications is introduced emphasizing on the underlying psychological theories. The lecture concludes with criticism to gamification.
This document provides an overview of gamification and examples of how it can be used in education. It defines gamification as using game elements and principles in non-game contexts. Some benefits of gamification in the classroom include students feeling ownership over learning, a more relaxed environment that allows for failure, and learning becoming visible through progress indicators. The document also provides specific examples of game elements that can engage students, such as narratives, feedback, and social connections. It suggests gamification can make hard subjects more fun and motivate students to learn.
The document discusses strategies for rapid design and development of startups, including finding niche markets, validating concepts through paper prototyping and minimum viable products (MVPs), and getting early feedback from customers. Specifically, it recommends startups find niche markets with low competition, prove concepts with paper prototypes before building fully functional products, develop the simplest MVP to test hypotheses with customers, and iterate the product based on customer feedback to refine the fit between the product and market.
This document provides an overview of gamification and discusses its key elements. It defines gamification as using game mechanics and design techniques in non-game contexts to encourage desired behaviors. It then outlines the main game mechanisms used in gamification, including discovery, motivation, and sharing/collaboration. Next, it discusses important visual elements like notifications, progress bars, leaderboards, profiles and avatars. Finally, it covers common rewards systems in gamification including points, levels, badges, virtual goods and coupons.
Similar to Gamification and Competitive Intelligence - SCIP Euro 2014 (20)
Best Practice Intelligence Portals for Telecommunication & High Tech Companie...Comintelli
How do you handle information overload? How do you break information silos? How do you spend less time trying to find information and more time analyzing it? This presentation is from a webinar held on June 7th, 2017 and describes why and how intelligence portals can provide a single place for all relevant market and industry news, reports and research. Focusing on topics and sources for the telecom & high tech industry, a portal can turn unstructured information from multiple sources into actionable insights.
Introduction to Competitive Intelligence PortalsComintelli
The number of companies that are successfully deploying various kinds of Competitive Intelligence (CI) portal solutions are constantly growing. The phrases CI portals, Intelligence systems, CI tools, MI portals are heard everywhere, but what do they really mean? And why should you really care?
Social CI: A Work method and a tool for Competitive Intelligence NetworkingComintelli
This presentation is from a webinar hosted by Comintelli and is a part of a project called CIBAS: a collaboration with the Department of Media Technology at Södertörn University in Stockholm, Sweden. A new notion called social CI is introduced, meaning competitive intelligence (CI) for the networking organization. A conceptual framework for social CI is presented that is based on a socio-technical perspective combining both social and technical aspects. The presented framework is related to notions such as Enterprise 2.0 and wikinomics. A research design prototype of a tool for collaborative CI, CoCI, is also demonstrated. CoCI is a tool that has been developed using the Social CI framework that demonstrates how CI methods and CI tools can be developed together using a socio-technical approach.
Challenges with Competitive Intelligence in Swedish OrganizationsComintelli
The document summarizes the results of a survey conducted in October 2014 of 157 respondents from 137 Swedish organizations on the challenges of competitive intelligence programs. It found that the top challenges were:
1. Transforming insights into business value for the organization.
2. Integrating competitive intelligence activities within the organization.
3. Formulating long-term strategies and conceptual models for competitive intelligence.
The survey also examined challenges related to competitive intelligence content, tools, and networking. For each area, common challenges included making the information useful, accessible, and engaging for users. Background factors like organization size and experience with competitive intelligence affected the types of challenges faced.
Competitive Intelligence in the Digital AgeComintelli
This document summarizes case studies of four organizations' competitive intelligence (CI) practices in the digital age. It discusses:
1) CI units in three organizations that conduct external monitoring and analysis to support strategic decision-making. Their work involves collaborating through internal networks and periodic reporting.
2) A procurement company where the knowledge manager focuses on collecting and disseminating expertise to customers through a knowledge portal.
The document identifies potential areas of improvement for collaborative CI practices and tools, including adopting agile methodologies, socio-technical design, developing mature CI programs and networks, and defining new professional roles like a CI community leader.
SCIP workshop by Comintelli - Creating & Using Topic Maps to Visualize Your B...Comintelli
The document summarizes a workshop on creating and using dynamic topic maps to visualize business environments. The workshop covered introductions to taxonomies, an exercise where attendees created simple topic maps in industry groups, presentations of the findings, and conclusions. Best practices for taxonomies include having a clear purpose, limiting the number of topics, allowing dynamic changes, and populating them with relevant content.
The document describes intelligence2day, a competitive intelligence software solution that allows users to access, organize, analyze, and share competitive information. Key features include monitoring multiple sources for relevant information, publishing internal documents, automated analysis tools, and customizable reporting and alerts. The solution aims to provide an easy and affordable way for companies of all sizes to gain competitive insights.
Gamification and Competitive Intelligence - SCIP Euro 2014
1. Ref: ”*” examples taken from Coursera, Gamification, https://www.coursera.org/course/gamification, given by Professor Werbach
Presented by: David Ban (Director, Sales, Comintelli) & Jesper Martell (CEO, Comintelli) CI
&
2. Lets start vith a Video Clip
Ref: Fun Theory, https://www.youtube.com/watch?v=2lXh2n0aPyw
4. GAMIFICATION:
Elements:
Def: The Use of Game Elements, and Game Design Techniques in Non-game contexts*
Design:
Games are Systematially deigned to be ; there is an artistic side to Games (i.e. Visuals, story, flow etc).
Non-game Context:
The purpose is outside the Game itself, i.e. Business, heathcare, social good
There are some regular design patterns that we can notice in games, i.e. Game
elements such as:
Points/Score Avatars
Badges Resource Collection
Leaderboards Rewards/Achievements
Rankings Levels(ups)
Social Graphs Feedback
Quests/Missions Progression
5. Empires and Allies, by Zinga*
Points
Quests
Resource Collection
Avatars
Social Graph
Progression
Levels
Kies: Health & Well-being System*
*reporting activities
*competition
*powerups
6. Nike: Gamifying Running*
Accelerometer tracking each step, aggregating data
Goals,
Challenges,
Achievements
Progress Bar
*still running
*game-like
*encouragement
Zombies Run: Gamifying Running*
*zombies on a map
*competition
*powerups
7. Productivity Enhancement*:
Example: Call Center Gamification
*encouragement
*feedback
LeaderBoard
KPIs
Levels
Achievments
Innovation*:
Example: Idea Market Place
(virtual Stock Market,
public/gov org)
Ideas
Share price
Buy and
Sell Ideas
9. Ref: example taken from Coursera, Gamification, https://www.coursera.org/course/gamification, given by Professor Werbach
10. GAMIFICATION in CI: exercise
Group work:
Using Gamification elements & techniques, gamify the following steps of the CI process:
Groups 1 & 3 Intelligence Collection/Reporting (e.g. sending articles into a portal?)
Groups 2 & 4 Collaboration/intelligence sharing (e.g. Interacting with/notifying?) Game Elements: * Points * Avatars * Badges * Resource Collection * Leaderboards * Rewards/Achievements * Rankings * Levels(ups) * Social Graphs * Feedback * Quests/Missions * Progression
Questions to consider:
How to motivate employees to engage in the CI process
How to make CI FUN?
How to encourage Participation?
11. Lets finish with a Video Clip:
Don’t forget the
Ref: Fun Theory, https://www.youtube.com/watch?v=cbEKAwCoCKw