information systems in organizations 4.2.1. social networks: the multiplicative value of networks

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Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

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Page 1: Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

Information Systems in Organizations

4.2.1. Social networks: the multiplicative value of networks

Page 2: Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

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Course Topics Overview• Unit 1: Introduction• Unit 2: Systems Analysis• Unit 3: Organizational Systems• Unit 4: Consumer Systems

Page 3: Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

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Unit 4 – Consumer SystemsWhat does digital life look like today?

4.1. Types of consumer systems4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku)4.1.2. Mobile (Smartphones)4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch)

4.2. The power of consumer systems4.2.1. Social networks: the multiplicative value of networks4.2.2. Platforms: the generative power of two-sided network effects

4.3. New innovations: future trends in consumer systems4.3.1. Impact on individuals: Digital identity management4.3.2. Impact on organizations (innovation) and society (revolution)

Page 4: Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

?What is the “Marketing Hourglass”?

Page 5: Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

In groups of 2-3, come up with an example of how social media can

support each level of the hourglass

Page 6: Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

?Why is Xbox Live and example of a platform?

Why is Xbox Live and example of a two-sided network?

Page 7: Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

Xbox Live – Two-Sided MarketWorking in groups of 2-3

• Left side – Gamers – What makes Xbox Live attractive?

• Right side – Game Developers – What makes Xbox Live attractive?

How should Microsoft price access to each side?

Page 8: Information Systems in Organizations 4.2.1. Social networks: the multiplicative value of networks

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Unit 4 – Consumer SystemsWhat does digital life look like today?

4.1. Types of consumer systems4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku)4.1.2. Mobile (Smartphones)4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch)

4.2. The power of consumer systems4.2.1. Social networks: the multiplicative value of networks4.2.2. Platforms: the generative power of two-sided network effects

4.3. New innovations: future trends in consumer systems4.3.1. Impact on individuals: Digital identity management4.3.2. Impact on organizations (innovation) and society (revolution)