Abstract
Upon completion of this chapter, you will be able to:
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Ahmad, I. “How to Boost LinkedIn Engagement [Infographic].”Social Media Today, January 3, 2014.
Blair, K. “How to Use Yammer… And Why You Should Be Using It at Your Business.” March 4, 2011. socialtimes.com/how-to-use-yammer-and-why-you-should-be-using-it-at-your-business_b40658 (accessed November 2014).
Brabham, D. C. Crowdsourcing. Cambridge, MA: The MIT Press, 2013.
Bughin, J., and M. Chui. “Evolution of the Networked Enterprise: McKinsey Global Survey Results.” McKinsey Quarterly, March 2013.
Burgess, C. and M. Burgess. The Social Employee: How Great Companies Make Social Media Work. New York: McGraw-Hill, 2013.
Carr, D. F. “McKinsey’s Trillion-Dollar Social Prediction.” InformationWeek, August 13, 2012.
Carr, D. F. Social Collaboration for Dummies. New York: For Dummies, 2013.
Chou, Y. “Octalysis: Complete Gamification Framework.” October 2012. yukaichou.com/gamification-examples/octalysis-complete-gamification-framework (accessed November 2014).
Ciaramitaro, B. Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships. New York: Business Science Reference, 2010.
Coleman, D., and S. Levine. Collaboration 2.0. Cupertino CA: Happy About Info, 2008.
Daden, B. “Virtual Worlds for Training and Education.” A white paper, April 2010. daden.co.uk/downloads/Virtual Worlds for Training and Education 01d2.pdf (accessed November 2014).
Dignan, A. Game Frame: Using Games as a Strategy for Success. Florence, MA: Free Press, 2011.
Donston-Miller, D. “Social Business Leader Cemex Keeps Ideas Flowing.” Informationweek.com, November 5, 2012. informationweek.com/enterprise/social-business-leader-cemex-keeps-ideas-flowing/d/d-id/1107226 (accessed November 2014).
Dortch, M. E. “Working Social: Becoming a Collaborative Enterprise.” February 2012. s3.amazonaws.com/formcomposer/assets/asset/production/items/981/zd-cl-becoming-collaborative-enterprise_020811.pdf (accessed November 2014).
Duggan, K., and K. Shoup. Business Gamification for Dummies. Hoboken, NJ: For Dummies, 2013.
Dunay, P. “Social Media Organization: What are the Best Practices for Internal Collaboration?” Social Media Today, January 23, 2014. socialmediatoday.com/content/social-organization-what-are-best-practicesinternal-collaboration (accessed November 2014)
Elad, J. LinkedIn for Dummies. Hoboken, NJ: Wiley & Sons, 2011.
Fauscette, M. “Communication and Collaboration in a Social Business World.” April 17, 2011. socialmediatoday.com/mfauscette/286789/communication-and-collaboration-social-business-world (accessed November 2014).
Florentine, S. “How Gamification Makes Customer Services Fun.” Computer World, March 3, 2014.
Forrester Consulting. “Social Networking in the Enterprise: Benefits and Inhibitors.” June 2010.
Garcia, J. G., L. Martinez, and A. S. Vicente. “Shift Changes the Way CEMEX Works.” A Winner Paper in the 2011 “Management Innovation eXchange Project.” September 2, 2011. managementexchange.com/story/shift-changes-way-cemex-works (accessed November 2014).
Gowel, D. The Power in a Link: Open Doors, Close Deals, and Change the Way You Do Business Using LinkedIn. Hoboken, NJ: John Wiley & Sons, 2012.
Hein, R. “How to Use Gamification to Engage Employees.” CIO.com, June 6, 2013. cio.com/article/734521/How_to_Use_Gamification_to_Engage_Employees (accessed November 2014).
Heiphetz, A., and G. Woodill. Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient and Engaging Programs. New York: McGraw-Hill, 2010.
Hibbard, C. “How IBM Uses Social Media to Spur Employee Innovation.” Social Media Examiner, February 2, 2010.
Hinchcliffe, D. “Social Business and Enterprise Usage: The Lessons.” December 16, 2011. zdnet.com/blog/hinchcliffe/social-business-and-enterprise-usage-the-lessons/1882 (accessed November 2014).
Hinchcliffe, D. “Social Business Success: CEMEX.” February 1, 2012 zdnet.com/blog/hinchcliffe/social-business-success-cemex/1927 (accessed November 2014).
Howe, J. Crowdsourcing: Why the Power of the Crowd Is Driving the Future of Business. New York: Crown Business, 2008.
IBM Software Group. “The Compelling Returns from IBM Connections in Support of Social Business: Five Stories.” Thought Leadership White Paper, New York: IBM Corporation EPW 14010-USEN-00, 2011.
IBM. “IBM Launches New Software and Social Business Consulting Services.” Press Room Release, November 8, 2010. ibm.com/press/us/en/pressrelease/32949.wss (accessed November 2014).
IDC. “Social Business Framework: Using People as a Platform to Enable Transformation.” July 2010, IDC #223862, Volume 1 idc.com/research/images/IDC-Social-Business-Framework-Download.pdf (accessed November 2014).
IDC. “Social Business Survey.” May 2011. businesswire.com/news/home/20110714005194/en/IDCs-Social-Business-Maturity-Model-Outlines-Stages#.Urokh_RDuSo (accessed November 2014).
Jurgensen, J. “An Ode to Joyful Streaming.” The Wall Street Journal, January 4–5, 2014.
Kelly, D. A. “Social by Design.” Oracle Magazine, May/June 2011. oracle.com/technetwork/issue-archive/2011/11-may/o31webcenter-353502.html (accessed November 2014).
Kern, J. “Social Determining Next Generation of Business Applications.” Information Management, July 19, 2012.
Lawinski, J. “IBM’s Watson Supercomputer Goes to Work for You: 11 Personal Apps.” CIOInsight, February 22, 2011.
Lithium Report. “Gamification: Delivering Winning Social Customer Experiences.” Lithium Technologies Inc., White Paper, 2011.
Mahar, J., and S. M. Mahar. The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World. New York: AMACOM, 2009.
Malone, T. W., R. Laubacher, and C. Dellarocas. “The Collective Intelligence Genome.” MIT Sloan Management Review (Spring 2010).
McAfee, A. P. Enterprise 2.0: New Collaborative Tools for Your Organization’s Toughest Challenge. Boston: Harvard Business School Press, 2010.
McCabe, L., et al. Collaboration for Dummies, IBM Limited Edition. Hoboken, NJ: Wiley, 2009.
Morgan, J. The Collaborative Organization: A Strategic Guide to Solving Your Internal Business Challenges Using Emerging Social and Collaborative Tools. New York: McGraw-Hill, 2012.
Murugesan, S. S. “Harnessing the Power of Virtual Worlds: Exploration, Innovation, and Transformation—PART I & II.” Cutter Business Intelligence Executive Reports, March and May 2008.
Pearce, C., et al., Communities of Play: Emergent Culture in Multiplayer Games and Virtual Worlds. Boston: The MIT Press, 2009.
Radoff, J. Game On: Energize your Business with Social Media Games. Hoboken. NJ: Wiley, 2011.
Reahard, J. “Second Life Readies for 10th Anniversary, Celebrates a Million Active Users Per Month.” Massively.Joystiq.com, June 20, 2013. massively.joystiq.com/2013/06/20/second-life-readies-for-10th… (accessed November 2014).
Reeves, B., and L. Read. Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Complete. Boston: Harvard Business School Press, 2009.
Ridley-Duff, and M. Bull. Understanding Social Enterprise: Theory and Practice. Thousand Oaks, CA: Sage Publications, 2011.
Schaffer, N. Maximizing LinkedIn for Sales and Social Media Marketing. New York: Windmills Marketing, 2011.
Shih, C. The Facebook Era: Tapping Online Social Networks to Market, Sell, and Innovate, 2nd ed. Upper Saddle River, NJ: Prentice Hall, 2011.
Smith, M. A. “Enterprise Social is a Dream.” Information Management, September 19, 2012.
Terdiman, D. The Entrepreneur’s Guide to Second Life. Indianapolis, IN: Wiley & Sons, 2008.
Tucci, L. “Monitoring the Benefits of Social Media, and the Risks.” April 15, 2010. searchcio.techtarget.com/news/1510020/Monitoring-the-benefits-of-social-media-and-the-risks (accessed November 2014).
Turban, E. et al. Social Commerce. New York: Springer 2015.
Ueland, S. “18 Social Networks for Entrepreneurs.” Practical eCommerce, July 25, 2011.
Vitzthum, S., A. Kathuria, and B. Konsynski. “Toys Become Tools: From Virtual Worlds to Real Commerce.” Communication of the Association for Information Systems, vol. 29, Article 21, 2011.
Wagner, M. “Opportunity Tweets.” Informationweek, June 1, 2009.
Walter, E. “Gamification: Adding Stickiness to your Campaigns.” September 9, 2013. socialmediatoday.com/ekaterina/1723136/gamification-adding-stickiness-your-campaigns (accessed November 2014).
Yu, R. “Companies Turn to Virtual Trade Shows to Save Money.” January 5, 2010. usatoday.com/travel/news/2010-01-04-virtual-trade-shows_N.htm (accessed November 2014).
Zichermann, G., and J. Linder. The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition. New York: McGraw-Hill, 2013.
Author information
Authors and Affiliations
1 Electronic Supplementary material
Glossary
- Business social network
-
A network that is built on social relationships, and can exist offline or online. Business social networking can take place in traditional corporate physical environments.
- Collective intelligence (CI)
-
An application of crowdsourcing for problem solving, idea generation, and innovation.
- Gamification
-
The introduction of gaming into social networking. Gamification can also be viewed as the introduction of social networking activities into online games.
- Social business
-
Is a name for a profit or nonprofit organization that is designed to achieve some social goal(s) rather than just make profit.
- Social collaboration
-
People’s collaboration within and between communities enabled by social media tools and platforms.
- Social enterprise
-
The use of social media tools and platforms and conducting social networking in organizations while the major objectives are either commercial or nonprofit activities (e.g., the government).
- Social Internet game
-
A video multiplayer game played on the Internet, mostly in social networks or virtual worlds.
- Social network game
-
A video game that is played in social networks, and usually involves multiplayers.
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Turban, E., King, D., Lee, J.K., Liang, TP., Turban, D.C. (2015). Social Enterprise and Other Social Commerce Topics. In: Electronic Commerce. Springer Texts in Business and Economics. Springer, Cham. https://doi.org/10.1007/978-3-319-10091-3_8
Download citation
DOI: https://doi.org/10.1007/978-3-319-10091-3_8
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-10090-6
Online ISBN: 978-3-319-10091-3
eBook Packages: Business and EconomicsBusiness and Management (R0)