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‱ Cognizant 20-20 Insights




Charting Your Digital Agenda:
Six Technology Trends Driving
Competitive Advantage, Now and
in Years to Come
   Executive Summary                                      explore the world. Somewhat more slowly, but just
                                                          as surely, these consumer-oriented technologies
   Whether they serve consumers, businesses or
                                                          are forcing traditional business models to mutate,
   both, companies today need to create an agenda
                                                          presenting both unprecedented opportunity and
   that outlines how they will capitalize on the latest
                                                          massive disruption in affected industries.
   developments in the consumerization of infor-
   mation technology. In particular, organizations        Organizations of all sizes are grappling with how
   need to consider how to incorporate six technical      best to leverage these consumer technologies
   developments for profitable use:                       to advance business objectives and experience
   ‱   Mobile devices                                     breakthroughs in competitive advantage. The six
                                                          technologies discussed in this report are not nec-
   ‱   Game dynamics
                                                          essarily new in terms of having just appeared, but
   ‱   Augmented reality                                  companies are beginning to use them in innovative
   ‱   Social currency                                    ways that will drive profits for years to come.
   ‱   Location-based applications
                                                          Now more than ever, technology reflects that
   ‱   Virtual goods                                      we are social creatures, whether interacting for
                                                          business or pleasure. No matter which industry
   These technological developments first emerged
                                                          you operate in, your organization needs to outline
   in the consumer world, but business applications
                                                          how it will use mobile platforms, social capabili-
   are becoming prevalent. This white paper will
                                                          ties and virtualization to achieve its potential in
   discuss the six key technologies that will work
                                                          the digital economy.
   individually and in concert to engage and delight
   customers and prospects.                               In our view, there are six key technologies and
                                                          developments that businesses should embrace
   Embracing Consumer Technologies                        to stay competitive in the near term. Leading
   Consumer technologies such as smart devices,           companies are already infusing these technolo-
   social networks and intuitive Web interfaces           gies into the core of their digital agenda — singly
   began in the consumer world and quickly trans-         or in combination — using them to offer richer,
   formed the way we socialize, interact, shop, relax,    more interactive user experiences that will keep
   consume entertainment and reading material and         customers coming back for more.



   cognizant 20-20 insights | september 2011
1. Mobile devices. Mobile devices have exploded            tive collaboration requires a breaking down
   in the last five years due to widespread                of barriers such as inertia and mistrust,
   consumer adoption of smartphones (notably               which is difficult to achieve without offer-
                 the iPhone) and tablets (chiefly          ing participants an incentive for doing so.
                 the iPad). In fact, according             Many organizations are now applying game
                 to IDC, sales of smartphones              dynamics to influence collaboration and com-
                 surpassed those of PCs last year,         munity with employees, partners and even
                 with smartphone shipments                 customers, both within and outside their cor-
                 growing 87% from 2009 to                  porate boundaries. Companies have created
                 2010, while PC shipments rose             platforms to incorporate game dynamics so
                 only 3%.1 Consumers now                   people can engage more effectively with their
                 expect to be able to consume              content and also to motivate desired behav-
                 data anywhere, any time,                  iors among their constituencies.
                 on any device, and business
                                                           For example, with its Humana Games for
   user expectations are only slightly behind
                                                           Health (HG4H) site, health insurance giant
   consumers’.
                                                           Humana Health Insurance has used games —
   A notable B2B example: The real estate arm              video games, among others — to encourage its
   of the insurance and financial services giant           members to exercise their minds and bodies
   Prudential recently launched a listing app for          for better health. Members can participate
   the iPad.2 Forward-thinking companies are               in challenges, earn points toward rewards
   offering their own mobile apps stores a la              and engage in friendly competition with
   iTunes so both internal and external users can          friends and family. Theoretically, Humana will
   download and use their applications. Any orga-          reduce healthcare claims from its members,
   nization that has not already enabled mobile            while members benefit from being healthier.
   consumption of its data (or does not have               Another potential health application: a daily
   an active project in the works to do so) is in          game that prompts patients to take their
   danger of failing to provide a critical aspect of       medications while engaging them in enter-
   customer experience.                                    taining play.
   This does not imply, of course, that the mobili-        Gamification enables organizations to make
   zation of data is a straightforward proposition,        their content more compelling — and fun —
   especially in a B2B context. On the data con-           so people want to come back. Research has
   sumption side, organizations are grappling with         shown that online users are highly motivated
   creating processes and governance policies              by the prospect of earning currency — money,
   for employees to use mobile devices like the            rewards points or social currency. Companies
   iPad in the workplace. Security and privacy             could harness this concept to encourage
   are major concerns that must be addressed               employee interaction. Beyond tangible rewards,
   sooner rather than later.                               most people appreciate recognition of their
   Get ready: Every future IT project or program           expertise, whether shared via reviews, online
   will build in smartphone and/or tablet integra-         bulletin boards or an e-knowledgebase. Users
   tion as the primary means for consuming data.           could earn points in these venues, allowing
   Organizations that have not considered this             them to make a name for themselves by being
   should revisit their IT roadmaps.                       a frequent reviewer or commentator.

2. Game dynamics or “gamification” tech-                   In a B2B context, customer service personnel
   niques involve the application of game design           could earn recognition for sharing product-
   techniques and mechanisms to create compel-             quality information with the product devel-
                  ling, interactive content. Game          opment team, enabling ongoing collaborative
                  dynamics will be a large part of         process improvement. Entrenched corporate
                  strategies that involve consum-          cultures have created roadblocks to collabo-
                  er engagement. The use of such           rating; gamification may be the lubrication
                  game dynamics will be the next           that greases the wheels. And gamification
                  wave of generating loyalty and           platforms (such as Nitro from Bunchball4) will
                  advocacy among consumers.                make it easier for companies to inject game
                                                           techniques into their content and applications,
                   Business applications will
                                                           whether B2B or consumer-oriented.
                   come, as well. After all, effec-


                        cognizant 20-20 insights       2
3. Augmented reality (AR). AR has enormous                dimensions.8 The simulator will quickly and
   potential in both the consumer and business            elegantly say whether or not the user’s goods
   worlds. Advanced companies are already                 will fit in the box. Augmented reality has
   putting AR to countless innovative uses —              enormous potential for both fun and practical
   everything from a virtual mirror to check              business and consumer uses.
                 out how clothes and hairstyles
                                                      4. Social currency. Related to the “gamifica-
                 would look on you, to virtual
                                                         tion” trend noted previously, social currency
                 worlds on your smartphone that
                                                         involves a form of currency (points, ratings
                 orient you to your surround-
                                                         and the like) that users earn in an online social
                 ings using floating icons. AR
                                                         context. The rewards points that credit cards
                 is a natural for the consumer
                                                         offer in exchange for meeting
                 world, but enterprises will also
                                                         certain purchasing levels were
                 embrace AR-based applications
                                                         an early form of social cur-
                 and solutions en masse in the
                                                         rency. E-community sites are
                 next few years. Vendors offering
                                                         already offering social currency
                 AR platforms will be in high
                                                         in exchange for posting user-
                 demand.
                                                         generated content. Sites like
  For consumer applications, AR can add much             Amazon.com could offer cur-
  sizzle to the user experience. Visitors to the         rency to influential reviewers;
  BMW Web site, for example, can explore their           these elite users could then use
  desired model, for example the Z4, in a highly         points to pay for or reduce the
  realistic way and can even configure their             cost of purchases. Many companies that have
  dream car via an AR-powered configurator.5             employed games to sweeten the use of their
  But AR need not be confined to luxury goods;           content also offer social currency as a reward
  it can be used effectively for simple goods, too.      for participation.
  Children, for example, can scan the code from
                                                          In addition to virtually limitless consumer
  their Doritos Sweet Chili chips package on the
                                                          application possibilities, businesses can offer
  Doritos Web site to access a special cartoon,
                                                          social currency to motivate their employees
  a fun experience that has a cache of exclusiv-
                                                          toward preferred behaviors, such as collabora-
  ity.6 Another example: the Topps “3D LIVE”
                                                          tion. Consumer and B2B marketplaces will be
  baseball card line features a baseball that
                                                          built on social currencies.
  leaps from the card onto the user’s desk, as
  viewed via a webcam.7 While viewing miniature           Enterprises will increasingly adopt strategies
  holographic representations of a player, users          that tap into the geo-social behavior of
  can control the player’s signature moves via            consumers to maintain the loyalty of their
  the keyboard.                                           consumer base. Social currency will become
                                                          one of the most popular and lucrative
  Beyond the fun of exploring a virtual world,
                                                          approaches.
  AR has a highly practical side. A business
  that buys a high-end printer, for example,          5. Location-based applications. Yelp, Four-
  might get up to speed on its features via an           square and the like have been on the scene
  AR application. Field service personnel could          for years now, but they will come to greater
  access AR tutorials to better understand how           prominence (even ubiquity)
  to repair a piece of equipment. Virtual agents         in coming years. Many orga-
  already welcome visitors to a variety of Web           nizations, especially those
  sites, in hopes of making users feel a personal        serving consumers, are
  connection with the material presented there.          examining how they can use
                                                         location-based applications
   It is only a matter of time — and not much time,
                                                         to delight their customers.
  at that — before AR applications will become
  entirely routine for consumer and business              Location-based apps require
  experiences, from the sublime to the mundane.           a particularly thoughtful
  The U.S. Postal Service now offers a “virtual           approach, as they neces-
  box simulator” that allows users to scan the            sarily impact the user’s privacy. Many people
  items they want to ship on a PC’s camera and            are not comfortable with letting an applica-
  then virtually place them in a box of certain           tion use their current physical location as the



                      cognizant 20-20 insights        3
basis for serving more information. We believe            Insurance Group, offers insurance to secure
     this concern will lessen, however, especially             virtual property.9 Many consumers have built
     among millennials and their younger counter-              extensive collections of virtual goods — with
     parts, as users see the value of swapping some            the associated online status — and they do not
     privacy rights for information (such as the               want to risk losing them to a computer crash or
     nearest Indian restaurant) and value (including           other mishap. According to the Inside Virtual
     immediate coupons for the very item the                   Goods report, the U.S. virtual goods market
     shopper seeks). Organizations will do well to             will reach $2.1 billion this year.10
     implement location-based applications with                With such a significant market size, virtual
     sensitivity to privacy concerns and to embed              goods are an increasingly viable way of earning
     ways to mitigate those concerns (for example,             revenue. One possibility is for companies to
     allowing users to turn location-based capabili-           offer virtual and physical goods in a market-
     ties on and off at will).                                 place. At this moment, it is hard to fathom that
6. Virtual goods. Unimaginable just a few short                there is equal potential for B2B virtual goods,
   years ago, virtual goods are just that — online             but the emotional lure is such that this may
   incarnations of things that people want in the              come to pass.
                  real world (flowers, clothing,
                  jewels, pets and cars are a             Enterprises of all types and sizes must build a
                  few), as well as entities that          digital agenda to remain competitive today and
                  exist only virtually (such as           survive in tomorrow’s marketplace. The six tech-
                  avatars). Online consumers              nologies and developments in this white paper
                  have embraced virtual goods             work together or separately to engage consumers
                  with a passion. Ephemeral as            and workers, now and in the future. Most of the
                  they are, virtual goods clearly         technologies have a playful aspect that does not
                  have emotional meaning for              preclude their use in business applications — far
                  consumers.                              from it. The future of work will look much like play
                                                          at present, with enhanced virtual interactivity to
     Case in point: This year for the first time, a       make work compelling for all types of users and
     Chinese insurance company, the Sunshine              applications.




Footnotes
1
     “Slowing Consumer Demand Reduces PC Growth for 2011 While Longer Term Growth Will Remain in
     Double Digits,” IDC, June 6, 2011, http://www.idc.com/getdoc.jsp?containerId=prUS22861211; “Android
     Rises, Symbian 3 and Windows Phone 7 Launch as Worldwide Smartphone Shipments Increase 87.2%
     Year Over Year,” IDC, Feb. 7, 2011, http://www.idc.com/about/viewpressrelease.jsp?containerId=prUS2268
     9111&sectionId=null&elementId=null&pageType=SYNOPSIS
2
     “Check Out the Prudential iPhone/iPad App,” Real Estate Connect, Feb. 11, 2011, http://realestateconnect.
     wordpress.com/2011/02/11/check-out-the-prudential-iphoneipad-app/
3
     Humana Games Web site, http://www.humanagames.com/
4
     Bunchball Web site, http://www.bunchball.com
5
     BMW Z4, BMW Web site, http://www.bmw.co.uk/bmwuk/augmented_reality/homepage?bcsource=vanity
6
     Doritos Web site, http://www.doritos.com.br/sweetchili/site/
7
     Topps Web site, http://www,toppstown.com
8
     U.S. Postal Service Web site, https://www.prioritymail.com/simulator.asp
9
     Jeremy Hsu, “Video Game Property Insurance Protects Virtual Goods,” Innovation News Daily, July 7,
     2011, http://www.innovationnewsdaily.com/insurance-virtual-items-games-2105/

10
     Dean Takahashi, “U.S. Virtual Goods Market to Hit $2.1 Billion in 2011,” GamesBeat, Sept. 28, 2010,
     http://venturebeat.com/2010/09/28/u-s-virtual-goods-market-to-hit-2-1-billion-in-2011/


                         cognizant 20-20 insights          4
About the Authors
Dileep Srinivasan is a Vice President for CRM, Social CRM and Digital Marketing in Cognizant’s
Customer Solutions Practice. He specializes in helping organizations across industries apply tra-
ditional and emerging social CRM tools to generate long-term business value. He can be reached at
Dileep.Srinivasan@cognizant.com and on Twitter @dileepsri.




About Cognizant
Cognizant (NASDAQ: CTSH) is a leading provider of information technology, consulting, and business process out-
sourcing services, dedicated to helping the world’s leading companies build stronger businesses. Headquartered in
Teaneck, New Jersey (U.S.), Cognizant combines a passion for client satisfaction, technology innovation, deep industry
and business process expertise, and a global, collaborative workforce that embodies the future of work. With over 50
delivery centers worldwide and approximately 118,000 employees as of June 30, 2011, Cognizant is a member of the
NASDAQ-100, the S&P 500, the Forbes Global 2000, and the Fortune 500 and is ranked among the top performing and
fastest growing companies in the world. Visit us online at www.cognizant.com or follow us on Twitter: Cognizant.




                                         World Headquarters                  European Headquarters                 India Operations Headquarters
                                         500 Frank W. Burr Blvd.             1 Kingdom Street                      #5/535, Old Mahabalipuram Road
                                         Teaneck, NJ 07666 USA               Paddington Central                    Okkiyam Pettai, Thoraipakkam
                                         Phone: +1 201 801 0233              London W2 6BD                         Chennai, 600 096 India
                                         Fax: +1 201 801 0243                Phone: +44 (0) 20 7297 7600           Phone: +91 (0) 44 4209 6000
                                         Toll Free: +1 888 937 3277          Fax: +44 (0) 20 7121 0102             Fax: +91 (0) 44 4209 6060
                                         Email: inquiry@cognizant.com        Email: infouk@cognizant.com           Email: inquiryindia@cognizant.com


© Copyright 2011, Cognizant. All rights reserved. No part of this document may be reproduced, stored in a retrieval system, transmitted in any form or by any
means, electronic, mechanical, photocopying, recording, or otherwise, without the express written permission from Cognizant. The information contained herein is
subject to change without notice. All other trademarks mentioned herein are the property of their respective owners.

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Charting Your Digital Agenda: Six Technology Trends Driving Competitive Advantage, Now and in Years to Come

  • 1. ‱ Cognizant 20-20 Insights Charting Your Digital Agenda: Six Technology Trends Driving Competitive Advantage, Now and in Years to Come Executive Summary explore the world. Somewhat more slowly, but just as surely, these consumer-oriented technologies Whether they serve consumers, businesses or are forcing traditional business models to mutate, both, companies today need to create an agenda presenting both unprecedented opportunity and that outlines how they will capitalize on the latest massive disruption in affected industries. developments in the consumerization of infor- mation technology. In particular, organizations Organizations of all sizes are grappling with how need to consider how to incorporate six technical best to leverage these consumer technologies developments for profitable use: to advance business objectives and experience ‱ Mobile devices breakthroughs in competitive advantage. The six technologies discussed in this report are not nec- ‱ Game dynamics essarily new in terms of having just appeared, but ‱ Augmented reality companies are beginning to use them in innovative ‱ Social currency ways that will drive profits for years to come. ‱ Location-based applications Now more than ever, technology reflects that ‱ Virtual goods we are social creatures, whether interacting for business or pleasure. No matter which industry These technological developments first emerged you operate in, your organization needs to outline in the consumer world, but business applications how it will use mobile platforms, social capabili- are becoming prevalent. This white paper will ties and virtualization to achieve its potential in discuss the six key technologies that will work the digital economy. individually and in concert to engage and delight customers and prospects. In our view, there are six key technologies and developments that businesses should embrace Embracing Consumer Technologies to stay competitive in the near term. Leading Consumer technologies such as smart devices, companies are already infusing these technolo- social networks and intuitive Web interfaces gies into the core of their digital agenda — singly began in the consumer world and quickly trans- or in combination — using them to offer richer, formed the way we socialize, interact, shop, relax, more interactive user experiences that will keep consume entertainment and reading material and customers coming back for more. cognizant 20-20 insights | september 2011
  • 2. 1. Mobile devices. Mobile devices have exploded tive collaboration requires a breaking down in the last five years due to widespread of barriers such as inertia and mistrust, consumer adoption of smartphones (notably which is difficult to achieve without offer- the iPhone) and tablets (chiefly ing participants an incentive for doing so. the iPad). In fact, according Many organizations are now applying game to IDC, sales of smartphones dynamics to influence collaboration and com- surpassed those of PCs last year, munity with employees, partners and even with smartphone shipments customers, both within and outside their cor- growing 87% from 2009 to porate boundaries. Companies have created 2010, while PC shipments rose platforms to incorporate game dynamics so only 3%.1 Consumers now people can engage more effectively with their expect to be able to consume content and also to motivate desired behav- data anywhere, any time, iors among their constituencies. on any device, and business For example, with its Humana Games for user expectations are only slightly behind Health (HG4H) site, health insurance giant consumers’. Humana Health Insurance has used games — A notable B2B example: The real estate arm video games, among others — to encourage its of the insurance and financial services giant members to exercise their minds and bodies Prudential recently launched a listing app for for better health. Members can participate the iPad.2 Forward-thinking companies are in challenges, earn points toward rewards offering their own mobile apps stores a la and engage in friendly competition with iTunes so both internal and external users can friends and family. Theoretically, Humana will download and use their applications. Any orga- reduce healthcare claims from its members, nization that has not already enabled mobile while members benefit from being healthier. consumption of its data (or does not have Another potential health application: a daily an active project in the works to do so) is in game that prompts patients to take their danger of failing to provide a critical aspect of medications while engaging them in enter- customer experience. taining play. This does not imply, of course, that the mobili- Gamification enables organizations to make zation of data is a straightforward proposition, their content more compelling — and fun — especially in a B2B context. On the data con- so people want to come back. Research has sumption side, organizations are grappling with shown that online users are highly motivated creating processes and governance policies by the prospect of earning currency — money, for employees to use mobile devices like the rewards points or social currency. Companies iPad in the workplace. Security and privacy could harness this concept to encourage are major concerns that must be addressed employee interaction. Beyond tangible rewards, sooner rather than later. most people appreciate recognition of their Get ready: Every future IT project or program expertise, whether shared via reviews, online will build in smartphone and/or tablet integra- bulletin boards or an e-knowledgebase. Users tion as the primary means for consuming data. could earn points in these venues, allowing Organizations that have not considered this them to make a name for themselves by being should revisit their IT roadmaps. a frequent reviewer or commentator. 2. Game dynamics or “gamification” tech- In a B2B context, customer service personnel niques involve the application of game design could earn recognition for sharing product- techniques and mechanisms to create compel- quality information with the product devel- ling, interactive content. Game opment team, enabling ongoing collaborative dynamics will be a large part of process improvement. Entrenched corporate strategies that involve consum- cultures have created roadblocks to collabo- er engagement. The use of such rating; gamification may be the lubrication game dynamics will be the next that greases the wheels. And gamification wave of generating loyalty and platforms (such as Nitro from Bunchball4) will advocacy among consumers. make it easier for companies to inject game techniques into their content and applications, Business applications will whether B2B or consumer-oriented. come, as well. After all, effec- cognizant 20-20 insights 2
  • 3. 3. Augmented reality (AR). AR has enormous dimensions.8 The simulator will quickly and potential in both the consumer and business elegantly say whether or not the user’s goods worlds. Advanced companies are already will fit in the box. Augmented reality has putting AR to countless innovative uses — enormous potential for both fun and practical everything from a virtual mirror to check business and consumer uses. out how clothes and hairstyles 4. Social currency. Related to the “gamifica- would look on you, to virtual tion” trend noted previously, social currency worlds on your smartphone that involves a form of currency (points, ratings orient you to your surround- and the like) that users earn in an online social ings using floating icons. AR context. The rewards points that credit cards is a natural for the consumer offer in exchange for meeting world, but enterprises will also certain purchasing levels were embrace AR-based applications an early form of social cur- and solutions en masse in the rency. E-community sites are next few years. Vendors offering already offering social currency AR platforms will be in high in exchange for posting user- demand. generated content. Sites like For consumer applications, AR can add much Amazon.com could offer cur- sizzle to the user experience. Visitors to the rency to influential reviewers; BMW Web site, for example, can explore their these elite users could then use desired model, for example the Z4, in a highly points to pay for or reduce the realistic way and can even configure their cost of purchases. Many companies that have dream car via an AR-powered configurator.5 employed games to sweeten the use of their But AR need not be confined to luxury goods; content also offer social currency as a reward it can be used effectively for simple goods, too. for participation. Children, for example, can scan the code from In addition to virtually limitless consumer their Doritos Sweet Chili chips package on the application possibilities, businesses can offer Doritos Web site to access a special cartoon, social currency to motivate their employees a fun experience that has a cache of exclusiv- toward preferred behaviors, such as collabora- ity.6 Another example: the Topps “3D LIVE” tion. Consumer and B2B marketplaces will be baseball card line features a baseball that built on social currencies. leaps from the card onto the user’s desk, as viewed via a webcam.7 While viewing miniature Enterprises will increasingly adopt strategies holographic representations of a player, users that tap into the geo-social behavior of can control the player’s signature moves via consumers to maintain the loyalty of their the keyboard. consumer base. Social currency will become one of the most popular and lucrative Beyond the fun of exploring a virtual world, approaches. AR has a highly practical side. A business that buys a high-end printer, for example, 5. Location-based applications. Yelp, Four- might get up to speed on its features via an square and the like have been on the scene AR application. Field service personnel could for years now, but they will come to greater access AR tutorials to better understand how prominence (even ubiquity) to repair a piece of equipment. Virtual agents in coming years. Many orga- already welcome visitors to a variety of Web nizations, especially those sites, in hopes of making users feel a personal serving consumers, are connection with the material presented there. examining how they can use location-based applications It is only a matter of time — and not much time, to delight their customers. at that — before AR applications will become entirely routine for consumer and business Location-based apps require experiences, from the sublime to the mundane. a particularly thoughtful The U.S. Postal Service now offers a “virtual approach, as they neces- box simulator” that allows users to scan the sarily impact the user’s privacy. Many people items they want to ship on a PC’s camera and are not comfortable with letting an applica- then virtually place them in a box of certain tion use their current physical location as the cognizant 20-20 insights 3
  • 4. basis for serving more information. We believe Insurance Group, offers insurance to secure this concern will lessen, however, especially virtual property.9 Many consumers have built among millennials and their younger counter- extensive collections of virtual goods — with parts, as users see the value of swapping some the associated online status — and they do not privacy rights for information (such as the want to risk losing them to a computer crash or nearest Indian restaurant) and value (including other mishap. According to the Inside Virtual immediate coupons for the very item the Goods report, the U.S. virtual goods market shopper seeks). Organizations will do well to will reach $2.1 billion this year.10 implement location-based applications with With such a significant market size, virtual sensitivity to privacy concerns and to embed goods are an increasingly viable way of earning ways to mitigate those concerns (for example, revenue. One possibility is for companies to allowing users to turn location-based capabili- offer virtual and physical goods in a market- ties on and off at will). place. At this moment, it is hard to fathom that 6. Virtual goods. Unimaginable just a few short there is equal potential for B2B virtual goods, years ago, virtual goods are just that — online but the emotional lure is such that this may incarnations of things that people want in the come to pass. real world (flowers, clothing, jewels, pets and cars are a Enterprises of all types and sizes must build a few), as well as entities that digital agenda to remain competitive today and exist only virtually (such as survive in tomorrow’s marketplace. The six tech- avatars). Online consumers nologies and developments in this white paper have embraced virtual goods work together or separately to engage consumers with a passion. Ephemeral as and workers, now and in the future. Most of the they are, virtual goods clearly technologies have a playful aspect that does not have emotional meaning for preclude their use in business applications — far consumers. from it. The future of work will look much like play at present, with enhanced virtual interactivity to Case in point: This year for the first time, a make work compelling for all types of users and Chinese insurance company, the Sunshine applications. Footnotes 1 “Slowing Consumer Demand Reduces PC Growth for 2011 While Longer Term Growth Will Remain in Double Digits,” IDC, June 6, 2011, http://www.idc.com/getdoc.jsp?containerId=prUS22861211; “Android Rises, Symbian 3 and Windows Phone 7 Launch as Worldwide Smartphone Shipments Increase 87.2% Year Over Year,” IDC, Feb. 7, 2011, http://www.idc.com/about/viewpressrelease.jsp?containerId=prUS2268 9111&sectionId=null&elementId=null&pageType=SYNOPSIS 2 “Check Out the Prudential iPhone/iPad App,” Real Estate Connect, Feb. 11, 2011, http://realestateconnect. wordpress.com/2011/02/11/check-out-the-prudential-iphoneipad-app/ 3 Humana Games Web site, http://www.humanagames.com/ 4 Bunchball Web site, http://www.bunchball.com 5 BMW Z4, BMW Web site, http://www.bmw.co.uk/bmwuk/augmented_reality/homepage?bcsource=vanity 6 Doritos Web site, http://www.doritos.com.br/sweetchili/site/ 7 Topps Web site, http://www,toppstown.com 8 U.S. Postal Service Web site, https://www.prioritymail.com/simulator.asp 9 Jeremy Hsu, “Video Game Property Insurance Protects Virtual Goods,” Innovation News Daily, July 7, 2011, http://www.innovationnewsdaily.com/insurance-virtual-items-games-2105/ 10 Dean Takahashi, “U.S. Virtual Goods Market to Hit $2.1 Billion in 2011,” GamesBeat, Sept. 28, 2010, http://venturebeat.com/2010/09/28/u-s-virtual-goods-market-to-hit-2-1-billion-in-2011/ cognizant 20-20 insights 4
  • 5. About the Authors Dileep Srinivasan is a Vice President for CRM, Social CRM and Digital Marketing in Cognizant’s Customer Solutions Practice. He specializes in helping organizations across industries apply tra- ditional and emerging social CRM tools to generate long-term business value. He can be reached at Dileep.Srinivasan@cognizant.com and on Twitter @dileepsri. About Cognizant Cognizant (NASDAQ: CTSH) is a leading provider of information technology, consulting, and business process out- sourcing services, dedicated to helping the world’s leading companies build stronger businesses. Headquartered in Teaneck, New Jersey (U.S.), Cognizant combines a passion for client satisfaction, technology innovation, deep industry and business process expertise, and a global, collaborative workforce that embodies the future of work. With over 50 delivery centers worldwide and approximately 118,000 employees as of June 30, 2011, Cognizant is a member of the NASDAQ-100, the S&P 500, the Forbes Global 2000, and the Fortune 500 and is ranked among the top performing and fastest growing companies in the world. Visit us online at www.cognizant.com or follow us on Twitter: Cognizant. World Headquarters European Headquarters India Operations Headquarters 500 Frank W. Burr Blvd. 1 Kingdom Street #5/535, Old Mahabalipuram Road Teaneck, NJ 07666 USA Paddington Central Okkiyam Pettai, Thoraipakkam Phone: +1 201 801 0233 London W2 6BD Chennai, 600 096 India Fax: +1 201 801 0243 Phone: +44 (0) 20 7297 7600 Phone: +91 (0) 44 4209 6000 Toll Free: +1 888 937 3277 Fax: +44 (0) 20 7121 0102 Fax: +91 (0) 44 4209 6060 Email: inquiry@cognizant.com Email: infouk@cognizant.com Email: inquiryindia@cognizant.com © Copyright 2011, Cognizant. All rights reserved. No part of this document may be reproduced, stored in a retrieval system, transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the express written permission from Cognizant. The information contained herein is subject to change without notice. All other trademarks mentioned herein are the property of their respective owners.