This document discusses emerging trends in connectivity, social media, and business models. It notes that traditional assumptions and business models no longer fit with today's reality where information and people are increasingly connected through social networks and the internet. Examples mentioned include the rise of virtual social networks and serious games. It also discusses challenges to established order from new collective groups and the limits of enforcing copyright in this new environment.
12. VIRTUAL SOCIAL NETWORKS:
“WEBTRIBES…”
SOCIAL : HYVES
BUSINESS : LINKEDIN
SOCIO-BUSINESS: MINDZ.COM
SERIOUS GAME : WORLD OF
WARCRAFT
(MMORPG:
Massively Multiplayer Online Role Playing
Game)
13. CONNECTIVITY
OF
INFORMATION
Intelligent web
WEB 4.0
2020-2040
Web OS
Semantic web WEB 3.0
2010-2020
Social commerce*
Social functionality WEB 2.0
2000-2012
Social relationship
WEB 1.0
PC ERA
*FORRESTIERS RESEARCH CONNECTIVITY OF PEOPLE
27. : SAMENWERKEN IN DIALOOG
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28.
29.
30. VERZET GEVESTIGDE ORDE:
BEROEP COLLECTIVITEIT
BEROEP OP MONOPOLIE
VAST IN EIGEN
REGELGEVING
TERUG NAAR OUDE
SPEELVELD
PRIVACY INFORMELE GEDRAGSCODES
96%
50. - GEEN VERGADERZALEN MAAR
VERGADERSTOELEN…
- GEEN UNIFORME VOORWAARDEN…
- 24/7 TOEGANKELIJK, BEHEER
ZELF RESERVERINGDETAILS…
- ZALEN AFGESTEMD OP GEBRUIK…
- SUPPLIERS HALEN ZELF
“BESTELLINGEN” OP…
- COMMUNICATIE VIA SOCIALE
MEDIA…
53. “TO BE OR NOT TO BE”
IS NO LONGER THE
QUESTION
WHO DO YOU WANT TO BE?
WHO ARE YOU?
BRANDING*
“RANGE OF ACTIVITIES TO CREATE, TO FACILITATE, TO MANAGE & TO EVALUATE CONTACT
OPPORTUNITIES (TOUCHPOINTS) & EVENT DRIVEN COMMUNICATION WITH STAKEHOLDERS,
RESULTING IN UNIQUE AND CONSISTENT STAKEHOLDER EXPERIENCES, THUS OPTIMIZING THE
PROCES OF MEETING & CONNECTING”.
* Ronald van den Hoff 2007
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64. PROXIMITY MARKETING
R.F.I.D. TECHNOLOGY
RADIO FREQUENCY IDENTIFICATION
IDENTIFICATION
&
BLUE TOOTH