Case study solved BBS 2nd year model question paper English
Dear students the answer given here is just an example. A case study is based on different cases. You have to understand it. Most of the time questions are analytical. You analyze benefits and disbenefits and then present your answers. It comes for 18 marks. Two questions each one is of 9 marks. Even if you find difficulty at the time of examination understanding the given case don't give up.
12. Read the given case and answer
the following questions.
The fact that millions of people
spend billions of hours playing games on their mobile devices is not lost on
companies looking for ways to enhance communication with employees and
customers. Whether they feature skill, chance, or compelling storylines,
successful games try to engage users intellectually and emotionally--just as
successful business communicators try to do.
Gamification is the addition of
game-playing aspects to an activity or a process with the goal of increasing
user engagement, and it's a natural fit for social media and mobile devices.
Foursquare's check-in competitions, in which the person who "checks
in" using Foursquare the most times during a certain time window is
crowned the "mayor" of that location, were an early use of
gamification. Foursquare wasn't invented as a way for people to become
imaginary mayors of places where they shop or eat, of course. It is an
advertising platform that relies on user activity and user-generated content,
and the game clement encourages people to use the app more frequently.
Foursquare is a simple example of
gamification, but other companies are pushing the concept in new ways to engage
and motivate employees and other stakeholders. For example, Bunchball's Nitro
software applies gamification concepts to a number of business communication
platforms. On a customer-service system, the software rewards employees for
increasing their productivity, meeting their service commitments to customers,
and sharing knowledge with their colleagues. On several collaboration and
brainstorming systems, gamification encourages people to make more connections,
share ideas, and boost their influence within a community. Employee orientation
systems can use game concepts to help new hires learn their way around the
organization.
Gamification is also a key strategy
for many companies trying to improve customer loyalty. Badgeville's Reputation
Mechanics system, for example, boosts the profile of knowledgeable customers
who share expertise on social media sites and other online forums. By rewarding
their product champions this way, companies encourage them to keep contributing
their expertise, thereby helping other customers be successful and satisfied.
Incidentally, if you are in the
Millennial generation- those born between about 1981 and 1995 you're a special
target of gamification in the workplace and the marketplace, given your
generation's enthusiasm for video games. Don't be surprised to find more
gamified apps and systems on the job and everywhere you turn as a
consumer.
Questions
a. Gamification is about
influencing employee and customer behaviours in ways that benefit a company. Is
this ethical? Explain your answer.
b. Assume a company provides a
job-search game app that helps you navigate your way through applying for a
job, explore various job openings, and understand what it would be like to work
there. Would the app make you feel more positively about the company, or would
you find that using a game for this purpose would trivialize something as
important as your job search? Explain your answer.
a. The addition of game-playing aspects (features)
to an activity with the goal of increasing user engagement is gamification. In
mobile games when gamers won, they get points and are promoted to the next
level. The more levels they cross the high points they get. Within this, they
get trophies, badges, and positions. Although such things are not real still
encourage gamers to play longer and achieve high levels. Gamers feel
psychological happiness and desire to spend more time. If elements of game
playing (point, competition with others, rules of play, badges, trophies) are
applied to other areas of non-gaming activities then surely enrolment can be
increased. Gamification is a key strategy for many companies trying to improve
customer loyalty and keep employees motivated.
Gamification
concepts are widely used in almost every sector from education to online
businesses to influence employee and customer behaviours in ways that benefit a
company. For example, if an employee is able to sell more products, and meet
their service commitments to customers he will be awarded more points and
trophies. Similarly, if a customer provides positive feedback, and shares
expertise on social media sites and other online forums he will be rewarded. In
this way, companies encourage them to keep contributing.
Apps largely use gamification to increase their selling and buying activities. Example- Foursquare app, It is an advertising platform that relies on user activity and user-generated content, and the game clement encourages people to use the app more frequently. Likewise, Nitro software applies gamification concepts to a number of business communication platforms.
Besides advantages, there are some disadvantages too. Games take longer to develop than traditional instructional design. Therefore, it is expensive and every organization may not afford it. Moreover, people tend to get a bit more competitive than expected. What’s more, you need to make sure that your game is secured and no one can hack it.
Although gamification has some disadvantages still
its advantages are weightier. It makes boring repetitive work more enjoyable
for the workers. Successful games try to engage users intellectually and
emotionally--just as successful business communicators try to do. Therefore, it
is ethical.(right)
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