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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