
Gamification time: What if everything were just a game? 21 June 2011Last updated at 00:15 By Katia Moskvitch Science and technology reporter, BBC News How Microtask's Digitalkoot game helps weed mistakes out of the Finnish National Library's e-archives One more step, and a tiny creature will cross the bridge and get to safety. Just one more step - but letters do not match, the fragile structure blows up and the brown mole falls into a digital abyss. But as Juha Valtamo, a 21-year-old Finnish student, correctly types the next word that appears on the screen of his laptop, another mole happily reaches the destination. Digitalkoot may sound like a typical online game - but there is more to it than just building bridges and saving moles. Every time players complete a level, they help with a real-life task - digitising huge archives of Finland's National Library. Words that players need to type come from millions of pages of newspapers, magazines and journals, digitised by optical character recognition. 'Gamifying' crowdsourcing “Start Quote Banking ideas
Is Planning Bad for Business? Conventional wisdom dictates that business planning is a key to success. The U.S. Small Business Administration, for example, notes that the "importance of a comprehensive, thoughtful business plan cannot be overemphasized." But Araceli Camargo, the 31-year-old founder of TheCube, a co-working space in London, thinks that the impulse to plan is ultimately unnecessary. Last month, Camargo—who was born in Florida but immigrated to London several years ago—presented her ideas to a group of about 30 young professionals lunching on burgers and cheese steaks at reBar restaurant in Brooklyn, New York. The talk, hosted by Digital DUMBO, a New York-based organization that fosters business for New York's technology community, offered entrepreneurs (and would-be entrepreneurs) a road map for starting a business based on action, rather than planning. "In our research, we found that successful entrepreneurs have a flexible, nimble brain," Camargo says. Some research supports this claim.
Virgin America Virgin America, which has sought to make flying more fun than mundane for its customers, is now trying out a similar philosophy for those waiting at one of its terminals. The airline has launched a program at the new Terminal 2 at San Francisco International Airport, combining Foursquare and Facebook checkins to award badges such as “ground crew” (one to four checkins) and "captain” (50 checkins). Passengers will randomly be awarded prizes — like T-shirts and flight vouchers — based on the checkins. In order to take part, consumers have to agree to Facebook’s Terms of Service on the Terminal 2 Takeover app, created by Context Optional, on Virgin America’s Facebook Page. Once consumers opt in for the program, they’ll find various surprises at the terminal checkin areas, like video games and artwork. Terminal 2, which opens Thursday at the airport, includes a “Recompose” lounge, mood lighting, organic dining and elevated work tables with outlets and Wi-Fi.
Five Rules for Bootstrapping Success Follow these tips to get your dream business off the ground without seeking outside investors. It may be slower, less sexy, and counterintuitive, but you can be better off growing your small business by bootstrapping rather than seeking outside capital. Bootstrapping can make the business owner focus on profits and cash flow, and it frees him or her to spend time on selling and on solving problems that are keeping the company from making a profit. Bootstrapping can also be better for employees. Overall, bootstrapping can force you to be more realistic, to not waste time and to be better prepared for the long run. 1. 2. 3. One option is to start a business on the side that requires your time in the morning or evening before or after your normal job. 4. Forecasting from the bottom up gives you the ability to meet your sales goals and therefore to control your startup costs and growth rate. 5.
Radio Shack Says Foursquare Users Spend 3.5X More Christopher Heine | April 11, 2011 | 2 Comments inShare41 Retailer extends geo-social campaign three months while national chains up their check-ins game. Radio Shack CMO Lee Applbaum made a revelation last week that helps explain why national retail chains are warming to Foursquare. "Foursquare users at Radio Shack generally spend three-and-a-half times more compared to what non-Foursquare users [spend]," Applbaum said, while speaking at the Ad Age Digital conference. Today, his Fort Worth, TX-based brand was scheduled to end a month-long Foursquare initiative. When asked about Applbaum's statement, Parker said Foursquare users tend to purchase items like wireless devices that have a higher price point. "They are more tech-savvy, they're younger, and they have higher disposable income," he explained. According to Foursquarebrands.com stats, Radio Shack ranks third among retailers with 27,400 Foursquare followers while trailing Starbucks (41,400) and Walgreens (38,200).
Here we go again! Flying lessons (an e-course) Doing MAJOR happy dances over here.....I am so thrilled to finally offer this e-course again! I offered it once last year and it was a huge hit. I've decided it to offer it again and I'd love for you to join us! Flying Lessons: Tips + Tricks To Help Your Creative Business Soar: Registration starts immediately and this five week online class will start Sunday, August 7th. "Holy Moly, Kelly! "I cannot thank you enough for this wonderful e-course and the fact that it was not just informative, but that you, yourself, Kelly Rae, came shining through, making it all so personal. "Holy Camoly. "This ecourse has been a catalyst in helping me to see exactly where I want to take my creative business. "Kelly Rae, this is generous.... and I mean GENEROUS amount of info and insight you are showering upon us! "I am blown away by all the work you have put into this Kelly. "I am absolutely floored at the empowerment you are giving me. "This e-course has been beyond helpful. More specifically: A: Yes!
Gamification: More to marketing than just a buzzword? Raf Keustermans looks at case studies and gauges expert opinion on the latest hot topic. Gamification. The world alone makes some people nervous. Or aggressive. It is one of those terms that is overused to a point where it almost lost its meaning. The word is (ab)used for a variety of topics, usually with the aim to increase the hype factor: from using games in marketing campaigns or promotions (sweepstakes, ‘wheel-of-fortune’, advergames) to advertising in existing games or virtual worlds (McDonald’s in FarmVille) to far-stretching philosophical concepts (‘everything is a game’). There is no formal definition that has been agreed upon, but most agree that gamification is all about using game mechanics - such as badges, levels, achievements and leadboards - for non-game applications, including consumer-oriented web and mobile sites. What is agreed on, however, is that it is capturing the imagination of a growing number of business experts and leading-edge organisations. Any substance?
12 Most Common Mistakes of Small Business Many of us face challenging economic times with uncertain tax and new mandates that causes business planning challenges. It’s been my experience that success in small business has as much to do with avoiding operational mistakes as it does with doing the overall economic environment. With many small businesses not making it during the past several years, I want to highlight 12 common mistakes made by business owners so that you can avoid them. 1. Focus A common mistake is lack of focus. 2. Many small businesses do not routinely monitor key business indicators and process measures. 3. Another mistake is not spending enough time selling. 4. Without a plan you can’t know where you are going. 5. Pricing is a key. 6. The next mistake is not clearly defining your customer. 7. Many small businesses do not create a budget to set goals or plan key expenses. 8. Another mistake is not going after repeat business. 9. 10. 11. 12. What other common issues have you seen