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Marc-Alexandre Gagnon

Transaction Systems Architects reports third quarter results - 0 views

  • Transaction Systems Architects, Inc. (Nasdaq: TSAI), a leading global provider of enterprise e-payments and e-commerce software, announced today that revenue for the third quarter ended June 30, 2004 was $72.5 million, a decrease of two percent over the same quarter last year.
  • Net income was $18.7 million, or $.49 per diluted share, which includes a net one-time tax benefit of $10.6 million, or $.28 per diluted share. This net one-time tax benefit is attributed primarily to certain tax restructurings and associated tax elections related to the Company's MessagingDirect Ltd. subsidiaries. Net income of $18.7 million, or $.49 per diluted share, compares to a net loss of $1.9 million, or a net loss of $.05 per diluted share, which included a goodwill impairment charge of $9.3 million, for the third quarter of fiscal 2003.
  • For the third quarter of fiscal 2004, revenues were comprised of software license fees of $37.5 million, maintenance fees of $23.1 million and services fees of $11.9 million. The Company's recurring revenue was $45.5 million, or 63 percent of revenue, and non-recurring revenue was $27.0 million, or 37 percent of revenue. Recurring revenue consisted of monthly license fees of $20.2 million, maintenance fees of $23.1 million and facilities management fees of $2.2 million.
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  • Operating income was $13.0 million, with an operating margin of 17.9 percent, compared to operating income of $4.7 million, with an operating margin of 6.3 percent, in the third quarter of fiscal 2003. Operating cash flow was $23.1 million with a cash balance of $158.9 million, compared to operating cash flow of $12.1 million in the third quarter of fiscal 2003, an increase of 91 percent.
  • For the nine months ended June 30, 2004, revenue totaled $223.1 million, compared to $205.5 million for the same nine-month period in fiscal 2003, an increase of 9 percent. Operating income for the nine months ended June 30, 2004 was $42.5 million compared to $23.4 million, which included a goodwill impairment charge of $9.3 million, for the same period last year, an increase of 82 percent. Operating margin was 19.1 percent for the first nine months of fiscal 2004, compared to an operating margin of 11.4 percent for the same period last year. Operating cash flow was $44.7 million for the first nine months of fiscal 2004, compared to $26.1 million for the same period last year, an increase of 71 percent. Net income was $36.7 million, or $.97 per diluted share, compared to $5.2 million, or $.15 per diluted share, an increase of 604 percent for the same nine-month period in fiscal 2003.
  • During the quarter, the Company added 13 new customers while maintaining a worldwide presence of 76 countries. ACI Worldwide, the Company's largest business unit, added seven new customers during the quarter. Solutions licensed to these customers included BASE24®, BASE24-es™, WINPAY24™, and ACI Proactive Risk Manager™. ACI Worldwide also licensed capacity upgrades to 13 customers and licensed seven new applications to existing customers during the quarter.
  • Insession Technologies, the Company's e-infrastructure business unit, added six new customers and licensed 12 new applications to existing customers during the quarter. Solutions licensed to new and existing customers include GoldenGate™, WorkPoint®, VersaTEST™, WebGate, SafeTGate, ICE™, Automated Operator™ and AutoDBA™.
  • IntraNet, the Company's international payments and message processing solutions provider, added one new Money Transfer System™ customer. IntraNet also licensed one capacity upgrade and entered into 17 services contracts with existing customers during the quarter.
  • The Company completed the third quarter of fiscal 2004 with $232.8 million in backlog. Included in backlog are all software license fees, maintenance fees and services specified in executed contracts to the extent that the Company believes that recognition of the related revenue will occur within the next twelve months. Recurring backlog includes all monthly license fees, maintenance fees and facilities management fees and amounted to $173.6 million. Non-recurring backlog includes other software license fees and services and amounted to $59.2 million.
  • "We are pleased with the quarter's and year-to-date financial results," said Gregory D. Derkacht, President and CEO. "We continue to make progress on our tax-planning initiatives and other projects, and we look forward to building on our worldwide leadership position in the financial services sector with our proven software solutions."
  • The Company has revised its revenue estimate for fiscal 2004 from a range of $282 to $292 million to a range of $291 to $296 million. The Company has also revised its EPS estimate from $.74 to $.83 to $1.10 to $1.17, which includes the $.28 net one-time tax benefit.
Marc-Alexandre Gagnon

American Express Buys Virtual Currency Monetization Platform Sometrics For $30M | TechCrunch - 0 views

  • Exclusive: In a push to boost its payments platform for the gaming industry, American Express, has acquired virtual currency platform and in-game payments provider Sometrics. The total deal value is $30 million, but both parties declined to reveal further details about the split between cash and stock. Sometrics will become part of the Enterprise Growth Group, and will be used within American Express’ Serve digital payments platform to incorporate virtual currencies and loyalty programs.
  • Sometrics helps gaming publishers market free-to-play online games and monetize virtual currency with a consumer destination site and in-game payment solutions. Sometrics’ in-game payments platform basically powers virtual currency transactions and payments for game publishers. Sometrics also serves users with targeted offers based on their location, demographic, conversion history and social affiliation.
  • The company currently supports dozens of payment options (including mobile carrier infrastructure and credit card support) and hundreds of brand engagement ads, reaching a total global audience of more than 225 million consumers in more than 200 countries. And through Sometrics’ analytics capabilities, developers are able to view and analyze which audience demographics are responding to which payment options, respond by pushing traffic to the options that convert best, and optimize those conversions to help maximize revenue. Current gaming partners that use Sometrics include Nexon, NHN USA, IMVU, PopCap, BigPoint, Habbo, and many others.
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  • The company also operates GameCoins.com, a centralized place to discover new gaming titles and earn virtual currency to be spent on games. Game Coins can be converted into a publisher’s virtual currency, as well as into Facebook Credits.
  • To date, Sometrics has helped process 3.3 trillion units virtual currency since the company’s launch in 2007. Sometrics also says that gaming partners see an average 15 percent revenue lift through the use of its virtual currency payment solutions.
  • To date, Sometrics has raised $6 million in funding from the Mail Room Fund, an investment consortium that includes the William Morris Talent Agency, Accel and Venrock, as well as AT&T, Greycroft Partners, and Steamboat Ventures.
  • Sometrics will be added to American Express’ Serve digital payment and commerce platform. The credit card giant debuted Serve in March as a way to integrate a variety of payment options into a single account that can be funded from a bank account, debit, credit or charge card. American Express will continue the operation of Sometrics’ current business and will work with Sometrics will allow Serve customers to purchase virtual currencies via the platform. Over time, AmEx plans to integrate Serve into the payment path of the games that Sometrics supports.
  • Of course, American Express isn’t the only credit card company looking to capitalize on the changes taking place in the payments industry. Visa has big plans to dominate mobile payments and the digital wallet, buying virtual goods payments platform PlaySpan for $190 million, as well as acquiring mobile payments company Fundamo for $110 million.
  • But in the past year, American Express has actually been making some interesting partnerships in the payments space, recently teaming up with Foursquare, Facebook and even Zynga for deals. This could help the company dominate social payments and close the redemption loop.
  • And AmEx has been boosting its Serve platform with carrier partnerships, including Sprint and Verizon. Serve has also formed relationships with other partners including TicketMaster, AOL, and a number of gaming companies (however, those names have not been disclosed yet).
Marc-Alexandre Gagnon

American Express To Release An API For Digital Wallet Platform Serve; Focuses On Data And Personalization | TechCrunch - 0 views

  • Over the past year, American Express has been making several key payments partnerships with technology companies and launched its take on the digital wallet, Serve. Serve integrates a variety of payment options into a single account that can be funded from a bank account, debit, credit or charge card. The company has also landed a number of lucrative carrier partner deals for Serve. Separate from Serve, American Express’ recent partnerships in the payments space include Foursquare, Facebook and even Zynga for personalized deals. We sat down recently with Harshul Sanghi, American Express’ new VP of Enterprise Growth Group to chat about Serve, the digital wallet and how the company plans to dominate the payments space.
  • Sanghi, who was formerly the Managing Director of North American venture activities for Motorola, joined AmEx in September. His focus is on further developing the Serve brand and forming these partnerships that help expand the card member base into new segments.
  • Sanghi explains that while every payments company (including even Google) and credit card company is releasing their own version of the digital wallet, it’s whats in the wallet that’s truly important. “The wallet that has the most brand partnerships is what customers are going to gravitate too,” he says. And this wallet needs to tie in seamlessly with loyalty programs, and virtual currencies, which is why AmEx bought virtual currency monetization platform Sometrics a few weeks ago. And the wallet needs to store offers and deals as well so that consumers don’t have to carry around coupons or discounts to a store.
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  • While commercial partnerships are definitely key to the broad appeal of Serve, part of Sanghi’s master plan in furthering Serve’s presence is a connection with developers. “It is difficult for mobile payments startups to scale without partnerships with some of the major financial partners,” he explains. “There are a lot of regulation in terms of moving money, and fraud management and we want to be the partner mobile payments startups think of in this space.” Sanghi says that in first half of next year, American Express will open up the Serve platform to developer community.
  • Another area where American Express is focusing its efforts when it comes to Serve is on data. “Data is going to be a differentiating factor in the payments space,” Sanghi explains. A personalized experience is going to be key in providing the digital wallet that consumers flock to, he says. And it’s not just purchasing data that American Express is looking to mine.
  • Intent data, structured data and unstructured data will all play a part of delivering a personalized payments experience. That means analyzing things such as Tweets, Twitter sentiment, your social graph, Facebook updates and more to deliver targeted offers. “The magic is going to be in marrying structured data and unstructured data for results in real-time,” Sanghi says.
  • With 100 million card members, American Express’ data opportunities are massive. But privacy is a key concern in this data mining, says Sanghi, and the company has to be sure they aren’t abusing these issues, especially as it relates to financial information. For example, the company’s Facebook partnership, in which AmEx cardholders can link their cards to their Facebook accounts to receive deals, is an opt-in experience.
  • Across the board, American Express is going to be announcing many more commercial partnerships including those with gaming and telecommunications companies. Serve will also soon enter new geographies, says Sanghi, which will also be a key part of the platform’s growth in the next year.
  • Of course, American Express has competition in the digital wallets space, and companies like PayPal and even Google are also looking to compete. And fellow credit card companies such as Visa have major ambitions to dominate the digital wallet. Regardless, all of these companies need to fine-tune their offerings so that the benefit to consumers is clear. The battle to become the de facto digital wallet is just starting, and which payments provider that will create the technology that keeps consumers engaged has yet to be determined.
Marc-Alexandre Gagnon

Amex Invests $100 Million In Its Future: Digital Ecosystem, Not The Plastic Card | Fast Company [08Nov11] - 0 views

  • In its press release today American Express revealed explicitly that its new $100 million Digital Commerce Investment Initiative was destined to fund "early stage startups to facilitate the company's digital transformation."
  • Amex's Dan Schulman, Group President Enterprise Growth, spoke to Fast Company to explain the move: As far as saying that the credit card is going to evolve, Schulman noted, "It goes even further than that. Our view of the world is that all of commerce is being redefined as the world moves somewhat rapidly into the advent of smartphones and mobile payments and the digitization of information across the entire commerce lifecycle." This quick change, covered by many a column-inch in the media over recent months, means that the areas where Amex "traditionally added value between merchants and consumers" is going to "fundamentally change" and payments will only be "one part of that."
  • Where traditional credit card transactions were all about giving the merchant a secure and authenticated copy of those all-important 16 raised silver numbers on the face of your card, technological developments like NFC, smartphone payments and even innovations like Square and Google Wallet show that there's scope for a much richer interaction to go on at the moment of payment--something that's never been possible before.
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  • The information that is derived from a payment transaction" can be used in "closed marketing loops, can be used to populate your budgets automatically, it can be used to automatically create loyatly, to be able to pay for things in ways that we traditionally haven't been able to do," Schulman was careful to point out.
  • A lot of people think of future payments as an evolution of payment method, "like tapping your phone at a point of sale. We think of that more as a form-factor change, as opposed to a complete value-proposition change" in the way the entire process of commerce is conducted, he added.
  • Amex may very well "partner with different hardware manufacturers, whether those will be OEMs, handset manufacturers or point of sale terminal manufacturers" but the primary intention is to look at software solutions to form an ecosystem that operates alongside the transaction itself (which could not involve a credit card number but instead a phone number) including loyalty points, offers, discounts, and so on.
  • This covers new ways of paying as well as new customers who'll be able to make digital payments for the first time, "the millennials, the youth market, the underbanked or the un-banked" population segments, as well as other parts of the world "where charge and credit is a very small part of the payments industry."
Marc-Alexandre Gagnon

Best Buy Sends Geek Squad Into the Cloud | Wired Enterprise | Wired.com [07Nov11] - 0 views

  • Best Buy will send its Geek Squad into the cloud, after purchasing Boston-based mindSHIFT Technologies in a deal valued at $167 million.
  • MindSHIFT provides online applications and data center services for small to medium-sized businesses, boasting over 5,400 clients across the U.S., and with the purchase, Best Buy plans to extend its reach into the business world, including the legal, healthcare, financial, nonprofit, and education markets.
  • With its ubiquitous brick-and-mortar stores — and its Geek Squad driving Volkswagon Bugs from IT issue to IT issue — Best Buy believes it’s well positioned to offer cloud computing services to businesses with neither the time nor the resources to support their own IT infrastructure.
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  • The purchase is a way of competing with Amazon’s Web Services and other cloud services that offer applications and infrastructure resources via the net. With its cloudSHIFT hosted desktops, mindSHIFT providers business users with access to standard applications like Microsoft Office, OpenOffice, PDFCreator, and Adobe Acrobat Reader, but it also provides good old-fashioned managed hosting services, helping businesses run websites and other applications in its data centers.
Marc-Alexandre Gagnon

Visual Information Retrieval: the Next challenge in Information Management - ERM Expert Blog [07Nov11] - 0 views

  • In the past 20 years, a lot of research has been done towards visual information retrieval on pictures and video files. Not all of it has been successful. But on the last years, the quality of these visual search engines has reached levels that are beginning to be acceptable for eDiscovery, compliance, law enforcement and intelligence applications.
  • More and more electronically stored information (ESI) is non-text based or does not contain any searchable text components: sound recordings, video and pictures are growing exponentially in size and more and more collaborative and social network applications support (only) these information formats.
  • In addition, a whole generation is growing up that no longer uses written communication forms such as letters or emails: they only use social networks and other new media forms for communication and collaboration.
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  • Electronic files containing one of more text components or embedded objects with text components can be searched by using text-based queries.
  • Document scans (images) and even pictures can be enriched with the text of the original document or even with recognizable logo’s in the pictures. The same technology can also be applied to video shots.
  • Audio and the audio component of a video file can be processed by a phonetic search engine and users can search the content by looking for specific words or phoneme sequences.
  • In addition, audio-, pictures- and video files can be searched on contextual information such as the file name, added meta-information or text that surrounds the picture or the video on a web page.
  • Web search engines such as Google, Bing and Yahoo use primarily contextual text information from pictures and video’s to search on these object. This text can be tagged by users or can be found in the file name, file location, surrounding text on the webpage, etc. In some cases, words that are recognized in the images and videos with Optical Character Recognition (OCR) technology is used, or nudity is recognized and filtered, but that is about it. There is not or limited influence from pure visual information retrieval technology such as: give me all outdoor pictures or all images with a helicopter in it.
  • State-of-the-art visual search technology should address all of these aspects and support both text-based as image or video example based querying, result navigation and viewing.
  • Ranking images is based on complex statistics and other mathematical properties that are not always intuitive to humans.  Users need a much more exploratory and visual result list that uses all available dimensions when searching images and videos.
  • There are many use cases in the field of visual information retrieval varying from searching pictures on the internet to recognizing faces of hooligans at the entrance of a high risk football match, monitoring airports with surveillance cameras and investigating child abuse.
  • Many of these applications are highly specialized applications requiring a lot of specialized knowledge and experience to work effectively.
  • However, I expect that in the next year or five, real visual information retrieval will become a core component of in-house Enterprise Information Management systems as more and more information consists of pictures and videos that are not annotated and therefore hard to find.
Marc-Alexandre Gagnon

Gartner Identifies the Top 10 Strategic Technologies for 2012 [18Oct11] - 0 views

  • Gartner, Inc. today highlighted the top 10 technologies and trends that will be strategic for most organizations in 2012.
  • Gartner defines a strategic technology as one with the potential for significant impact on the enterprise in the next three years. Factors that denote significant impact include a high potential for disruption to IT or the business, the need for a major dollar investment, or the risk of being late to adopt.
  • A strategic technology may be an existing technology that has matured and/or become suitable for a wider range of uses. It may also be an emerging technology that offers an opportunity for strategic business advantage for early adopters or with potential for significant market disruption in the next five years. These technologies impact the organization's long-term plans, programs and initiatives.
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  • The top 10 strategic technologies for 2012 include:
  • Media Tablets and Beyond.
  • Mobile-Centric Applications and Interfaces.
  • Contextual and Social User Experience.
  • Internet of Things.
  • App Stores and Marketplaces.
  • Next-Generation Analytics.
  • Big Data.
  • In-Memory Computing
  • Extreme Low-Energy Servers.
  • Cloud Computing.
Marc-Alexandre Gagnon

Like Dwolla, SCVNGR is Building Local Mobile Payments Groundswell With LevelUp [24Nov11] - 0 views

  • Location-based social game mechanics are not inherently transactional. That is where the company's newest product, LevelUp comes into play. Take merchant offers, location, game mechanics and make then transactional and you have an idea what LevelUp is trying to do in the mobile payments space.
  • LevelUp is the path and it dives deep into the fundamental nature of payments, merchants and how people interact with money.
  • How Does LevelUp Work?
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  • Levelup is a mobile payments system at its core. It currently has 100,000 users across four cities (Boston, New York, Philadelphia and San Francisco) with 600 merchants signed up.
  • The basic payment structure is that LevelUp provides the merchants with an Android smartphone with a QR code reader and consumers with the LevelUp app that has a personalized QR code that effectively acts as the interface to their wallet
  • Users tie their debit/credit cards to the QR code in LevelUp's app. The security behind that is what could be considered a triple-blind token system. No actual payment information is being stored on the device (unlike the Google Wallet, for instance) and there are three steps from the phone to the bank to obfuscate where the payment is actually coming from.
  • Then there are the deals and game mechanics. When merchants sign up, they are prompted to give buyers a credit.
  • The more times that people pay with LevelUp, the more opportunities for credit to be accumulated (hence, the notion of leveling up to a new offer).
  • About 45% of users return to pay full price at the merchant and users on average use LevelUp about twice per week. The location system comes in by seeing on a map in the app what merchants close to you are using the service and what kind of deals they have.
  • "With LevelUp being transactional, we wanted to make it as fundamentally simple as humanely possible," Priebatsch said. "Frankly you should never have to do anything other than just pay with it and good things should happen to you and that should make you want to keep using it."
  • LevelUp has a certain type of groundswell that other local mobile payments options do not. In that way, LevelUp's closest kindred spirit is more likely to be Dwolla than it is something like Square or Google Wallet
  • There has been talk of SCVNGR being acquired but it is more likely that the company will eventually make partnerships with other ground-swell mobile payments companies like Dwolla.
  • What LevelUp and Dwolla have done is created a local ecosystem of merchants willing to use mobile payments in their communities. This is the bottom-up approach and, as of yet, is proving to be as effective than the top-down approach taken by companies like Google and PayPal.
  • What are the pain points for mobile payments? For the consumer, it is having the app and the ability to tie it to a payments process. LevelUp cuts down on the pain points by having the ability to tie the wallet to a debit/credit card through its triple-blind token system and using QR codes.
  • According to Priebatsch, QR codes are not necessary to the process. Any interface (like NFC) will do but the QR code is working for now and LevelUp can work with any device that can project a black and white image
  • This is where Priebatsch starts to get deep into the nature of payments and the notion that money is nothing but a form of information that transfers from one point to another. Priebatsch's grand plan, that translates well to a five to 10 years down the road for the company, is to bring the payments process down to "interchange zero" where the cost of moving that information from Point A to Point B is next to nothing.
  • Here is the philosophy, according to Priebatsch:
  • People will eventually make the flow of money more and more efficient, and the cost of transferring information, or money as information, will eventually converge to zero. This concept is something that we describe as "interchange zero". And as money flows frictionless-ly, all sorts of great things happen around that. You get to pay less at the store because the business does not have to pay interchange on top of their prices.
  • The really fascinating thing with that, is that a new monetization model needs to be found for the payments industry because somebody needs to make the $50 billion dollars a year to actually support the whole thing. And I believe, and I have a game mechanics background, that the way that that money is going to be replaced, as the idea of me paying you to just move money back and forth goes away, the way that people are going to make money on payments is taking the information inherent in payments and applying a series of game mechanics.
  • To create a series of actions which get consumers to spend more and come back more often. And this help the business make more money off of each transaction. So the payment, as a utility, will be frictionless, and the money will flow to the company, enterprise, person, organization who can add the most value to the transaction."
Dan R.D.

Social media - Marketing get it but Customer support don't - 1 views

  • Collaborate with Customer Support to Build Conversation MuscleIt’s a point worth underscoring, especially for marketers.  From the data we’ve gathered via our Social Media Maturity Diagnostic, we know that Marketing and/or Corporate Communications are leading the social media charge in large (i.e., Fortune 1000) enterprises 65% of the time.  But when it comes to Customer Support involvement, more than 40% of large companies don’t involve support peers at all!  In another 50%, they are only moderately involved. That’s a huge problem.We need our customer support brethren to build the right muscles for social media.  Let them spot you. Read more at mlcwideangle.exbdblogs.com
Dan R.D.

Juniper Research - Counter terrorism could help augmented reality grow [14May11] - 0 views

  • We’ve already told you about Juniper Research’s bullish forecasts of the augmented reality services. According to latest figures we have from the research company, the market for mobile enterprise applications featuring augmented reality elements is expected to exceed $300 million by 2015. Among the deployments that will help this grow, Juniper points to areas as diverse as corporate utility, surgery and counter-terrorism.
  • A company called Logica is already working with the UK government on a project that could identify current and future AR capabilities, whilst evaluating them against various security and counter terrorism scenarios.
  • According to the report author Dr Windsor Holden, “It is highly likely that AR apps which would also incorporate location awareness will soon be developed for security service handhelds – if they are not already in development.”
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  • As usual, you can get more information about the report titled “Mobile Augmented Reality: Opportunities, Forecasts & Strategic Analysis 2011-2015″ from Juniper’s website.
D'coda Dcoda

A New Approach To Reducing Spam: Go After Credit Processors [20May11] - 0 views

  • "A team of computer scientists at two University of California campuses has been looking deeply into the nature of spam, and they think found a 'choke point' [PDF] that could greatly reduce the flow of spam. It turned out that 95 percent of the credit card transactions for the spam-advertised drugs and herbal remedies they bought were handled by just three financial companies — one based in Azerbaijan, one in Denmark and one in Nevis, in the West Indies. If a handful of companies like these refused to authorize online credit card payments to the merchants, 'you'd cut off the money that supports the entire spam enterprise,' said one of the scientists." Frequent Slashdot contributor (and author of a book on Digital Cash) Peter Wayner wonders if "the way to get a business shut down is to send out a couple billion spam messages in its name."
Dan R.D.

Why are so many game developers opposed to gamification? - Quora [08Aug11] - 0 views

  • John Jainschigg, Virtual event, 3D, web, social media,...
  • I've been reading Jane McGonigal's 'Reality is Broken,' and despite my agreeing with much of her thesis, I think she omits confronting a few troublesome ideas about gamification that _some_ (by no means all) game developers find chilling. For example:
  • - The emotional complex she wants to evoke through gamification is the same potent combination of intense engagement, flow, esprit-de-corps, loop-reinforced sense of accomplishment (fiero) and surrender to a higher purpose that inflames all True Believers. I'm not sure how you can seriously talk about gamification at world-changing scales without thinking about how scary the present crop of True Believer games can be (e.g., Unbridled Capitalism, Globalization, the Tea Party, Al Quada, etc.)
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  • - The best practical example we have of enterprise gamification are the incentive systems applied to telesales, which -- bottom line -- turn people into monkey-cogs in a machine, competing for tokens of dubious value in exchange for optimal performance in generating hard revenue for the organization employing them.
  • - McGonigal is very fair about acknowledging her precursors, from Ted Castronova to Abraham Maslow. But she doesn't (I don't recall, anyway) mention Lawrence Lessig, whose line 'Code is Law' strikes me as relevant. The idea of moving governance into code is very powerful, but also profound and terrifying.
Dan R.D.

Thoughts on Google Plus: The Magic Isn't Social, It's Semantic [28Jul11] - 0 views

  • Sparks are a very simple taxonomy right now, but do have persistent URIs, which you can find by hovering over a Spark and looking in the left of the status bar at the bottom of your screen.
  • This warrants more dissecting and attention. Will they eventually use all or some of the hierarchy of Google Directory? Will they become hierarchical? Will the algorithm improve as we click on links that interest us? Can we add our own information? Are we creating new entities for Google as we search for and add Sparks to our items of interest – it seems that way. It’s not an ontology yet, but it’s a start. Lots of people creating persistent URIs for entities they’ve dreamed up – I hear that evil cackle again!
  • Google, by nature of its founding, is in a prime position to address the challenges that many enterprise technologists have when thinking about semantic data – how do we handle unstructured data? We have metadata: in schema, in taxonomies, in ontologies even. We have loads of content. With no metadata. How do we get them together? We can’t afford to hire a small army of indexers to apply the metadata to the content. The system metadata is insufficient and poor. We have a pretty good search tool, and have put some effort into data dictionaries, entity extraction and rules-based classification. We have tools that do latent semantic indexing and latent semantic analysis.  Make sense of unstructured information? Sure, Google can do that. Hopefully they will not reduce efforts in these areas too much to focus on other projects. Many of us can execute a search and return nothing useful; crowdsourcing tagging in G+ may re-vitalize  components of the search algorithm.
Jan Wyllie

Applying Game Mechanics to Functional Software [13Sep11] - 0 views

  • I am very skeptical about gamification in enterprise software and deeply suspicious about the hype around it in my company and outside. I have been searching for a while for a good introduction to behavioral mechanics that engage people. I found this talk by Amy Jo Kim very useful for the kind of work I do. She has worked in areas where social media and game mechanics intersect. Game mechanics change people's behavior Games engage us in flow, unfolding challenges over time to the player The 5 foundational elements of game mechanics are Collecting The power of completing a set Points Game points are points given by system Social points are given by other players. They drive collaboration. Redeemable points drive loyalty in those who care Leader boards drive player behavior such as competitive behavior Levels are short hand of points earned. Feedback Feedback accelerates drive to mastery. Feedback is fun Social Feedback is more powerful than system feedback Exchange Structured social interaction Explicit exchanges Adding a friend in facebook Implicit exchanges Are more powerful than explicit exchange Gift exchange Customization Character customization Customization engaged players and makes them stick Social media trends influencing game mechanics Accessibility Social media is making games more accessible to more people Recombinant Syndicated
Dan R.D.

BBC News - Internet of things: Should you worry if your jeans go smart? [24Sep11] - 0 views

  • What if those new jeans you've just bought start tweeting about your location as you cross London Bridge? It sounds far-fetched, but it's possible - if one of your garments is equipped with a tiny radio-frequency identification device (RFID), your location could be revealed without you knowing about it. RFIDs are chips that use radio waves to send data to a reader - which in turn can be connected to the web.
  • "The IoT challenge is likely to grow both in scale and complexity as seven billion humans are expected to coexist with 70 billion machines and perhaps 70,000 billion 'smart things', with numbers infiltrating the last redoubts of personal life," says Gerald Santucci, head of the networked enterprise and RFID unit at the European Commission.
Dan R.D.

The End of Social Media 1.0 Brian Solis [29Aug11] - 0 views

  • I would like to talk about an inflection point in social media that requires pause. I am not suggesting that there will be a social media 2.0 or 3.0 for that matter. Nor do I see the term social media departing our vocabulary any time soon. After all, it was recently added to the Merriam-Webster dictionary.  Instead, what I would like to discuss is the end of an era of social media that will force the industry to mature. It won’t happen on its own however. Evolution will occur because consumers demand it and also because you’re willing to stake your job on it.
  • The future of social media comes down to one word, “value.” Without it, businesses will find it much more difficult to earn and retain friends, fans and followers (3F’s). As adoption of social networks soared in previous years, growth is now plateauing.  eMarketer estimates that Facebook growth will hit only 13.4% this year after experiencing 38.6% acceleration in 2010 and a staggering 90.3% ascension the year before. Facebook isn’t alone in its sobriety either. The  rate of Twitter user adoption fell from 293.1% growth in 2009 to 26.3% this year.
  • Between June 2009 and June 2011, the following changes were noted in Facebook activity: - Uploading videos is experiencing a modest increase around the world up 5% in the U.S. and 7.6% worldwide. - Installing apps is on the decline, down 10.4% in the U.S. and 3.1% worldwide. - Sending virtual gifts may not be gifts worth giving after all, with numbers declining 12.9% in the U.S. and 7.5% around the world. Twitter on the other hand is a rich exchange for  information commerce, where links become a form of digital currency. For example, 45% share an opinion about a product or brand more than once per day. Another 34% of Twitter users also share a link about a product or brand more than once per day.
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  • Consumers want to be heard. Social media will have to break free form the grips of marketing in order to truly socialize the enterprise to listen, engage, learn, and adapt.
  • Social media becomes an extension of active listening and engagement. Strategies, programs, and content are derivative of insights, catalysts for innovation, and messengers of value.
Dan R.D.

Gamification: 75% Psychology, 25% Technology [06Oct11] - 0 views

  • Should enterprise applications be as addictive as Angry Birds? A true believer in gamification would say yes, if you want people to actually use them.
  • [Social media is a powerful tool to connect with customers, but it can create big problems for your company if it's not done right. Learn more at 10 Social Networking Don'ts.]
  • Most of all, gamificiation is about understanding that "if you can make something more fun, and include notions of play, you can get people to do things they otherwise might not want to do."
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  • Businesses have successfully applied gamification principles to achieving goals like reducing travel expenses (Google) and improving cashier checkout performance (Target). The Google example is interesting because it "actually got people talking about how to save money on travel," whereas the more traditional corporate water cooler conversation would be about how to cheat the system, Zimmerman said.
  • "Gamification by Design" largely focuses on the psychology of engagement and ways it can be applied to business applications.
  • Gamifying an application doesn't necessarily mean adding fancy graphics and sound effects, but often it does mean keeping score and letting "players" see how they rank on a leader board--the equivalent of the high scores screen on a video game. In a business context, that might mean letting salespeople see how they rank and how close they are to achieving a goal or securing a bonus as a way of getting the competitive juices flowing.
  • On the other hand, in a traditional loyalty program you might award one point for every dollar a user spends. In a gamified system, you might want to instead provide variable, unpredictable reinforcement where participants can hit the jackpot. This is the design principle that keeps slot machine players glued to their chairs, even though they ought to know the house always wins.
Dan R.D.

Global optical networking market to be worth US$20 billion by 2016 [22Jun11] - 0 views

  • The global optical networking (ON) market will reach revenues of $20 billion by 2016, as the sector pulls itself out of the economic downturn, predicts Ovum in a new forecast. However, the independent telecoms analyst warns that although the global market will grow at a compound annual growth rate (CAGR) of 6% from 2010 to 2016, not all of the regions will see strong growth. Ian Redpath, Ovum analyst and author of the forecast, said that "increasing bandwidth from residential broadband networks, mobile networks, and enterprises is the key driver of the growth. Carriers are investing in access networks and mobile long term evolution (LTE) rollouts are beginning to gain momentum. The ON market is also reaching a watershed moment in terms of technology. Networks based on 40G and 100G wavelengths are now poised for mass-market deployment.
Dan R.D.

Google Invests In Stealth Startup That Aims To 'Accelerate Science' [07Jul11] - 0 views

  • Google Ventures has quietly invested in a stealth startup called Wingu, reports StrategyFacts (subscription required). Indeed, while the Google Ventures website lists four career opportunities for one of its portfolio companies located in Cambridge, Massachusetts without naming Wingu, the stealth startup published the exact same job openings on its job board, leaving nothing to the imagination. Wingu is building a enterprise-grade cloud platform dubbed Elements that will enable research teams to collaborate more effectively and use data in ‘new ways’. Here are the four main selling points of Wingu’s platform, according to its website: MANAGE: Unify your cross-discipline teams on a common platform to share data and ideas. ANALYZE: Drive decision-making with our analytical workflows and discovery tools. SHARE: Connect your researchers across silos and geographical divides for better collaboration, coordination and communication. PROTECT: Breathe easy knowing that your data is backed and protected by leading systems and security experts.
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