6. INTERNET HISTORY… 1. STATIC. 2. VOLUME GROWTH. 3. VOLUME EXPLOTION: SEARCH / ALGORITHMS APPLICATIONS 550.000.000.000 PEOPLE ON LINE 4. PEOPLE/CONNECTING SOCIAL NETWORKS/MEDIA WEB1.0 WEB2.0
7. * Data from Forrester Research Technographics® surveys, 2007
8. * “Here comes everybody, Clay Shirky, 2008 **Benkler, 2008
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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)
35. PERSONAL CONTACT 40% WHAT IS REALLY GOING ON? 100% CO-CREATION (MEEPRATEN) 65% INFO AS EMPLOYER 26% *UNIVERSITEIT VAN TWENTE, 2007
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38. VIRAL MARKETING : “ TELL A FRIEND” BUT ALSO VIDEO’S… INFLUENCE RIPPLES
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40. VIRTUAL WORLD MATTER (atoms) SPACE (physical) TIME (linear) NO-MATTER (no-atoms) NO-SPACE (virtual) NO-TIME (non-linear) Joe Pine, 2007 PHISICAL VIRTUALITY WARPED REALITY AUGMENTED VIRTUALITY ALTERNATE REALITY MIRROR WORLD PHYSICAL WORLD AUGMENTED REALITY
41. * “The New Age of Innovation”, Prahalad & Krishnan, 2008 FLEXIBLE AND RESILIENT BUSINESS PROCESSES AND FOCUSED ANALYTICS TECHNICAL ARCHITECTURE OF THE FIRM R = G GLOBAL ACCES TO RESOURCES & TALENT N = 1 PERSONAL COCREATED EXPERIENCES SOCIAL STRUCTURE OF THE FIRM