The document discusses various opportunities and challenges of different types of media and information technologies. It analyzes collaborative projects, blogs, content communities, social networking sites, and virtual worlds in a table that lists their definitions and opportunities as well as challenges from corporate perspectives. Some opportunities mentioned include enabling joint creation, updating employees and customers, and marketing uses. Challenges include difficulties managing many actors, risks of customer complaints, copyright issues, and ensuring appropriate user behavior.
The document discusses various opportunities and challenges of different types of media and information technologies. It analyzes collaborative projects, blogs, content communities, social networking sites, and virtual worlds in a table that lists their definitions and opportunities as well as challenges from corporate perspectives. Some opportunities mentioned include enabling joint creation, updating employees and customers, and marketing uses. Challenges include difficulties managing many actors, risks of customer complaints, copyright issues, and ensuring appropriate user behavior.
The document discusses various opportunities and challenges of different types of media and information technologies. It analyzes collaborative projects, blogs, content communities, social networking sites, and virtual worlds in a table that lists their definitions and opportunities as well as challenges from corporate perspectives. Some opportunities mentioned include enabling joint creation, updating employees and customers, and marketing uses. Challenges include difficulties managing many actors, risks of customer complaints, copyright issues, and ensuring appropriate user behavior.
The document discusses various opportunities and challenges of different types of media and information technologies. It analyzes collaborative projects, blogs, content communities, social networking sites, and virtual worlds in a table that lists their definitions and opportunities as well as challenges from corporate perspectives. Some opportunities mentioned include enabling joint creation, updating employees and customers, and marketing uses. Challenges include difficulties managing many actors, risks of customer complaints, copyright issues, and ensuring appropriate user behavior.
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OPPORTUNITIES, CHALLENGES, AND POWER OF MEDIA AND INFORMATION
Part I
Opportunity is connected to advancement, progress whereas challenges is
associated to difficulty, problems. Below are the challenges and opportunities of social media.
In terms of: Challenges/Opportunities
Collaborative ▪ Projects enable the joint ▪ The joint effort of many Projects and simultaneous creation of actors lead to a better (Doncillo & content by many end-users outcome than any actor Nisnisan) ▪ Wikis – Web sites which could achieve individually. allow users to add, remove, ▪ From a corporate and change text-based perspective, firms must be content aware that collaborative ▪ Social bookmarking projects are trending toward applications – enable the becoming the main source of group-based collection and information for many rating of Internet links or consumers. media content Blogs ▪ Special types of Web sites ▪ Many companies are (Dela Pena & Dela that usually display date- already using blogs to update Cruz) stamped entries in reverse employees, customers, and chronological order shareholders on developments ▪ The social media equivalent they consider to be important. of personal web pages can ▪ Risky because customers come in a multitude of who turn out to be dissatisfied different variations, from with or disappointed by the personal diaries describing company’s offerings may the author’s life to decide to engage in virtual summaries of all relevant complaints in the form of information in one specific protest, which results in the content area. availability of potentially ▪ Usually managed by one damaging information in person only, but provide the online space. possibility of interaction with others through the addition of comments Content ▪ Main objective of content ▪ From a corporate viewpoint, Communities communities is the sharing content communities carry the (Aquino & Tutaan) of media content between risk of being used as platforms users for the sharing of copyright- ▪ Exist for a wide range of protected materials. different media types, ▪ While major content including text, photos, communities have rules in videos, and PowerPoint place to ban and remove such presentation illegal content, it is difficult to avoid popular videos being uploaded only hours after they have been aired on television. ▪ On the positive side, the high popularity of content communities makes them a very attractive contact channel for many firms. ▪ Other firms rely on content communities to share recruiting videos, as well as keynote speeches and press announcements, with their employees and investors. Social Networking ▪ Applications that enable ▪ High popularity, Sites users to connect by creating specifically, among (Gamalo & Trogo) personal information profiles, younger Internet users inviting friends and colleagues to have access to those profiles, and sending emails and instant messages between each other ▪ Can include any type of information, including photos, videos, audio files, and blogs. Virtual World ▪ Platforms that replicate a ▪ Provide the highest level of Games three-dimensional social presence and media (Jualayba & environment in which users richness of all applications Tumampil) can appear in the form of ▪ Allows for an unlimited personalized avatars and range of self-presentation interact with each other as strategies they would in real life ▪ Offer a multitude of ▪ Probably the ultimate opportunities for manifestation of social media companies in marketing, ▪ Virtual game worlds – and human resource and require their users to behave internal process according to strict rules in management the context of a massively multiplayer online roleplaying game ▪ Virtual social worlds – allow inhabitants to choose their behavior more freely and essentially live a virtual life similar to their real life