Management Business: Evaluating Proposed Game and Supports Business Information System
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This report evaluates the proposed game and supports business information system for the education industry. It discusses the strategic position, products and services, and how to grow the business. The report also applies appropriate business theory to explain the business information strategy, objectives, and information requirements. The strategic, business, and operational value created and delivered by the proposed game and BIS solutions are analyzed and justified. The report concludes with an analysis of how to clarify and test strategic and value claims using Kaplan and Norton's Balanced Scorecard model.
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Table of Contents
INTRODUCTION...........................................................................................................................1
Chief Executive Officer (CEO).......................................................................................................1
Task 1: The CEO leads the business as principal decision maker about the game and BIS.
Therefore, the CEO’s knowledge and understanding needs to be demonstrated from the start.
Address relevant questions..............................................................................................................1
Task 1 – CEO...................................................................................................................................2
Chief Information Officer (CIO).....................................................................................................5
Task 2 - CIO.....................................................................................................................................5
Task 3 – Business Analyst...............................................................................................................7
Task 4 – Project Manager................................................................................................................7
Task 5 – Director of Marketing.....................................................................................................10
CONCLUSION..............................................................................................................................10
REFERENCES..............................................................................................................................12
INTRODUCTION...........................................................................................................................1
Chief Executive Officer (CEO).......................................................................................................1
Task 1: The CEO leads the business as principal decision maker about the game and BIS.
Therefore, the CEO’s knowledge and understanding needs to be demonstrated from the start.
Address relevant questions..............................................................................................................1
Task 1 – CEO...................................................................................................................................2
Chief Information Officer (CIO).....................................................................................................5
Task 2 - CIO.....................................................................................................................................5
Task 3 – Business Analyst...............................................................................................................7
Task 4 – Project Manager................................................................................................................7
Task 5 – Director of Marketing.....................................................................................................10
CONCLUSION..............................................................................................................................10
REFERENCES..............................................................................................................................12
INTRODUCTION
Business management is described as managing the coordination as well as firm of business
operations. Moreover, management is accountable to plan, organise, direct and control the
resources of business in order to meet the policy objectives. The aim of this report is to describe
as well as evaluate the proposed game and supports business information system. For this report
the chosen sector is education industry, where new game business is going to be introduced
named as Go Noodles. It provides math games that includes fantasy base math platform that can
be utilised by all students, teachers and parents as well across the world. The topics which are
going to be discussed in this report are the game and business information solution that has been
chosen, application of effective business theory for explaining business information strategy,
objectives and information needs. Moreover, description about strategic, business and
operational value developed as well as delivered through proposed game and BIS solution are
also explained. Apart from this, evaluation of how game as well as BIS would support and
develop its CRM and stakeholder needs are also discussed in this report.
Chief Executive Officer (CEO)
What game and business information solution have you selected, and why?
Task 1: The CEO leads the business as principal decision maker about the
game and BIS. Therefore, the CEO’s knowledge and understanding needs
to be demonstrated from the start. Address relevant questions.
1. What is your business?
Education services
2. In which sector does it operate?
Education
3. What strategic position does it follow, and why?
This education organisation is having a strong position in market
4. What products and/or services does it provide?
This is providing education services to people.
5. What does it need to grow?
1
Business management is described as managing the coordination as well as firm of business
operations. Moreover, management is accountable to plan, organise, direct and control the
resources of business in order to meet the policy objectives. The aim of this report is to describe
as well as evaluate the proposed game and supports business information system. For this report
the chosen sector is education industry, where new game business is going to be introduced
named as Go Noodles. It provides math games that includes fantasy base math platform that can
be utilised by all students, teachers and parents as well across the world. The topics which are
going to be discussed in this report are the game and business information solution that has been
chosen, application of effective business theory for explaining business information strategy,
objectives and information needs. Moreover, description about strategic, business and
operational value developed as well as delivered through proposed game and BIS solution are
also explained. Apart from this, evaluation of how game as well as BIS would support and
develop its CRM and stakeholder needs are also discussed in this report.
Chief Executive Officer (CEO)
What game and business information solution have you selected, and why?
Task 1: The CEO leads the business as principal decision maker about the
game and BIS. Therefore, the CEO’s knowledge and understanding needs
to be demonstrated from the start. Address relevant questions.
1. What is your business?
Education services
2. In which sector does it operate?
Education
3. What strategic position does it follow, and why?
This education organisation is having a strong position in market
4. What products and/or services does it provide?
This is providing education services to people.
5. What does it need to grow?
1
It needs to expand within market
Task 1 – CEO
SECTOR:
o What sector did your group choose?
Education sector
o Why did you choose it compared to the other two sectors?
Education sector is one of the most important industries of the world and it
provides effective service to people.
o What is the composition of and dynamics within your sector?
The Sector chosen by the group is education sector which comprises of development that
facilitates instruction as well as training into a board variety of subjects. Additionally particular
instruction as well as training is rendering through specialised institutions like universities,
colleges, training centres and many more.
Education industry is selected because it is the most advantageous and productive aspects
into all life of individuals. Also, it plays vital role into economical growth of both developed as
well as developing countries.
Porter's 5 Forces concept, a framework of market research which explores numerous
sectors and analyses how organisations maintains existing revenue of the company over lengthy
spans of time, was employed in selecting the best and efficient company strategy. Porter splits
the technique into five elements that influence the overall development of companies and
businesses as a whole. In respect of education industry that is going to introduce new game for
learning’s. All forces are discussed below:
Threats of new entrants: It is high into multimedia, games into education within
education industry. Herein, the barrier to entry is lower with less government norms as
well as manageable costs.
Bargaining powers of buyers: This round out external forces which focus towards most
serious threats to Go Noodles. Moreover, new gaming education business is highly
discretionary purchases.
Threats of substitutes: The substitutes is not similar items for competitors like foot ball
game, health game and so on for competing with other firm but a goods into several niche
2
Task 1 – CEO
SECTOR:
o What sector did your group choose?
Education sector
o Why did you choose it compared to the other two sectors?
Education sector is one of the most important industries of the world and it
provides effective service to people.
o What is the composition of and dynamics within your sector?
The Sector chosen by the group is education sector which comprises of development that
facilitates instruction as well as training into a board variety of subjects. Additionally particular
instruction as well as training is rendering through specialised institutions like universities,
colleges, training centres and many more.
Education industry is selected because it is the most advantageous and productive aspects
into all life of individuals. Also, it plays vital role into economical growth of both developed as
well as developing countries.
Porter's 5 Forces concept, a framework of market research which explores numerous
sectors and analyses how organisations maintains existing revenue of the company over lengthy
spans of time, was employed in selecting the best and efficient company strategy. Porter splits
the technique into five elements that influence the overall development of companies and
businesses as a whole. In respect of education industry that is going to introduce new game for
learning’s. All forces are discussed below:
Threats of new entrants: It is high into multimedia, games into education within
education industry. Herein, the barrier to entry is lower with less government norms as
well as manageable costs.
Bargaining powers of buyers: This round out external forces which focus towards most
serious threats to Go Noodles. Moreover, new gaming education business is highly
discretionary purchases.
Threats of substitutes: The substitutes is not similar items for competitors like foot ball
game, health game and so on for competing with other firm but a goods into several niche
2
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which customer might opt into a place of firm’s offerings. In addition to this, app based
game that users may play on tablets, smart phones and others. Additionally, the threats of
substitutes are higher.
Bargaining power of suppliers: In respect of education industry, that is going to introduce
a new online math game business. So, in this, the suppliers of innovative material can
possess a bargaining power level. So, the bargaining power of suppliers is higher as there
are limited innovative items.
Industry competition: This highlights the threats towards new online gaming business.
The competition is high within it as there are various firm that deals into similar kind of
business.
Porters’ generic model: This includes four strategies which are discussed below:
Cost leadership: Herein, entity develops for becoming lower cost producer into their
industry. Moreover, the source of cost benefits are varied as well as based upon structure
of education industry.
Differentiation: Within it, entity seeks to be innovative into their sector additional with
few dimensions which are broadly valued through purchasers.
Focus: Respective strategy concentrates upon preferences of narrow competitive scope
into particular sector. Additionally, the focuser choose a segment or group of segment
within sectors which tailors their tactics to serve them towards exclusion of other. It is
categorised into two:
In cost focus, entity seeks cost benefits into their targeted segment.
Differentiation focused, in this entity seeks differentiation into their target segment.
Therefore, in respect of new online game business named Go Noodles within education
industry, it would adopt cost leadership strategy. As it is helpful respective business for
developing competitive edge through having low cost of operation within education sector.
BUSINESS:
o What is the name of your business?
Go Noodles app
o Perhaps explain why you chose your name.
3
game that users may play on tablets, smart phones and others. Additionally, the threats of
substitutes are higher.
Bargaining power of suppliers: In respect of education industry, that is going to introduce
a new online math game business. So, in this, the suppliers of innovative material can
possess a bargaining power level. So, the bargaining power of suppliers is higher as there
are limited innovative items.
Industry competition: This highlights the threats towards new online gaming business.
The competition is high within it as there are various firm that deals into similar kind of
business.
Porters’ generic model: This includes four strategies which are discussed below:
Cost leadership: Herein, entity develops for becoming lower cost producer into their
industry. Moreover, the source of cost benefits are varied as well as based upon structure
of education industry.
Differentiation: Within it, entity seeks to be innovative into their sector additional with
few dimensions which are broadly valued through purchasers.
Focus: Respective strategy concentrates upon preferences of narrow competitive scope
into particular sector. Additionally, the focuser choose a segment or group of segment
within sectors which tailors their tactics to serve them towards exclusion of other. It is
categorised into two:
In cost focus, entity seeks cost benefits into their targeted segment.
Differentiation focused, in this entity seeks differentiation into their target segment.
Therefore, in respect of new online game business named Go Noodles within education
industry, it would adopt cost leadership strategy. As it is helpful respective business for
developing competitive edge through having low cost of operation within education sector.
BUSINESS:
o What is the name of your business?
Go Noodles app
o Perhaps explain why you chose your name.
3
This application will be going to increase a person’s knowledge about
educationrelated issues that is why this name is chosen.
STRATEGIC POSITION – select and apply your understanding of one of the following
using Porter’s Generic Strategies:
o Cost leadership or focus - Cost leadership refers to a company's goal of becoming
the lowest-cost producer in its industry. Cost advantages can come from a variety
of places, depending on the industry's structure. The quest of economies of scale,
proprietary technology, privileged access to raw materials, and other
considerations may be among them. A low-cost producer must identify and use all
cost advantages available. If a company can attain and maintain overall cost
leadership, it will outperform the industry average, assuming it can command
pricing at or near the industry average.
PRODUCTS/SERVICES/BOTH:
o Explain what you offer to customers and other stakeholders.
The ability of gamified education applications to collect meaningful users data is
an often ignored feature. This type of software encourages users to provide more
input, which helps businesses identify trends, improve products that better meet
the demands of their target audience, and even develop new business models.
However, due to legal constraints in countries like as Germany and France, data
collection necessitates the involvement of both company lawyers and developers.
Furthermore, it poses an ethical as well as a cybersecurity risk.
o Evaluate the ways your offer is attractive to customers and other stakeholders.
Users can utilise mobile devices and mobile education technology to acquire, enter, or
automatically collect education data and transmit it to education practitioners via remote users
monitoring, which is a subgenre of home care and telehealth. The capacity to track a users's
condition between visits and alert a clinician or care manager when the users's biological data
puts them at risk is a significant step forward in care management. Continuous recording and
monitoring of such data would be inconvenient or impossible without mobile devices and mobile
education technology, particularly wearable devices like watches, fitness trackers, and
wristbands.
4
educationrelated issues that is why this name is chosen.
STRATEGIC POSITION – select and apply your understanding of one of the following
using Porter’s Generic Strategies:
o Cost leadership or focus - Cost leadership refers to a company's goal of becoming
the lowest-cost producer in its industry. Cost advantages can come from a variety
of places, depending on the industry's structure. The quest of economies of scale,
proprietary technology, privileged access to raw materials, and other
considerations may be among them. A low-cost producer must identify and use all
cost advantages available. If a company can attain and maintain overall cost
leadership, it will outperform the industry average, assuming it can command
pricing at or near the industry average.
PRODUCTS/SERVICES/BOTH:
o Explain what you offer to customers and other stakeholders.
The ability of gamified education applications to collect meaningful users data is
an often ignored feature. This type of software encourages users to provide more
input, which helps businesses identify trends, improve products that better meet
the demands of their target audience, and even develop new business models.
However, due to legal constraints in countries like as Germany and France, data
collection necessitates the involvement of both company lawyers and developers.
Furthermore, it poses an ethical as well as a cybersecurity risk.
o Evaluate the ways your offer is attractive to customers and other stakeholders.
Users can utilise mobile devices and mobile education technology to acquire, enter, or
automatically collect education data and transmit it to education practitioners via remote users
monitoring, which is a subgenre of home care and telehealth. The capacity to track a users's
condition between visits and alert a clinician or care manager when the users's biological data
puts them at risk is a significant step forward in care management. Continuous recording and
monitoring of such data would be inconvenient or impossible without mobile devices and mobile
education technology, particularly wearable devices like watches, fitness trackers, and
wristbands.
4
HOW TO GROW:
Education professionals can use practise management software to assist them manage
day-to-day tasks like scheduling and billing. Practice management systems are used by
education providers of various sizes, from small offices to organisation, to automate
many administrative duties. Users can use users portals to obtain personal education
information such as appointment information, prescriptions, and lab results via the
internet. Some users portals allow users to communicate directly with their doctors, seek
prescription refills, and arrange visits.
Chief Information Officer (CIO)
Apply appropriate business theory to explain the business information strategy,
objectives and information requirements.
Task 2: The CIO must evaluate and execute the competitive strategy in the light of your
organisation’s information requirements and objectives. Information is a huge intangible
asset to your business. The CIO is accountable for the effective use of business
information and technology.
Task 2 - CIO
Information Strategy
o Explain how your information strategy supports your strategic position (cost or
differentiation)
The cost differentiation will help to enhance the company’s reputation within
market. It will provide effective way for managing the presence in marketplace.
o Apply the modified strategic grid to evaluate the use of your game & BIS in
your business
By placing recommended tasks into a clear design, the strategic grid can be
utilised to prioritise IT acquisitions. It challenges the manager who uses it to
appropriately analyse the importance of IT initiatives to his company's current
operations as well as its future operations. A company that now gives each
employee a tablet, for example, might have a high Y axis score, putting it in the
factory quadrant. If that same organisation has no intentions to enhance its
5
Education professionals can use practise management software to assist them manage
day-to-day tasks like scheduling and billing. Practice management systems are used by
education providers of various sizes, from small offices to organisation, to automate
many administrative duties. Users can use users portals to obtain personal education
information such as appointment information, prescriptions, and lab results via the
internet. Some users portals allow users to communicate directly with their doctors, seek
prescription refills, and arrange visits.
Chief Information Officer (CIO)
Apply appropriate business theory to explain the business information strategy,
objectives and information requirements.
Task 2: The CIO must evaluate and execute the competitive strategy in the light of your
organisation’s information requirements and objectives. Information is a huge intangible
asset to your business. The CIO is accountable for the effective use of business
information and technology.
Task 2 - CIO
Information Strategy
o Explain how your information strategy supports your strategic position (cost or
differentiation)
The cost differentiation will help to enhance the company’s reputation within
market. It will provide effective way for managing the presence in marketplace.
o Apply the modified strategic grid to evaluate the use of your game & BIS in
your business
By placing recommended tasks into a clear design, the strategic grid can be
utilised to prioritise IT acquisitions. It challenges the manager who uses it to
appropriately analyse the importance of IT initiatives to his company's current
operations as well as its future operations. A company that now gives each
employee a tablet, for example, might have a high Y axis score, putting it in the
factory quadrant. If that same organisation has no intentions to enhance its
5
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technological dependency, it will fall close to the left-hand side of the X axis,
putting it in the support quadrant.
Information Requirements
o Apply the Information Systems Components Model/Five Dimensions of IS
(part or whole) to analyse and communicate the gamification’s relationship to
selected hardware, software, networks, human resources and data/information
created, managed, secured and analysed.
End users submit data into an organization's operations support system, which is then processed
to generate information products, such as reports, that are used by internal and external users. A
system like this is known as an operation support system.
Transaction Processing System (TPS) - There are many different sorts of transactions in a
manufacturing firm. Sales, Accounts, Finance, Plant, Engineering, Human Resources, and
Marketing are examples of typical organisational departments. Sales orders, sales returns, cash
receipts, credit sales; credit slips, material accounting, inventory management, depreciation
accounting, and other transactions may occur.
Process Control System - In a education institution, a computer system makes some choices
without the need for human intervention. In this type of system, essential data is delivered into
6
putting it in the support quadrant.
Information Requirements
o Apply the Information Systems Components Model/Five Dimensions of IS
(part or whole) to analyse and communicate the gamification’s relationship to
selected hardware, software, networks, human resources and data/information
created, managed, secured and analysed.
End users submit data into an organization's operations support system, which is then processed
to generate information products, such as reports, that are used by internal and external users. A
system like this is known as an operation support system.
Transaction Processing System (TPS) - There are many different sorts of transactions in a
manufacturing firm. Sales, Accounts, Finance, Plant, Engineering, Human Resources, and
Marketing are examples of typical organisational departments. Sales orders, sales returns, cash
receipts, credit sales; credit slips, material accounting, inventory management, depreciation
accounting, and other transactions may occur.
Process Control System - In a education institution, a computer system makes some choices
without the need for human intervention. In this type of system, essential data is delivered into
6
the system in real time, allowing for process control. Process control systems are the name given
to this type of system.
Enterprise Cooperation System - In recent years, there has been a greater emphasis on teamwork
or collaboration across various functional teams. An enterprise collaboration system is a
technology that promotes collaborative efforts by increasing communication and data exchange.
Business Analyst
Explain and justify the strategic, business and operational value created and delivered by the
proposed game and BIS solutions.
Task 3: Value in a business context is particularly important. Your value needs to be
classified in terms of level and type as explained in class.
Task 3 – Business Analyst
• Value creation and delivery should be analysed using the Value Chain and Virtual
Value Chain models (using part or whole, especially technology development).
• Value creation and delivery should be exemplified in terms of:
o hard/soft, or
o qualitative/quantitative, or
o tangible/intangible, or
o intrinsic/extrinsic user motivation (give specific examples of game mechanics and
dynamics), or
o financial/non-financial.
• Analyse each value element in terms of its level within your business using the
three Levels of strategy model:
o Strategic
o Business/Tactical
o Operational
Project Manager
Task 4 – Project Manager
Analyse how you will clarify and test your strategic and value claims using Kaplan and
Norton’s Balanced Scorecard model.
7
to this type of system.
Enterprise Cooperation System - In recent years, there has been a greater emphasis on teamwork
or collaboration across various functional teams. An enterprise collaboration system is a
technology that promotes collaborative efforts by increasing communication and data exchange.
Business Analyst
Explain and justify the strategic, business and operational value created and delivered by the
proposed game and BIS solutions.
Task 3: Value in a business context is particularly important. Your value needs to be
classified in terms of level and type as explained in class.
Task 3 – Business Analyst
• Value creation and delivery should be analysed using the Value Chain and Virtual
Value Chain models (using part or whole, especially technology development).
• Value creation and delivery should be exemplified in terms of:
o hard/soft, or
o qualitative/quantitative, or
o tangible/intangible, or
o intrinsic/extrinsic user motivation (give specific examples of game mechanics and
dynamics), or
o financial/non-financial.
• Analyse each value element in terms of its level within your business using the
three Levels of strategy model:
o Strategic
o Business/Tactical
o Operational
Project Manager
Task 4 – Project Manager
Analyse how you will clarify and test your strategic and value claims using Kaplan and
Norton’s Balanced Scorecard model.
7
Robert Kaplan and David Norton are primarily responsible for creating the balance score.
Furthermore, this is a strategic performance measuring approach that was created with
the goal of converting a company's mission and vision into operational strategic
activities. This also aids in supplying information on any chosen method, maintaining
feedback, learning procedures, and determining intended figures. Furthermore, operation
actions are defined by quantitative indications, making it easier to recognise and alter
selected methods (Prasojo, 2020).
Complete all four scorecard dimensions in your research (customer, financial, internal
business processes, learning & growth) in terms of:
o Objectives (continuous improvement activities to implement for success)
The objective is to enhance the Go Noodles gamification users so that people can have access to
online educationservices on tips.
o Measures (specific units to track organisational performance).
Number of users, market competency
o Targets (the desired level of performance for each measure).
To increase number of users by 10% in a month
o Initiatives (projects that help to reach the targets).
To maximise the Go Noodles efficiency within market
During the assessment meeting, exemplify one or two areas from each dimension based
on your best understanding of and confidence in the examples selected and the role of
your app/BIS in supporting the examples.
The purpose of educationapplications is to make the education experience more efficient and
enjoyable for all parties involved. Educationapplications are eventually assessed based on their
value to the education system, including their capacity to improve users experience and results
while also lowering education expenditures. Physicians frequently recognise the value of
educationapplications in terms of users involvement, improved provider-users communication,
and the creation of new diagnostic and monitoring modalities. It starts with vision and tactics,
which are examined from four angles: consumer, financial, internal company techniques, and
learning and growth. Education apps are beneficial to both users and doctors. Both sides use
8
Furthermore, this is a strategic performance measuring approach that was created with
the goal of converting a company's mission and vision into operational strategic
activities. This also aids in supplying information on any chosen method, maintaining
feedback, learning procedures, and determining intended figures. Furthermore, operation
actions are defined by quantitative indications, making it easier to recognise and alter
selected methods (Prasojo, 2020).
Complete all four scorecard dimensions in your research (customer, financial, internal
business processes, learning & growth) in terms of:
o Objectives (continuous improvement activities to implement for success)
The objective is to enhance the Go Noodles gamification users so that people can have access to
online educationservices on tips.
o Measures (specific units to track organisational performance).
Number of users, market competency
o Targets (the desired level of performance for each measure).
To increase number of users by 10% in a month
o Initiatives (projects that help to reach the targets).
To maximise the Go Noodles efficiency within market
During the assessment meeting, exemplify one or two areas from each dimension based
on your best understanding of and confidence in the examples selected and the role of
your app/BIS in supporting the examples.
The purpose of educationapplications is to make the education experience more efficient and
enjoyable for all parties involved. Educationapplications are eventually assessed based on their
value to the education system, including their capacity to improve users experience and results
while also lowering education expenditures. Physicians frequently recognise the value of
educationapplications in terms of users involvement, improved provider-users communication,
and the creation of new diagnostic and monitoring modalities. It starts with vision and tactics,
which are examined from four angles: consumer, financial, internal company techniques, and
learning and growth. Education apps are beneficial to both users and doctors. Both sides use
8
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mobile apps in various ways due to distinct requirements. Education apps can give a dedicated
dashboard for daily updates and progress in educationfor people who are concerned about their
health. Education applications can help doctors keep track of users records and visits, as well as
plan meetings with education reps. Users can simply schedule appointments with doctors using
smartphone apps. It assists education practitioners in better organising their available time and
alerts them when a user schedules or cancels an appointment. This saves time and effort for both
individuals and education practitioners who would otherwise make a phone call. Another
important goal of the education industry is to protect users' education and information. Using an
app without following proper guidelines can lead to dangerous practises. Education providers
should adopt a strategy that will assist them maintain a high level of service while also ensuring
the safety of their users. Users should be able to sign up with ease. Consider what information
you require from them and don't include too many fields. You may, for example, require
personal information such as your complete name, email address, or mobile phone number. The
fewer data and procedures required, the easier it is for users, and you can always collect more
user information later in the app's life cycle.
Director of Marketing
5. Evaluate how the game and BIS will support and improve your customer relationship
management (CRM) and/or stakeholder requirements.
Sales, customer service, business development, hiring, marketing, and any other line of
business can benefit from a CRM system since it makes it easier to manage the external
interactions and relationships that drive success. A CRM solution allows you to keep track of
customer and prospect contact information, uncover sales possibilities, track service issues, and
manage marketing campaigns all in one place – and make information about every customer
encounter available to everyone who needs it at your organisation. By organising client and
prospect information in a way that helps you create deeper relationships with them and expand
your business faster, a customer relationship management (CRM) solution may help you locate
new customers, win their business, and keep them pleased. CRM systems begin by gathering
information from a customer's website, email, phone, social media, and other sources and
9
dashboard for daily updates and progress in educationfor people who are concerned about their
health. Education applications can help doctors keep track of users records and visits, as well as
plan meetings with education reps. Users can simply schedule appointments with doctors using
smartphone apps. It assists education practitioners in better organising their available time and
alerts them when a user schedules or cancels an appointment. This saves time and effort for both
individuals and education practitioners who would otherwise make a phone call. Another
important goal of the education industry is to protect users' education and information. Using an
app without following proper guidelines can lead to dangerous practises. Education providers
should adopt a strategy that will assist them maintain a high level of service while also ensuring
the safety of their users. Users should be able to sign up with ease. Consider what information
you require from them and don't include too many fields. You may, for example, require
personal information such as your complete name, email address, or mobile phone number. The
fewer data and procedures required, the easier it is for users, and you can always collect more
user information later in the app's life cycle.
Director of Marketing
5. Evaluate how the game and BIS will support and improve your customer relationship
management (CRM) and/or stakeholder requirements.
Sales, customer service, business development, hiring, marketing, and any other line of
business can benefit from a CRM system since it makes it easier to manage the external
interactions and relationships that drive success. A CRM solution allows you to keep track of
customer and prospect contact information, uncover sales possibilities, track service issues, and
manage marketing campaigns all in one place – and make information about every customer
encounter available to everyone who needs it at your organisation. By organising client and
prospect information in a way that helps you create deeper relationships with them and expand
your business faster, a customer relationship management (CRM) solution may help you locate
new customers, win their business, and keep them pleased. CRM systems begin by gathering
information from a customer's website, email, phone, social media, and other sources and
9
channels. It may also automatically bring in other data, such as current company activity news,
and it can save personal information, such as a client's communication preferences. The CRM
tool organises this data to provide you with a complete record of individuals and businesses
across the globe.
Task 5 – Director of Marketing
o Long-term customer behaviour and motivation to engage with your brand and
product/service mix
o Customer experience – The relation among customer and the education gaming
application is positive. Customers are liking the better services provided through
gamification.
o Customer satisfaction – The satisfaction level of customers for gamification is
high.
o Customer perceived value – The perceived value for customers towards this
gamification is that it is going to make services more easy.
o Brand loyalty – This includes managing enhancement of brand loyalty and
engagement.
• Analyse how the gamification can be integrated with a Customer Relationship
Management (CRM) system. How would you recommend employees use the gamified
CRM to better engage with customers over the long-term?
CRMs provide better customer service, the development of effective customer interactions, and
the acquisition of a 360-degree perspective of the customer relationship. Making your sales team
use the CRM, on the other hand, takes a great amount of effort. Because: Changing behaviour is
difficult, sales are already a demanding job, and salesmen perceive CRM as an additional
responsibility, and there is no immediate motivation to utilise the product, it can take many
quarters to enable basic CRM adoption. Employees will be recommended for using gamification
for CRM system so that they can enhance the customer satisfaction level.
10
and it can save personal information, such as a client's communication preferences. The CRM
tool organises this data to provide you with a complete record of individuals and businesses
across the globe.
Task 5 – Director of Marketing
o Long-term customer behaviour and motivation to engage with your brand and
product/service mix
o Customer experience – The relation among customer and the education gaming
application is positive. Customers are liking the better services provided through
gamification.
o Customer satisfaction – The satisfaction level of customers for gamification is
high.
o Customer perceived value – The perceived value for customers towards this
gamification is that it is going to make services more easy.
o Brand loyalty – This includes managing enhancement of brand loyalty and
engagement.
• Analyse how the gamification can be integrated with a Customer Relationship
Management (CRM) system. How would you recommend employees use the gamified
CRM to better engage with customers over the long-term?
CRMs provide better customer service, the development of effective customer interactions, and
the acquisition of a 360-degree perspective of the customer relationship. Making your sales team
use the CRM, on the other hand, takes a great amount of effort. Because: Changing behaviour is
difficult, sales are already a demanding job, and salesmen perceive CRM as an additional
responsibility, and there is no immediate motivation to utilise the product, it can take many
quarters to enable basic CRM adoption. Employees will be recommended for using gamification
for CRM system so that they can enhance the customer satisfaction level.
10
CONCLUSION
As per the above report it has been concluded that, education industry plays vital role at
present times. Also, the digital game is boosting rapidly. As this provide an ease to respective
sector for maximising their profitability and productivity. Moreover, balanced score card model
is utilised as it is developed with intent to convert firm’s mission and vision in operational
strategic actions. Additionally, this assists in providing information upon any selected strategy,
maintain feedbacks, learning procedures as well as ascertain targeted figures. Apart from this, the
gamification can be integrated with CRM as the social CRM utilises gamified components for
grabbing the attention as well as retaining clients. Additionally, consumer join hands for obtain
rewards by various e- commerce sites.
11
As per the above report it has been concluded that, education industry plays vital role at
present times. Also, the digital game is boosting rapidly. As this provide an ease to respective
sector for maximising their profitability and productivity. Moreover, balanced score card model
is utilised as it is developed with intent to convert firm’s mission and vision in operational
strategic actions. Additionally, this assists in providing information upon any selected strategy,
maintain feedbacks, learning procedures as well as ascertain targeted figures. Apart from this, the
gamification can be integrated with CRM as the social CRM utilises gamified components for
grabbing the attention as well as retaining clients. Additionally, consumer join hands for obtain
rewards by various e- commerce sites.
11
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network analysis approach in the context of social commerce systems. Journal of
theoretical and applied electronic commerce research, 16(2), pp.34-62.
Fowler, R., Gajewska-De Mattos, H. and Chapman, M., 2018. Adapting adaptation: Expanding
adaptive strategy theory to account for the East Asian business context. Journal of
World Business, 53(3), pp.323-336.
Holotiuk, F. and Beimborn, D., 2017. Critical success factors of digital business strategy.
Lahti, T., Wincent, J. and Parida, V., 2018. A definition and theoretical review of the circular
economy, value creation, and sustainable business models: where are we now and where
should research move in the future?. Sustainability, 10(8), p.2799.
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of disability inclusive HR practices and mediation and moderation mechanisms.
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SME: A CASE STUDY IN PUSAT PENGEMBANGAN KEWIRAUSAHAAN LPPM
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Media Terhadap Keputusan Pembelian Kuliner di Kawasan G-Walk Surabaya. Jurnal
Pendidikan Tata Niaga (JPTN), 9(1).
Prasojo, S., 2020. Analisa Pengaruh Digital Marketing Terhadap Brand Advocacy Dengan
Perceived Service Quality Dan Customer Engagement Sebagai Variabel Intervening
Pada Virtual Hotel Operator Reddoorz. Jurnal Strategi Pemasaran, 7(1), p.12.
Rudiani, Y., Gaffar, V. and Ridwanudin, O., 2016, October. The role of digital marketing in
sport tourism destination. In Heritage, Culture and Society: Research agenda and best
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12
Books & Journals
Diebold, F.X. and Rudebusch, G.D., 2021. Business cycles. Princeton University Press.
Esmaeili, L. and Golpayegani, A.H., 2021. A novel method for discovering process based on the
network analysis approach in the context of social commerce systems. Journal of
theoretical and applied electronic commerce research, 16(2), pp.34-62.
Fowler, R., Gajewska-De Mattos, H. and Chapman, M., 2018. Adapting adaptation: Expanding
adaptive strategy theory to account for the East Asian business context. Journal of
World Business, 53(3), pp.323-336.
Holotiuk, F. and Beimborn, D., 2017. Critical success factors of digital business strategy.
Lahti, T., Wincent, J. and Parida, V., 2018. A definition and theoretical review of the circular
economy, value creation, and sustainable business models: where are we now and where
should research move in the future?. Sustainability, 10(8), p.2799.
Luu, T.T., 2018. Engaging employees with disabilities in Vietnamese business context: The roles
of disability inclusive HR practices and mediation and moderation mechanisms.
Employee Relations.
Mongkau, N.E., Massie, J.D. and Tumbuan, W.J., 2019. DIGITAL MARKETING ANALYSIS
SME: A CASE STUDY IN PUSAT PENGEMBANGAN KEWIRAUSAHAAN LPPM
UNIVERSITAS SAM RATULANGI. Jurnal EMBA: Jurnal Riset Ekonomi,
Manajemen, Bisnis dan Akuntansi, 7(3).
Mulyansyah, G.T. and Sulistyowati, R., 2021. Pengaruh Digital Marketing Berbasis Sosial
Media Terhadap Keputusan Pembelian Kuliner di Kawasan G-Walk Surabaya. Jurnal
Pendidikan Tata Niaga (JPTN), 9(1).
Prasojo, S., 2020. Analisa Pengaruh Digital Marketing Terhadap Brand Advocacy Dengan
Perceived Service Quality Dan Customer Engagement Sebagai Variabel Intervening
Pada Virtual Hotel Operator Reddoorz. Jurnal Strategi Pemasaran, 7(1), p.12.
Rudiani, Y., Gaffar, V. and Ridwanudin, O., 2016, October. The role of digital marketing in
sport tourism destination. In Heritage, Culture and Society: Research agenda and best
practices in the education firmity and tourism industry-Proceedings of the 3rd
International Education firmity and Tourism Conference, IHTC 2016 and 2nd
International Seminar on Tourism, ISOT (pp. 243-248).
12
Sedláček, P. and Sterk, V., 2017. The growth potential of startups over the business cycle.
American Economic Review, 107(10), pp.3182-3210.
Tone, A., 2018. The business of benevolence: Industrial paternalism in progressive America.
Cornell University Press.
13
American Economic Review, 107(10), pp.3182-3210.
Tone, A., 2018. The business of benevolence: Industrial paternalism in progressive America.
Cornell University Press.
13
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