Once purely a form of entertainment, video games are now being used to explore solutions and educate the public on some of the world most challenging social issues. While many social issues are not new to the public video games offer an excellent tool for getting people engaged and thinking about the future.
This concludes the survey by the Association for Information and Image Management (AIIM), the global community of information professionals, authored by Andrew McAfee, a principal research scientist at the MIT Sloan Center for Digital Business and the AIIM Task Force on Social Business and Innovation.
My last few blog posts have detailed some of the common challenges around social product innovation and the steps companies can take to overcome them. With today’s post, I want to take a brief break from discussing challenges and talk about some predictions for social product innovation in 2012.
Recently McKinsey published two articles on open innovation. One of them focuses on the business risks, the other on the usage of social technologies for open innovation. With regard to the latter, McKinsey found that “nearly two-thirds of the companies around the world that adopt a social-technology platform aim to collaborate beyond their own walls to share ideas and information with customers and suppliers.”