Friday, June 17, 2022

Case study solved BBS 2nd year model question paper English

 Dear students, the answer given here is just an example. A case study is based on different cases, so you need to understand it. Most of the time, the questions are analytical. You need to analyze and present your answers. This question comes for 18 marks, with two questions of 9 marks each. Even if you find difficulty understanding the given case at the time of examination, don't give up. Try your best to understand the case and answer the questions to the best of your ability.

Good luck!

12. Read the given case and answer the following questions. 

The fact that millions of people spend billions of hours playing games on their mobile devices is not lost on companies looking for ways to enhance communication with employees and customers. Whether they feature skill, chance, or compelling storylines, successful games try to engage users intellectually and emotionally--just as successful business communicators try to do.

Gamification is the addition of game-playing aspects to an activity or a process with the goal of increasing user engagement, and it's a natural fit for social media and mobile devices. Foursquare's check-in competitions, in which the person who "checks in" using Foursquare the most times during a certain time window is crowned the "mayor" of that location, were an early use of gamification. Foursquare wasn't invented as a way for people to become imaginary mayors of places where they shop or eat, of course. It is an advertising platform that relies on user activity and user-generated content, and the game clement encourages people to use the app more frequently.

Foursquare is a simple example of gamification, but other companies are pushing the concept in new ways to engage and motivate employees and other stakeholders. For example, Bunchball's Nitro software applies gamification concepts to a number of business communication platforms. On a customer-service system, the software rewards employees for increasing their productivity, meeting their service commitments to customers, and sharing knowledge with their colleagues. On several collaboration and brainstorming systems, gamification encourages people to make more connections, share ideas, and boost their influence within a community. Employee orientation systems can use game concepts to help new hires learn their way around the organization. 

Gamification is also a key strategy for many companies trying to improve customer loyalty. Badgeville's Reputation Mechanics system, for example, boosts the profile of knowledgeable customers who share expertise on social media sites and other online forums. By rewarding their product champions this way, companies encourage them to keep contributing their expertise, thereby helping other customers be successful and satisfied.

Incidentally, if you are in the Millennial generation- those born between about 1981 and 1995 you're a special target of gamification in the workplace and the marketplace, given your generation's enthusiasm for video games. Don't be surprised to find more gamified apps and systems on the job and everywhere you turn as a consumer. 

Questions

a. Gamification is about influencing employee and customer behaviours in ways that benefit a company. Is this ethical? Explain your answer.

b. Assume a company provides a job-search game app that helps you navigate your way through applying for a job, explore various job openings, and understand what it would be like to work there. Would the app make you feel more positively about the company, or would you find that using a game for this purpose would trivialize something as important as your job search? Explain your answer.


a. Gamification is the use of game-like elements to non-game contexts. It is a strategy for motivating and engaging people in a variety of activities. Gamification can be used to make tasks more enjoyable and rewarding, and to encourage people to learn new things or to take on new challenges or The addition of game-playing aspects (features) to an activity with the goal of increasing user engagement is gamification. 

In mobile games when gamers won, they get points and are promoted to the next level. The more levels they cross the high points they get. Within this, they get trophies, badges, and positions. Although such things are not real still encourage gamers to play longer and achieve high levels. Gamers feel psychological happiness and desire to spend more time. If elements of game playing (point, competition with others, rules of play, badges, trophies) are applied to other areas of non-gaming activities then surely enrolment can be increased. Gamification is a key strategy for many companies trying to improve customer loyalty and keep employees motivated.

Gamification concepts are widely used in almost every sector, from education to online businesses, to influence employee and customer behaviours in ways that benefit a company. For example, if employees are able to sell more products, and meet their service commitments to customers they will be awarded more points and trophies. Similarly, if customers provide positive feedback, and share good opinions on social media sites and other online forums they will be rewarded. In this way, companies encourage them to keep contributing.

While gamification has been widely adopted by companies to influence employee and customer behaviors, its ethical implications depend on its implementation. Gamification can be ethical if it is used sensibly and transparently. This means that the company should be clear about how the gamification system works and that it should not exploit or manipulate people. However, gamification can also be unethical if it is used in a deceptive or manipulative way. For example, a company might use gamification to trick people into buying products they don't need or to get them to work longer hours.

In conclusion, gamification makes boring repetitive work more enjoyable for workers. Successful games try to engage users intellectually and emotionally just as successful business communicators try to do. In the same way, the use of gaming elements in work influences consumers' and employees' buying and working activities. Therefore, whether it is ethical or not to use gamification for the company's benefit depends on the company's strategies, sensibility and transparency. Responsible gamification can be a valuable tool for companies, but unethical gamification can harm both the company and its customers.

 


Thursday, June 9, 2022

From the Fountainhead to the Future summary Alexandra York BBS 2nd Year English

From the Fountainhead to the Future by Alexandra York

*Fountainhead is an original source of something, type of beginning, origin, root, or source. Here in this essay, it means the art and ideas of ancient Greek.
*Renaissance -पुनर्जागरण a revival or rebirth, especially of culture and learning.
Renaissance is a French word meaning “rebirth.” It refers to a period in European civilization that was marked by a revival of classical learning and wisdom.
*iconoclasts
एक व्यक्ति जसले स्थापित विश्वास वा संस्थाहरूमा आक्रमण गर्दछ a person who attacks settled beliefs or institutions
* nihilists-ईश्वरमा विश्वास नगर्ने व्यक्ति A person who does not believe in God.
Representational art refers to art that represents something in particular paintings and sculptures, that have been created by accurately copying real object sources.


Brief idea

This is an essay where the writer rejects 20th-century spiritless human values and meaningless art and ideas and other concepts. She wants to bring the American Renaissance of high culture in art. Renaissance is the rebirth of everything it means advancement and development in every sector. It took place from the 14th century to the 17th century in Europe. They took ideas from Ancient Greek and instead of copying their art and ideas, they created a true rebirth of ideas. Greek ideals were the moral and spiritual nourishment of the individual, the undivided self, individual excellence of personal character, and so on. Their art and ideas still uplift the human spirit. In this sense Ancient Greek art, ideas are the fountainhead- the source for human values, spirituality, physical fitness art and ideas, and so on. 

There was morality and spirituality in American art and culture but after the early mid-twentieth century and toward the end of this century. There came divisions in everything. there was a lack of morality and spirituality in art and human life. Art is distorted and the true value and beauty of art were lost. People became money-oriented and self-centered. Family, relations were secondary for them. Therefore to uplift human values, spirituality, beauty and to provide a golden future to the coming generation through art it is necessary to bring American Renaissance in art and ideas.

York suggested that to get Renaissance of high culture in art and ideas to the 21st century of America. We must take ideas from Ancient Greek and instead of copying their ideas we must reborn them and bring a shining future Culture. For it, she advised us to join together to open a new, clear channel through which our reborn values can flow from the fountainhead to the future.

Summary

This is an essay written by Alexandra York. In this essay, she appeals for a revival of the American Renaissance in art for the 21st century. For it, she wants to begin with the ancient's Greeks ideal: the moral and spiritual nourishment of the individual, the undivided self. At that time individuals were moral, spiritual, and conscious of physical fitness. People were not divided into different terms. Their great art still uplifts the spirit of people all over the globe. According to them, art could be used as a universal language.

By the early mid-twentieth century, people became self-centered and money-minded. There was a lack of spirituality. Objective standards of judgment of art were ridiculed. (were made fun) Anything and everything was called art if the art is said good by famous critics. As a result, twentieth century American iconoclasts became nihilists. 

She added that towards the end of this century, some opposition forces like individuals escaping from reality and responsibility, divisions between men and women, mind and body,  reason and emotion, art and meaning, etc. are well established and working hard to further degrade our culture and creating problem to set our feet on the path of Renaissance of high culture.

Nowadays there is raw sensationalism and absence of values in TV, movies, the visual arts, popular fiction, music, and so on due to which art is distorted. The media mongers rush to find out serial killers, rapists, and child molesters. Except few, they don't think to explore the souls of heroes, creators, and achievers. We live in an emotionally conflicted age. Family bonds and ties are secondary while money has become the center of happiness. So York thinks that we need emotional fuel. This means not only the mind, but the heart and the soul should also be nurtured.

She advises in the world divisions among different terms are increasing, so we must seek commonality among individuals who share universal (common) values and eternal(timeless) truths (the truth that doesn’t change over time) that hold for all humankind. In an artistic environment that glorifies ugliness, we must respect beauty.(कुरूपताको महिमा गर्ने कलात्मक वातावरणमा, हामीले सुन्दरताको सम्मान गर्नुपर्छ)

Within beauty, we must respect order, proportion, balance harmony, and grace too. (or the writers perhaps says within beauty these all things lies) Beauty possesses redemptive (छुटकारा दिने) powers but when it is created by human hand, it can be even more redemptive, more powerful, because it is created with intent. In some art, beauty involves human values which help to experience our own best self. The art that expresses universality of humanistic meaning and rises above time and place is "high art." It is an expression of aesthetic values, communicates timeless and universal human values.

She pleads in her essay for representationalism in the visual arts (visual art should present the outer world), tonality and melody in music, grace and clear self-expression of movement in dance and meaning in written works. The form of art can stretch, bend, twist, turn, expand, and reduce to accommodate (put) endless meanings. The art form can be distorted as a result it pollutes the human figure and art displays a hatred for art and life itself.

Acording to the writer, art is a way to a better future it is the shortcut of philosophy. She suggests painters, sculptors, writers, composers, dancers, musicians, actors, poets, audiences, and patrons all that those who love life and the art that enhances living must seek out other same types of individuals and join together to enjoy art and enrich our moments on this earth through art experiences that lift up our spirits, move us to contemplative चिन्तनशील thought and remind us why life is worth living.

She praises Renaissance Europeans because they did not try to repeat the Greek ideal but created a true rebirth of ideas. They redefined the Greek ideal to suit their own needs. They succeeded. She says, now it is Americans' time to enter into a shining future culture. Instead of copying Greek art, we need to take ideas from Greek art and give the fresh and innovativeness in the art.

She boldly asserts, Art filled with beauty that expresses life-serving values and humanistic ideas is a powerful expression of that light, which was ignited(catch fire) in ancient Greece, renewed during the European Renaissance and reflected across all civilization ever in a countless variety that celebrate individual achievement and excellence. Now she encouraged to bring American Renaissance in art and ideas and to join together to open a new, clear channel through which our reborn values can flow from the fountainhead to the future.

Please read the real textbook to get the exact and detailed information. The summary may misguide you.

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