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Social computing
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===Technology infrastructure=== The idea to engage users using websites to interact was first brought forth by [[Web 2.0]] and was an advancement from Web 1.0 where according to Cormode, G. and Krishnamurthy, B. (2008): "content creators were few in Web 1.0 with the vast majority of users simply acting as consumers of content."<ref name="IGI Global"/> Web 2.0 provided functionalities that allowed for low cost web-hosting services and introduced features with browser windows that used basic information structure and expanded it to as many devices as possible using HTTP.<ref name=Fitzpatrick/> By 2006, Of particular interest in the realm of social computing is social software for enterprise. Sometimes referred to as "Enterprise 2.0",<ref name=":0"/> a term derived from Web 2.0, this generally refers to the use of social computing in corporate intranets and in other medium- and large-scale business environments. It consisted of a class of tools that allowed for networking and social changes to businesses at the time. It was a layering of the business tools on Web 2.0 and brought forth several applications and collaborative software with specific uses. '''Finance'''<blockquote>Electronic negotiation, which first came up in 1969 and was adapted over time to suit financial markets networking needs, represents an important and desirable coordination mechanism for electronic markets. Negotiation between agents (software agents as well as humans) allows cooperative and competitive sharing of information to determine a proper price. Recent research and practice has also shown that electronic negotiation is beneficial for the coordination of complex interactions among organizations. Electronic negotiation has recently emerged as a very dynamic, interdisciplinary research area covering aspects from disciplines such as Economics, Information Systems, Computer Science, Communication Theory, Sociology and Psychology.</blockquote>Social computing has become more widely known because of its relationship to a number of recent trends. These include the growing popularity of social software and Web 3.0, increased academic interest in social network analysis, the rise of open source as a viable method of production, and a growing conviction that all of this can have a profound impact on daily life. A February 13, 2006 paper by market research company Forrester Research suggested that: {| | |Easy connections brought about by cheap devices, modular content, and shared computing resources are having a profound impact on our global economy and social structure. Individuals increasingly take cues from one another rather than from institutional sources like corporations, media outlets, religions, and political bodies. To thrive in an era of Social Computing, companies must abandon top-down management and communication tactics, weave communities into their products and services, use employees and partners as marketers, and become part of a living fabric of brand loyalists.<ref name=Schuler/><ref name=":0">A term coined by Andrew McAfee of [[Harvard Business School]] in the Spring 2006 [[MIT Sloan Management Review]]. <br> {{cite journal | last1 = McAfee | first1 = Andrew | year = 2006 | title = Enterprise 2.0: The Dawn of Emergent Collaboration | journal = MIT Sloan Management Review | volume = 47 | issue = 3| pages = 21β28 }}</ref> |}
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