2014/2015 KAN-CCMVI2012U Mobile reputations: Corporate communication and reputation management in the Sharing and Collaborative Consumption Era
English Title | |
Mobile reputations: Corporate communication and reputation management in the Sharing and Collaborative Consumption Era |
Course information |
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Language | English |
Course ECTS | 7.5 ECTS |
Type | Elective |
Level | Full Degree Master |
Duration | Summer |
Course period | Summer |
Timetable | Course schedule will be posted at calendar.cbs.dk |
Study board |
Study Board for MSc in Economics and Business
Administration
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Course coordinator | |
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Main academic disciplines | |
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Last updated on 12-02-2014 |
Learning objectives | ||||||||||||||||||||||||||
By the end of the course students should be able
to:
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Course prerequisites | ||||||||||||||||||||||||||
Students should be familiar with the key concepts and principles of Strategic Communication and/ or Branding, of Business Strategy and CSR. In addition, students should be familiar with, and have active accounts and profiles on the main social media networks such as Facebook, Twitter, LinkedIn, etc. | ||||||||||||||||||||||||||
Prerequisites for registering for the exam | ||||||||||||||||||||||||||
Number of mandatory
activities: 1
Compulsory assignments
(assessed approved/not approved)
Mandatory Mid-term Assignment – The assignment will involve working in teams of five students to co-create a comprehensive ‘Mobile Reputation Story’ series of blog postings. |
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Examination | ||||||||||||||||||||||||||
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Course content and structure | ||||||||||||||||||||||||||
This course is designed as game-based learning
experience, involving diverse stakeholder groups using social media
to co-create reputation. The key question driving this course is to
explore with the students how reputation communication and
reputation management have been evolving in the Sharing Economy and
Collaborative Consumption era as the most recent developments
within an empowered Networked Society, building upon open data and
mobile technologies. The course is taking the format of a
Reputation Game that evolves from week to week, following
a scenario. Students form teams of five and adopt a role in the
game, trying to provide “innovative solutions” to reputational
challenges, presented by the instructor, the Game Master and
Challenger. The course will explore concepts, methods and case
studies that provide a comprehensive overview of corporate brand
and organizational reputation identity formation, advocacy
strategies, both offline and online and in a multiscreen
communication context.
The “Brand U” Preliminary Assignment will challenge students to track, discover and share in class their own evolving personal brands in social networks in which they are keeping profiles (e.g., Facebook, Twitter, Pinterest, Instagram, Foursquare, LinkedIn). The Mandatory Mid-Term Assignment offers another creative and reputation-building opportunity for students to co-design and curate their own class blog entitled “Mobile Reputations Stories Blog. Their blog posts - using and mixing test, image, video - will be shared with wider publics, building awareness and a reputation for themselves and ISUP as high impact reputation communicators. The course will culminate in a major one-day joint academic, public and private sector “Hackathon”, a hacking marathon involving a wide range of stakeholders from the city of Copenhagen who will work with the students at a CBS location on jointly co-creating strategies for the city to position itself as a “Solution Maker”. The plan is to use this event to contribute to the branding and reputation of ISUP as an innovative and pioneering business school program for students around the world. Class Schedule
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Teaching methods | ||||||||||||||||||||||||||
Learning/ Teaching approach
• We propose a mix of teaching methods that support a student-centric, learning discovery, focusing on creativity and experimentation and organized as a game-based learning experience. Students will also learn from their own action-based research and in collaboration with corporate partners, developers and CBS/CPH stakeholders – they will be trained as “Problem-Solvers” and will have the opportunity to hack and prototype sustainable solutions for real-world issues and reputational challenges faced by Copenhagen. A mix of teaching methods will be used – starting with the Reputation Game that evolves from week to week following a scenario, and including a range of other approaches including the development of the “Mobile Reputation Stories Blog” and concluding with the Hackathon Corporate-Civic Game (“Stop talking, Start Making”) organized as a one-day public co-creation workshop branding CBS/ISUP event. |
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Further Information | ||||||||||||||||||||||||||
Preliminary Assignment: To help students get maximum value from ISUP courses, instructors provide a reading or a small number of readings or video clips to be read or viewed before the start of classes with a related task scheduled for class 3 in order to 'jump-start' the learning process. | ||||||||||||||||||||||||||
Expected literature | ||||||||||||||||||||||||||
Textbook: Brogan, C., and Julien
Smith, 2010, Trust Agents. Using the Web to build influence, impose reputation and earn trust, Paperback, 320 pages, Wiley, 2nd edition. Selected individual chapters from the following books, provided as PDF files/ Compulsory readings (also available at CBS library): Barnett, L. M. and Timothy G. Pollock, 2012. The Oxford Handbook of Corporate Reputation (Oxford Handbooks in Business and Management), Oxford University Press, USA, Hardcover, 512 pages Benkler, Y., 2006 “The economics of social production”, in “The Wealth of the Networks”, Chapter 4 http://cyber.law.harvard.edu/wealth_of_networks/Download_PDFs_of_the_book Botsman, R. and Roo Rogers, 2011. What’s Mine is Yours. How Collaborative Consumption is changing the way we live. Collins, 304 pages Casanova, J. and Joe Cazanova, 2013. Growth Hacking. A How-To Guide into Becoming a Growth Hacker. CSNV Books, 162 pages. Diermeier, D. 2011. Reputation Rules. Strategies for Building your companiy’s most valuable asset. McGrawHill. Hardcover, 256 pages. Gansky, L., The Mesh: Why the Future of Business is Sharing (2012) Portfolio Trade; Reprint edition, paperback, 272 pages. Schultz M. and Hatch, M. J., 2010 “Toward a theory of brand co-creation with implications for brand governance”, in Journal of Brand Management 17, pp.590–604. http://majkenschultz.com/articles/brandcocreation.pdf Optional Readings: Anderson, C. 2012. Makers. The Industrial Revolution. Crown Business, 272 pages. Eggers, D. W. and Paul Macmillan, 2013. The Solution Revolution. How Business, Government and Social Enterprises are teaming Up to Solve Society’s Toughest Problems, Harvard Business Review Press, Hardcover, 304 pages. Johnson, S. 2013. Future Perfect: The case for Progress in a Networked Age. Riverhead Trade: Reprint edition, 272 pages. Shirky, C. 2011. Cognitive Surplus: How Technology makes Consumers into Collaborators. Penguin Books, 256 pages. Von Hippel, E. 2001 “Innovation by User Communities: Learning from Open-Source Software”, in MIT Sloan Management Review, 42(4) pp. 82-86. |
Last updated on
12-02-2014