The business owners in Australia have legal obligations to secure data and protect the privacy of the customers. The management of the business needs to safeguard their customers from different kinds of online problems and other issues (All Castellar and Van Looy 2016). The management of the companies in Australia must recognize and identify different kind of policies that have the capability to safeguard the customers and also comply with the different kind of rules and regulations on privacy accordingly. These kinds of policies must cover;
Some of the major legislations ad rules that are related to the digital technology are as follows;
ACTS |
DESCRIPTION |
RESPONSIBLE AGENCIES |
Ø Electronic Transactions Act 1999 |
Ø The following act empowers a number of different requirements that needs to be met in electronic form like information on writing, requirement to provide a signature, requirement to record information and some other similar requirements (legislation.gov.au 2019) |
Ø Commonwealth Organization |
Ø Privacy Act 1988 |
Ø The following act regulates the handling of personal information about different individuals (legislation.gov.au 2019) |
Ø Department of Attorney General |
Ø Privacy Regulation 2013 |
Ø Under the act, agencies also need to take out the steps to destroy or de-identify personal information that they hold once it is no longer needed unless and until an exception applies (legislation.gov.au 2019) |
Ø Office of the Australian Information Commissioner(OAIC) |
Ø Electronic Transactions Regulation 2000 |
Ø The act facilitates the use of electronic communications and describes the manner of providing or serving documents by means of electronic communication (legislation.gov.au 2019) |
Ø Attorney General’s Department(AGD) |
Ø SPAM Act 2003 |
Ø This particular act sets up the scheme for the regulation of different kinds of commercial e mail and other kinds of commercial e-messages (legislation.gov.au 2019) |
Ø ACMA(Australian Communications and Media Authority)) |
A number of key elements are needed to consider for the evaluation of the digital technology. Some of them are as follows;
Intellectual Property refers to the ownership of the different kinds of tangible goods. The following includes the likes of the ideas, designs, symbols, writings and creations. Intellectual property can also refer to digital media which includes the likes of audio or video clips that can be easily downloaded from online comments. According to, Ellis and McGovern (2016) the intellectual property being totally intangible in nature will be generally quite difficult to recover if it is stolen at any point of time. Intellectual Property is divided into two different categories. They are as follows;
Intellectual Property Rights can be categorized into seven different types. They are as follows;
According to, (Laudon and Traver (2016) Technology has transformed itself into one of the most important and integral part of the business operations in the 21st century and will continue to evolve itself to make business smarter and easier to operate. The absence of technology within any kind of business will mark the absence of sustainability for the company and will surely lead to its failure. The need to integrate the business with modern technologies has further escalated after the start of the globalization process and thus, the management of the business organizations has to take additional responsibilities in order to implement, integrate and monitor the use of the technological resources in the most proper and efficient manner. Some of the steps to ensure the best utilization of the digital technology in the workplace are as follows;
The above points have clearly explained the need for technology in the business and the importance it holds for the business organization. Technology can substantially improve the way the business operates and thus a successful implementation of the technological elements can be beneficial for the success of the business. However, Selwyn and Bulfin (2016) has said that the real challenge lies in the staff training activities during the installation or upgradation of the IT system. Apart from the staff training activities, encouraging and providing support to the employees is equally challenging for the management of the business organizations.
It is important for the business organizations to select and use easy technologies that can be easily understandable and can easily be conferred with the employees. Complex technologies with too many complications are not fit for day to day business operations. Apart from this another important step that must be followed by the business organization is the preparation of a proper training program and implementation of the training program before the installation of the technology in order to get the best possible results. On the other hand, Joyce and Dennis (2018) has explained that the management of the companies using technology must encourage and support the employees by providing them the required confidence, providing them chance to deliver their ideas and listening them carefully. These activities can make them confident enough to use the technologies in an easy manner.
References
Alizadeh, T., 2015. A policy analysis of digital strategies: Brisbane vs. Vancouver. International Journal of Knowledge-Based Development, 6(2), pp.85-103.
All, A., Castellar, E.P.N. and Van Looy, J., 2016. Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92, pp.90-103.
Butler, D.A. and Rodrick, S., 2015. Australian media law. Thomson Reuters (Professional) Australia Limited.
Chaffey, D. and Ellis-Chadwick, F., 2019. Digital marketing. Pearson UK.
Cox, K.L., 2016. Rigidity in Global Intellectual Property Norms. Colum. JL & Arts, 40, p.327.
Ellis, J. and McGovern, A., 2016. The end of symbiosis? Australia police–media relations in the digital age. Policing and society, 26(8), pp.944-962.
Joyce, A. and Dennis, M., 2018. Preparing faculty for utilization of innovative approaches in digitalized teaching and learning environments.
Laudon, K.C. and Traver, C.G., 2016. E-commerce: business, technology, society.
Legislation.gov.au. (2019). Federal Register of Legislation. [online] Available at: https://www.legislation.gov.au [Accessed 26 Feb. 2019].
Moore, A., 2017. Intellectual property and information control: philosophic foundations and contemporary issues. Routledge.
Selwyn, N. and Bulfin, S., 2016. Exploring school regulation of students’ technology use–rules that are made to be broken?. Educational Review, 68(3), pp.274-290.
Wu, H.R. and Rao, K.R. eds., 2017. Digital video image quality and perceptual coding. CRC press.
The management of The Commonwealth Bank of Australia is in search for new trends in application of the latest technologies to develop the banking services and please the customers (commbank.com.au 2019). The recent development have however gone against the bank as the bank has been involved in a number of different scandals and financial cases which has highly damaged its reputation. Therefore the management of the bank has decided to resort to Gamification to ensure both caution and skepticism. The development of multiple web applications along with the features of different video games started the particular term called Gamification. There is a difficulty in identifying the actual connection of the game features along with that of the non game features and thus the management of different kinds of organization finds it difficult to adapt to their systems (Baptista and Oliveira 2017). Like many other banks, The Commonwealth Bank of Australia has adapted the use of gamification in e-banking to facilitate new trends in serving the customers of the bank.
Different studies by experts have well as the marketing team of the bank has shown the lack of confidence among the customers on the use of the e-banking services. The Game Theory developed by John Von Neumann in 1928, came to be called as the book of “Theory of Games and Economic Behavior” by John Von Neumann and Oskar Morgenstern in 1944. However, the theory was later amended and developed by John Forbes Nash with the concept of the modern Game theory. The theory which is called as the Nash Equilibrium is defined as the mixed strategies where players chose a probability distribution over the possible actions. This involves the analysis of the game theory in e-banking and also confirms that the theory has been applied in e-banking as e-business is used for stock-exchange and bonds trading between the customers and the brokers or in different types of financial online auctions.
Some of the major users of the gamification process are as follows;
The integration of digital solutions in the workplace is necessary for the business to enhance its business operations capabilities. According to, Baptista and Oliveira (2017) the implementation of digital technology in the business helps to ensure and enhance employee productivity. On the other hand, it is quite inevitable that the business will encounter different kinds of factors that can weaken or extinguish employee motivation and dampen the productivity levels of the business organization. It is important to identify the strategies to ensure the implementation of a proper workplace operation in the business in order to ensure success (deCos 2015). The presence of a strategy is a scientific and well established manner to integrate the technological aspects in the business. Some of the major processes to develop strategies for digital integration are as follows;
The huge growth of social media has been because of the large scale process of globalization. Digital Media in workplace mainly refers to the use of the different social media applications like that of Facebook, Google+, LinkedIn, Twitter and many more as such (Lipton Shrier and Pentland 2016). The use of the following social media applications has change the way people in the organizations communicate with each other and other people with similar business interests in a professional manner. The Commonwealth Bank of Australia has certain legal obligations to ensure the security of data of the customers and the different information. The Commonwealth Bank must take the necessary steps to ensure the safety of the data. The safeguarding of the data of the online customers is a tricky and complex process in the era of superior digital technologies (commbank.com.au 2019). Therefore the management of Commonwealth Bank has established some policies and procedures to address such issues. These policies generally cover;
The privacy policies have outlined on the process of how the business collects and stores the online data and how the information can be used. It also provides a number of restrictions on the access of the third party to the data of the customers. The management of the bank keeps a strict tab on different mails and unsolicited mails are strictly banned. Apart from this the management of the company has designed a training program in order to train the employees about the business code and conducts to make them comfortable with the policies.
The intellectual property can be assured safety by implementing a set of different steps. The steps are as follows;
The planning and the needs analysis is the most important task that will be assigned to the management of the organization for training the employees on the lines of the organizational needs in the Gamification process. Mbama and Ezepue (2018) has explained that Self Monitoring, personal goal setting and coaching along with proper educational and social support are the strategies that help the employees of the organizations to gain a stronghold on the gamification process. The designing of the coaching program for the Gamification process will consists of a number of steps. They are as follows;
According to, Parise Guinan and Kafka (2016) the digital trend of Gamification that can be applied by the management of “The Commonwealth Bank of Australia” is important for the success of the business organization. Different kinds of the organizations especially the financial firms like banks and other financial institutions are looking forward to adding the Gamification process to their business structure. According to the information team of Commonwealth Bank, demographic data shows that more than 50% of the gamers are between the ages of 18 to 49 years and most of the people belonging to this particular category opt for playing games on their respective smart phones. The following trend is actually considered to be the future of the financial industry (commbank.com.au 2019). Hence, this represents an appreciable market opportunity for “The Commonwealth Bank of Australia” to offer enhanced customer engagement by educating them on banking, payments, investment planning, and insurance, among others. The gamification wave has given birth to different kinds of innovative products that have helped the business organizations to engage more with the users of the business applications related to the Gamification process. Commonwealth bank of Australia has introduced Investorville (commbank.com.au 2019). The following gamification application allows the business organization to provide the users with insights from simulations of their buying behavior for different kinds of real estate properties.
Gamification is the digital technology or mechanism that chooses to engage and motivate the customers to perform specified activities to change the behavior of the targeted group of individuals. The installation of the gamification technology within the system of the bank can ensure;
The gamification is the best possible digital strategy to be implemented in the business as because it helps to keep updated and accurate customer profiles in banking. CRM is a dream for any marketing and sales manager as because the quality of data in a Customer Relationship Management system directly affects the quality of the work (Pick, J.B. and Nishida, T., 2015). On the other hand, the maintenance of a proper and effective CRM process is one of the most challenging tasks that requires the bank to revise and update the profiles of the bank regularly. The example of US based PNC Bank can further help to identify the importance of the Gamification Process. The US-based PNC bank has a total asset of more than $350 million. The gamification software installed in the process was named Punch the Pig Game. With Virtual Wallet, customers are able to share funds between accounts depending on the purpose, be it a regular spending (for example, bill payments), short-term savings or long-term investments. The Wallet’s Money Bar feature allows tracking reserved and free to spend funds. To activate the money-saving mindset, the bank introduced a nifty gamified feature called “Punch the Pig”. When someone is banking online, a piggy bank appears on the screen, allowing customers to transfer a certain sum from their checking to savings account.
References
Baptista, G. and Oliveira, T., 2017. Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Research, 27(1), pp.118-139.
Commbank.com.au. (2019). Personal banking including accounts, credit cards and home loans – CommBank. [online] Available at: https://www.commbank.com.au/ [Accessed 1 Mar. 2019].
deCos, L., 2015. Opportunity for banks to utilize gamification as a tool to promote financial education to children.
Joshi, A., 2018. Digital technologies for enhancing Customer Experience. Sansmaran Research Journal, pp.1-8.
Lipton, A., Shrier, D. and Pentland, A., 2016. Digital banking manifesto: the end of banks?. Massachusetts Institute of Technology.
Madon, S. and Krishna, S., 2018. The Digital Challenge: Information Technology in the Development Context: Information Technology in the Development Context. Routledge.
Mbama, C.I. and Ezepue, P.O., 2018. Digital banking, customer experience and bank financial performance: UK customers’ perceptions. International Journal of Bank Marketing, 36(2), pp.230-255.
Parise, S., Guinan, P.J. and Kafka, R., 2016. Solving the crisis of immediacy: How digital technology can transform the customer experience. Business Horizons, 59(4), pp.411-420.
Pick, J.B. and Nishida, T., 2015. Digital divides in the world and its regions: A spatial and multivariate analysis of technological utilization. Technological Forecasting and Social Change, 91, pp.1-17.
Sironi, P., 2016. FinTech innovation: from robo-advisors to goal based investing and gamification. John Wiley & Sons.
Williamson, B., 2016. Digital education governance: data visualization, predictive analytics, and ‘real-time’policy instruments. Journal of Education Policy, 31(2), pp.123-141.
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