Answer to Question 1
Answer: 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 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 60-day window is crowned the mayor of that location, are one of the best-known uses of gamification. Foursquare is an advertising platform that relies on user activity and user-generated content, and the game element encourages people to use the app more frequently.
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.
Gamification is also a key strategy for many companies trying to improve customer loyalty. Badgeville's Reputation Mechanics system boosts the profile of knowledgeable customers who share expertise on social media sites and other online forums.
Answer to Question 2
Answer: C
Explanation: C) Ethics are the accepted principles of conduct that govern behavior within a society. Ethical behavior is a companywide concern, but because communication efforts are the public face of a company, they are subjected to rigorous scrutiny from regulators, legislators, investors, consumer groups, environmental groups, labor organizations, and stakeholders. While there is a great deal of overlap between laws, ethics, and social guidelines, they are not always the same thing. Protocols are procedures to help people follow laws, social guidelines, and ethics.