EXCERPT IGN Entertainment Yammers for Collaboration Erin Traudt Global Headquarters: 5 Speen Street Framingham, MA 01701 USA P.508.872.8200 F.508.935.4015 www.idc.com IN THIS EXCERPT The content for this excerpt was taken directly from IDC Buyer Case Study, "IGN Entertainment Yammers for Collaboration" by Erin Traudt (Doc # 230895). All or parts of the following sections are included in this excerpt: IDC Opinion, In This Study, Situation Overview, and Essential Guidance. Also included are Tables 1 and 2. IDC OPINION There are three major trends shaping the IT industry today that are receiving an enormous amount of buzz ² mobility, cloud computing, and social software. Social software, in particular, is the more recent phenomenon to take the software landscape by storm, thus garnering increased attention over recent years. However, the question of how businesses are approaching organizational requirements, vendor/product/delivery model selection, and solution rollout to achieve successful usage levels has been a top question among IDC clients. Yammer is one company in an increasingly crowded marketplace that leveraged the cloud computing model to deliver its Twitter-like microblogging service in 2008 and has since grown into a more robust enterprise social software solution. This Buyer Case Study features IGN Entertainment, a Yammer customer since January 2011, and provides insight into how the company uses Yammer as an internal collaboration and information sharing vehicle. IGN Entertainment selected Yammer to be part of its social software strategy for the following reasons: ` Yammer passed the 15-minute rule litmus test. The 15-minute litmus test from IGN Entertainment's engineering department requires that if someone cannot get a SaaS application up and running in 15 minutes then that solution is no longer considered. Yammer met the criteria. ` Yammer delivers its enterprise social software via the software-as-aservice (SaaS) model. Believing that as many business functions should be pushed to the cloud as possible, IGN Entertainment is a strong advocate for the SaaS delivery model because of its flexible upgrade path and lack of additional hardware to procure. Filing Information: November 2011, IDC #230895e : Excerpt IN THIS BUYER CASE S TUDY This IDC Buyer Case Study is designed to capture the business situation and drivers, decision-making process, vendor selection, implementation approach, benefits and challenges, and lessons learned for other buyers considering a social software and/or cloud computing investment. Social software has received increased attention over recent years, but the question of how end users are approaching business requirements, vendor/product/delivery model selection, and solution rollout to achieve successful usage levels has been a top question among IDC clients. To help other buyers evaluating social software delivered via the cloud computing model and vendors developing, marketing, and selling these solutions, IDC is conducting a series of buyer case studies to highlight end-user organizational challenges, the evaluation process, solution attributes, the implementation procedure, and benefits and results achieved from select products. In this Buyer Case Study, IDC features IGN Entertainment, a leading online media and services company focused on the video gaming and entertainment industry. In July 2011, IDC interviewed David Ting, general manager of eSports and vice president of Research and Development as well as Jennie Fissel, talent wrangler at IGN Entertainment about the company's experience with Yammer. SITUATION OVERVIEW Dissatisfied with a recent Microsoft SharePoint implementation and out of budget to purchase a new solution in December 2010, the engineering department within IGN Entertainment wanted a solution that could provide the collaboration and informationsharing capabilities that IGN Entertainment needed. A member of the engineering team discovered Yammer and signed up for a free account, essentially starting a trend in the department. From there, Yammer grew virally throughout the organization, leading to an enterprise license purchase by IGN Entertainment in January 2011, thereby giving Yammer access to 400±500 employees and guests worldwide. O r g a n i z a t i o n O v e r v i e w IGN Entertainment, a division of News Corp., is a leading online media and services company focused on the video gaming and entertainment industry. The company offers gaming and entertainment content, digital distribution services, and game technology primarily targeted at men between the ages 18 and 35. IGN Entertainment employs 400 people worldwide, but the company does not publicly report fiscal year revenue. Table 1 provides a summary of IGN Entertainment and Yammer implementation. 2 #230895e ©2011 IDC TABLE 1 B u y e r C a s e S t u d y I n f o r m a t i o n Category Details Company IGN Entertainment FY10 worldwide revenue NA Number of employees worldwide 400 Description Real-time social collaboration Implementation type SaaS Implementation time Limited implementation required; grassroots acceptance by employees over three months (from departmental trial to signed enterprise contract) Primary benefit Knowledge sharing Primary vendors used Yammer Number of users 400±500 total employees and guests Business process enhancement Increased efficiency and collaboration Industry Entertainment Source: IDC, 2011 C h a l l e n g e s a n d S o l u t i o n Business Challenges The business challenge IGN Entertainment faced was the need to share technical information quickly throughout the organization. For example, if there was a special HTML5 technique discovered or a security hole in Apple iOS, the engineering team wanted a way to share that knowledge or help solve development issues. In the past, this information was typically shared via email, but the company also tried SharePoint. However, IGN Entertainment realized that neither application was a viable solution for these types of communications. The engineering team began using Yammer's free service to share information in a similar way that Twitter is used to send Tweets and follow friends. According to Ting, "We found it's almost like an internal Twitter, but that it was also more effective to leverage an internal corporate tool by sharing it with anybody that wants to subscribe to that information." Widely sharing such information eliminated duplication and redundancy whereby one developer could benefit from another's discovery. IGN Entertainment not only found that Yammer helped increase efficiency, but it also ©2011 IDC #230895e 3 facilitated a knowledge-sharing culture. According to the company, employees were able to reach a larger audience with Yammer and communicate things they might not have otherwise shared companywide. Fissel elaborated, "When employees have a platform to basically share their thoughts, it actually allowed a lot of people to open up more." "Yammer is important to us," said Ting. "We are so heavy on email that things tend to get lost or, if you just have something interesting to share like an article, Yammer is a better place to do that than email. One, you can share it with a boarder audience, and two, it's not lost in the constant stream of email." Selection Process and Business Requirements IGN Entertainment evaluated a couple of enterprise social software solutions besides Yammer, but Yammer passed the company's 15-minute rule litmus test. The 15minute litmus test from the engineering department requires that if someone cannot get a SaaS application up and running in 15 minutes then that solution is no longer considered. According to Ting, "Yammer was so easy to use that it actually passed that rule very easily." Additionally, the company prefers the cloud model versus implementing on-premise software. Ting reasoned, "When you host your own solution, there is a false sense of security associated with it. When you work with a SaaS provider, a lot of the headache can be removed." In December 2010, the use of Yammer's free product began to reach critical mass, and the decision was made to purchase an enterprisewide Yammer license. Although budget was not previously allocated toward buying another collaboration tool, Ting believed that this was important enough for IGN Entertainment that funding was pulled from another project to support Yammer. An enterprise license was signed in January 2011 for 400 seats and the number of users spiked in February 2011 at 200 users. IGN Entertainment purchased an additional 50 seats shortly afterward for contractors and guests. The enterprise license provides IGN Entertainment with additional security and features such as Windows authentication so if an employee leaves, Yammer can no longer be accessed by that individual. IGN Entertainment did not have any special requirements built into the service-level agreement (SLA) with Yammer since it's a corporate solution and not one of IGN Entertainment's consumer-facing SaaS products, which needs to go through more rigid SLA definition. However, there were concerns about privacy and user data on behalf of the legal department at IGN Entertainment when selecting an enterprise social software solution such as Yammer. Once the legal department used Yammer and understood the nature of the messages being sent were not confidential, the contract with Yammer went through without issue. Implementation and Rollout It took approximately three months from the time the engineering department discovered and joined the free Yammer service to negotiating the enterprisewide license. Almost instantly IGN had 200 users on Yammer and using it on a regular basis. According to Ting, "The real test is actually the adoption within the organization. When we hit a critical mass of people, it basically was a snowball effect. 4 #230895e ©2011 IDC We didn't force anyone to go on it. This is what an IT tool purchase should be." Table 2 provides a brief overview of the Yammer product. TABLE 2 B u y e r C a s e S t u d y P r o d u c t I n f o r m a t i o n Category Details Vendor and product name Yammer Inc. and Yammer Type of cloud solution (SaaS, IaaS, PaaS) SaaS Private or public cloud Public Primary cloud provider Yammer Other technology providers None Source: IDC, 2011 The implementation and rollout was relatively uncomplicated from IGN Entertainment's perspective; employees were simply given access to Yammer and then encouraged to share, collaborate, and post messages accordingly. For Fissel, inviting people to Yammer was straightforward, "It's easy for me to send Yammer a file in the very beginning with all our employee information. Yammer does one upload, everyone receives an invite, and they can immediately log in. They can then select if they want to access Yammer through their mobile device, desktop client, and/or Web interface." Also fueling the engagement and activity on Yammer is the noticeable executive-level support for the solution. IGN Entertainment's president, Roy Bahat, was an early Yammer adopter and frequent contributor. The company did not conduct any formal Yammer training sessions for employees but sent an email notification about subscribing along with posting information to its intranet site. IGN Entertainment also made establishing a Yammer account part of new hire orientation. R e s u l t s Benefits From starting out as a specific tool used by the R&D team, Yammer has become a companywide mechanism for distributing information, encouraging innovation, and fostering the dynamic exchange of ideas and opinions. This has resulted in several benefits to the organization, not the least of which is creating the type of open environment that IGN Entertainment's management team wants to promote. Yammer has enabled, in some specific cases, faster decision-making capabilities. For example, Ting had developed four promotional reels for a tournament eSports ©2011 IDC #230895e 5 running online and couldn't decide which one to use. So Ting polled his colleagues on Yammer to help him make a selection. Additional benefits recognized from using Yammer is the fresh content and new information being shared. Employees are more knowledgeable overall and connected. According to Fissel, "It gives me a connection to people that I might not work with closely everyday because they are located in another office. I can even know more about the people that I have not ever met in person by what they post on Yammer. I can interact with them more than I would through my regular job or by email or phone calls." Lessons Learned From a cloud computing perspective, IGN Entertainment is a firm believer that this is the way of the future. Ting observed, "A lot of times there is a false sense of security where if you run it yourself you will do better. If the SaaS provider is good, it will do a better job than you in running your own proprietary software that you would run in your datacenter." IGN Entertainment by and large is very satisfied with its Yammer implementation and rollout; IGN Entertainment believes that the early adoption levels recognized was because of its organic approach versus mandating employees to use the solution. Fissel commented, "I think if you try to push rules on it and if you come at it from an HR department that's watching people slip up then I think employees are not going to use it. Part of it is that we don't sensor things, so people can feel very comfortable posting and being themselves." IGN Entertainment is still using email and SharePoint, although the use of these systems has become more targeted. Broadcast messages are being sent through Yammer versus email, which is helping to reduce email clutter and the volume of messages potentially being undiscovered due to the number of emails being received on a daily basis by employees. Furthermore, SharePoint is primarily being used as a document repository resource versus real-time social collaboration tool. The company recently migrated from SharePoint 2007 to SharePoint 2010 and currently has no plans to integrate with Yammer. IGN Entertainment would, however, like to have more integration with Active Directory to manage profiles and access to Yammer in the future. ESSENTIAL GUIDANCE In a similar vein to the way Yammer and enterprise social software can help bring efficiency into the collaboration practices of an organization, SaaS has altered the way companies purchase and implement functionality that can bolster standard business operations. IGN Entertainment recognized the benefits of the cloud computing model such as the unnecessary need to purchase hardware and dedicate valuable IT resources to implement, manage, and maintain Yammer. Ultimately, businesses that deploy the combination of an enterprise social software solution delivered via the SaaS model are helping enable employees and IT departments to be more innovative while increasing organizational productivity and satisfaction. 6 #230895e ©2011 IDC For IGN Entertainment, adopting an enterprise social software solution such as Yammer has fostered a dynamic and open environment, which encourages the exchange of ideas and opinions. Yammer fits well into the corporate culture, and it opened the door to innovation and collaboration by employees who originally shared very little. IGN Entertainment allows its Yammer users to be self-policing about the ideas and content shared while encouraging succinctness and brevity in communications. The company wanted to stay true to its corporate culture while stimulating more collaboration. C o p y r i g h t N o t i c e This IDC research document was published as part of an IDC continuous intelligence service, providing written research, analyst interactions, telebriefings, and conferences. Visit www.idc.com to learn more about IDC subscription and consulting services. To view a list of IDC offices worldwide, visit www.idc.com/offices. Please contact the IDC Hotline at 800.343.4952, ext. 7988 (or +1.508.988.7988) or [email protected] for information on applying the price of this document toward the purchase of an IDC service or for information on additional copies or Web rights. Copyright 2011 IDC. Reproduction is forbidden unless authorized. All rights reserved. ©2011 IDC #230895e 7
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