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Showing posts with label Playstation3. Show all posts
Showing posts with label Playstation3. Show all posts

Monday, August 31

What's age got to do with it?

In the afternoon today, I got a full primer on PlayStation from Neo(age 6)(who lectures me regularly on mobile and video games, thinks am way behind on the learning curve...) and then a lil later my father(age 65) wanted me to help him install skype!! My younger brother is quite a blogger and a web 2.0 expert!! Quite a digital savvy family balanced only by the combined tech-unsavviness of my mother and mil:-)

As the Internet turns 40, our one preoccupation that all technology products and services will only have the youth as early adopters, practitioners and evangelists will be put to test regularly...Just when I was mulling over these thoughts over a crazily busy fortnite, my planner buddy Meraj sent me this NYT link - Who’s Driving Twitter’s Popularity? Not Teens. Worth a read and some reflection...

Archiving some nuggets from the article..

1. Surprisingly(actually not so surprisingly, if you pause to reflect) many teens in the US(do we have data for India as well?) are not that heavy users of twitter. As one of them says - "I just think it’s weird and I don’t feel like everyone needs to know what I’m doing every second of my life". Well am not teen by a wide margin but have similar thoughts about twitter...

2. Though teenagers fueled the early growth of social networks, today they account for just 14% of MySpace’s users and only 9% of Facebook’s. As the Web grows up, so do its users. The notion that children are essential to a new technology’s success is now proving to be largely a myth.

3. Adults have driven the growth of many perennially popular Web services. YouTube attracted young adults and then senior citizens before teenagers piled on. Blogger’s early user base was adults and LinkedIn has built a successful social network with professionals as its target.

If I look around at my digital habits and behaviour and many of my friends, the digital adoption curve doesn't always co-relate to our age in some simple linear fashion...On the other hand, India will be different because we are crazily young in age and outlook(as far as statistics go).

On another note, this reminds me of my interview with Javed Akhtar in Bombay when he brushed aside all this fanatical obsession of marketers with youth - "Aap logon ne youth ko hauaa bana rakha hai. Youth ko yeh chahiye, youth ko woh chahiye. Arrey saheb, youth ko toh khud he nahin pata ki usko kya chahiye:-)"

Sunday, April 20

Sunday, Taglines and Virtual Worlds

Yet again I am in Delhi on a Sunday! Got an early morning client presentation tomorrow...Missed taking Neo to the Juhu beach and bandstand!! Waiting for breakfast...

A while back had written a post on the 'diminishing return on taglines'. I had largely meant those of the 'xyz de variety - hila de, pila de, ghumaa de!

Here's an article on adage.com in support of the enduring power of tag-lines. Have a read here...

A good article by Reuben Steiger of Second Life on 'Merging the Real and Virtual Worlds' again on adage.com here...

Reubens insights peppered with my own...

- Virtual worlds are a significant and fast growing market.
Okay in India, it might take a longer time because of bandwidth issues but we need to be mentally prepared for the virtual world to export our brand thinking when bandwidth sorts out...

- Virtual worlds are a subset of social media, which accounts for 30% of consumer internet activity in the US according to Comscore.
As I mentioned in my last post, in India the media participants are largely fence-sitters around social media. A layer of virtual world is perhaps too much change, too fast:-)

I think it's time to start a digital media adoption and first steps consultancy under Tribal...Must speak to my colleague Leroy on this!!

- Virtual worlds turn the web into a "place," allowing users to connect face-to-face in real time.

- Early data suggest that levels of brand engagement in virtual worlds are extremely high. Millions of Us has conducted some 60 engagements in virtual worlds for clients with engagement per user ranging from 2 to 24 hours.

- There are 550 million users of social networks and as users begin to put virtual "rooms" on their pages, the game will change significantly.
Agree, as I flipped through the A G Lafley and Ram Charan book, Game Changer on the flight to Dilli yesterday, was wondering on similar lines. Though, nobody has the idea of how exactly the real and virtual worlds will collide, mash up in the next 18-24 months, what is undeniably true is that the game will have further changed for brands, marketers, analog and digital agencies alike!!

Four toast, some tea and a badly made omelette has arrived:-)...Enjoy!