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Interactive

Trends and Signals related to the interactive digital media industries.


Remix Culture: Remix Culture describes the emergence of cultural artifacts and processes created to include recombination of other works, enabled by the digitization of media, as well as the availability of knowledge about others’ creations provided by open, global networks.

Education 2.0: New technologies in the classroom, and the dynamics of the Web, are transforming the ways in which students and teachers interact with educational media and practices, opening the learning experience up to many new approaches.

Game of Life: As the "social web" embeds a layer of additional data on our day-to-day lives, playfulness and competition are assuming larger roles in driving behaviors, connections and discovery.

Attention Fragmentation: The fragmentation of content into smaller bits, consumed rapidly and frequently, has both been driven by and is causing further shifts in cognitive patterns, toward shorter attention spans.

Language Clash: While English has been the dominant language of online content for the past two decades, shifting demographics of technology usage, as well as changing national populations, means this dominant position may be relinquished in the next two decades.

Hybrid Technologies: Powerful new platforms are beginning to emerge through the hybridization of two or more technologies or media, such as Internet TV, portable video, or mobile messaging, creating new possibilities to modify and extend media in new ways.

Network as Platform: The second major wave of technology innovation on the Web, known as Web 2.0, positioned the network as the primary platform for computing. This is pushing media with it out onto the so-called “cloud,” making locally stored and played media more and more irrelevant.

Atoms to Bits: More and more content is being converted from both physical or non-digital formats to digital ones for easier distribution online.

Data Traffic Crunch: Numerous forecasts show demand for digital media, coupled with the massive amounts of storage required to host both professional and DIY content, may drive us toward a bandwidth crunch in coming years.

Portability and Mobility: Mobile devices are permeating more and more areas of our lives, strongly shaping the consumption and communication behaviors of society, changing how we interact with location and each other.

Green Considerations: Year-on-year growth in consumption of digital devices is creating environmental pressures, both around the disposal of (unused) electronics, their packaging, and the power our current devices consume.

The Problem of Stuff: Despite the promise of dematerialization implied by the digital revolution, we seem to be drowning in stuff, potentially impacting demand, and shaping tolerances for new innovations due to acquisition fatigue.

Agile Vs. Formal Production: Traditional top-down models are increasingly running up against agile bottom-up approaches on the Web, creating a clash of cultures, but also driving innovation.

DIY Distribution: Digital tools and processes have enabled independent producers and creators to use the Internet as a distribution channel to directly connect with consumers and audiences in the process circumventing some of the cultural industries’ traditional intermediaries.

Aggregation: The vast amount of content on the Internet provides ample opportunities to become an aggregator, helping users navigate and curate consumption.

Prosumers: Inexpensive digital production tools, digital storage, the proliferation of free online social platforms, increasing broadband speeds, and computer processing power have made it easy and inexpensive for non-professionals to create content.

DIY Technology: Open-source software and hardware is making it easier for individuals and groups to assemble customized devices that provide the functions they desire.

A Neutral Net or Not?: Governments and private interests continue to explore the necessity of tiered Internet access to provide differential quality of service based on the status of the consumer.

IP Challenges: P2P technologies, remixing, and hacker culture's cycle of rapidly breaking technological protections is steadily eroding the position of IP protection of content worldwide. Some commercial entities have responded by altering business models to reflect this change.

Surveillance: Both online and in the physical world, issues of covert and overt surveillance are emerging as a side effect of a society in a deep embrace with technologies and networks.

Blurring Life and Work: The 24-hour nature of always-on access, availability of networks, and demand for productivity, mean we are losing the ability to keep work and personal consumption and behavior compartmentalized.

Inverting Privacy: The rise of social networks and boom in DIY content have together changed the nature of privacy, allowing people to expose information about themselves on public networks, often for an incentive of lower cost services or other network efficiency.

Social Collectivity: Online access to millions of other individuals and the ease with which networks of like-minded people connect, has created the foundation for new forms of technology-enabled collaboration.

Generational Differences: Differing technology uptake patterns among different generations are creating a generational divide in demand, which will further shape the delivery channels we use in the future.

Signals



Gamesalad
http://gamesalad.com/(external link)

ESPN3 Comes Exclusively to Xbox 360
http://www.engadget.com/2010/06/14/espn3-comes-exclusively-to-xbox-360/(external link)

In a Video Game, Tackling the Complexities of Protein Folding
http://www.nytimes.com/2010/08/10/science/10gamers.html(external link)

Pro Gamers Have Brains Like Fighter Pilots, Lungs Like Career Smokers
http://www.crunchgear.com/2010/06/08/pro-gamers-have-brains-like-fighter-pilots-lungs-like-career-smokers/(external link)

Video Games As Art: With an Upcoming Smithsonian Exhibit, Pong Equals Picasso http://allthingsd.com/20110403/video-games-as-art-with-an-upcoming-smithsonian-exhibit-pong-equals-picasso/(external link)

World of Warcraft Mandates Use of Real Names
http://abcnews.go.com/Entertainment/wireStory?id=11108240(external link)

World of Warcraft Requiring Real Names On Forum Causing Fracas Too
http://gigaom.com/2010/07/08/should-you-be-forced-to-admit-that-you-have-a-dark-elf-army/(external link)

Warcraft Plague
http://www.securityfocus.com/news/11330(external link)

Critique Using Augmented Reality
http://turbulence.org/blog/2010/06/29/the-leak-in-your-home-town/(external link)

Second Life Reality Intrudes On Virtual Reality
http://www.businessweek.com/technology/content/jun2010/tc20100625_754814.htm(external link)

'Everybody Edits' is the Most Chaotic and Cruel Game Ever
http://www.switched.com/2010/07/06/everybody-edits-is-the-most-chaotic-and-cruel-game-ever/?icid=Switched-iphone-url(external link)

Kinect for Xbox Helps Users Feel the Rush and Maybe Sweat http://www.nytimes.com/2010/11/04/technology/personaltech/04pogue.html(external link)

Microsoft Kinect: The Disappearing Computer
http://allthingsd.com/20100615/kinect-digital-home/(external link)

Vicon Revue Life-Blogging Camera
http://www.engadget.com/2010/06/25/two-days-at-e3-with-a-vicon-revue-life-blogging-camera-video/(external link)