Your SlideShare is downloading. ×
0
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Futures Thinking . Media & entertainment

325

Published on

Futures Thinking . Media & entertainment

Futures Thinking . Media & entertainment

Published in: Technology
0 Comments
5 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
325
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
10
Comments
0
Likes
5
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Futures of Media& EntertainmentFutures thinking group workFutures Thinking & Foresight Methodologies 01032
  • 2. Trends summary: •  Technology as human extension•  Living and Creating Virtual Realities•  Senses techs•  Trends evaluation
  • 3. Our template
  • 4. Trend DescriptionDescribe shortly what the change is all about in societalterms including: ”..change from.. to..” ” ..especially becauseof..” ”..Influencing on / resulting as..”Write also a hypothesis where it might go next.Driving Forces & Counter trendsList other trends and forces that push the trend forward.Use STEEP/PESTEC: Political, Economic,Social/Cultural, Technological, EnvironmentalSelect pictureVIsualization for the trend (﴾mark source)﴿People & ConsumptionDescribe who or what started the trend.Describe who or which factors are driving the trend forward.Describe who are affected by the trend and in what kind of context they live in.Discuss what the trend means to from people perspective.HIGH speed of change.MEDIUM speed of change.LOW speed of change.Key Words: Urban-‐Rular, Developing -‐Developed,Country/Region.Trend nameMaturity & Speed I Coverage & Context
  • 5. Trends
  • 6. Internet of things, Cyborgs,Wearables, Accessories, HybridsCybernetic or Cyborgs is an organism is a being with bothorganic and cybernetic parts. The beginning of Cyborgcreation began when HCI (﴾human-‐computer interaction)﴿began. There is a clear distinction between the human andcomputerized technology in HCI, which differs fromcyborgs in that cyborgs act out human functions.Driving Forces & Counter trendsAdvanced technologies, advanced studies in empoweringhuman abilities and skills -‐ Near Field Communication(﴾RFID)﴿ -‐ Inbuilt in Android & Window Phone (﴾not IOSthough)﴿ -‐ QR codes -‐ Needs downloadable apps, inbuiltto Windows Phone -‐ GPS, gyroscope, accelerometer forgestures & pointing. Bluetooth 4.0 -‐ Very low energyconnectivity with BTLE -‐ Capacitive patterns in physicaltoys. Google Glass -‐ Augmented reality with near-‐eyedisplays -‐ Disney Research Touché – Nanotechnology.People & ConsumptionThis trend will create new demand and consumption of media and entertainmentcontent -‐ It will also create demand for medical service providers who are able toplant cyborg parts to humans.HIGH speed of changeUrban, Developing, CountryTechnology as human extensionTrue Wearable, by PropellerGoogle GlassSamsungpaper screen Maturity & Speed I Coverage & Context
  • 7. Technology as human extensionManifestation
  • 8. Living and CreatingVirtual RealitiesWith  the  development  of  superhuman  intelligence,  people  will  begin  creating  virtual  realities,  which  will  change  the  way  entertainment  is  experienced  -­‐‑  There  realities  will  be  very  close  to  real  life  experience,  because  of  the  advanced  IT  technology,  and  therefore  very  realistic  -­‐‑  People  will  be  part  of  information  networks  that  are  connected  everywhere  and  with  everything  -­‐‑  By  creating  and  living  virtual  realities,  people  can  expand  their  experience  of  life,  and  also  share  their  virtual  realities  with  others. Driving Forces & Counter trendsTechnological  development:  born  of  superhuman  intelligence  -­‐‑  Environmental:  people  still  want  to  experience  things,  but  travelling  will  be  more  dangerous  and  expensive  -­‐‑  Similar  experiences  can  be  experienced  virtually  -­‐‑  Entertainment:  Movie  industry  is  already  including  this  subject  to  movies  -­‐‑    Political:  War  -­‐‑  Health:  Virtual  realities  are  found  to  be  harmful? People & ConsumptionBirth of social media and real life role play games are a beginning of this trend -‐Also the accelerating speed of technological development -‐ Everyone will beaffected by the trend -‐ People will find ways to deepen their lives through virtualrealities. It could also become some peoples profession to create services forvirtual realities or to provide help to create new virtual realities -‐ People will sharethe virtual realities they created with their friends and this will become one form ofsocial network of being a human -‐ This trend will reduce the amount of servicesused outside the virtual realities and therefore alter the targets of consumption -‐People will buy services to enhance their experiences in the virtual realities. HIGH speed of changeGlobalLiving and Creating Virtual RealitiesGoogle GlassSamsungpaper screen Maturity & Speed I Coverage & Contexthttp://kootation.com/virtual-‐reality.htmlMatrix MovieMinority Report movie
  • 9. Living and Creating Virtual RealitiesManifestation
  • 10. http://www.playingiseducational.info/wp-content/uploads/2012/04/5-Senses.jpgSenses techsComputers can produce content for all 5 senses -‐ Sensescan be experienced through Internet -‐ Services can beprovided including content for senses (﴾smell, touch, seeing,feeling)﴿ -‐ Entertainment will use this trend to enhance themedia and entertainment content. -‐ Games will be highlyinteractive with more dimensions to play with.Driving Forces & Counter trendsTechnology: Touch tech development (﴾textures -‐ FeelScreens) - Market demand: Peoples interest to experiencenew things and marketers desire to produce newsuccessful business areas -‐ Globalization: With SensesTech people can be connected also physical experienceswith each other. People & ConsumptionIt will cause an increase in the sales of the technology providing theseexperiences -‐ Game and entertainment developers will have lot of new customers.MEDIUM speed of changeUrban, DevelopedSenses techsMaturity & Speed I Coverage & Contexthttp://dendeg.fi
  • 11. Senses techsManifestation
  • 12. Trends evaluation
  • 13. How was the workThe most challenging phases were the categorization and evaluation: to know precisely which trendswere more relevant and do the prioritization. The topic is very interesting and everything looksinnovative and we were surprised how technology has been improving in such a short time.Technology can contribute even more for Media & Entertainment segments, it is easy fall in love andbe very intuitive and predictive.Almost all the information was gathered from the Internet, previous experiences, workshops andbooks. All content was collected individually and combined in a Prezi file. From there we’ve got a .pdf,which was printed, helping us to better visualized the content. Other method used was Internetqualitative questionnaire. We spread the survey around our friends and we got only 10 answers, thefew results were maybe because the amount of questions, mostly of all open to interpretation.However the results were fantastic. The trends titles were decided by the group during the second workshop. We looked for the mostreasonable names for the grouped data. It was clear that many trends referred to the same technologybut named in different way, i.e. wearables and tech accessories. Futures Thinking & Foresight Methodologies 01032
  • 14. ReferencesPrezy presentation:http://prezi.com/a4jagq8gewga/futures-thinking-trends-workshop-media-entertainment/Some sources:http://gigaom.com/2013/01/14/netflix-‐to-‐host-‐open-‐source-‐open-‐house/http://mashable.com/2013/01/17/disney-‐infinity-‐in-‐depth/http://www.digitaltrends.com/mobile/bought-‐the-‐farm-‐investment-‐in-‐social-‐gaming-‐drops-‐by-‐1-‐billion-‐in-‐2012/#ixzz2IV32g8Yrhttp://blog.mindsnacks.com/2012/12/19/2013-‐prediction-‐educational-‐games-‐trump-‐gamification-‐of-‐educatio/http://www.zdnet.com/so-‐what-‐is-‐apples-‐next-‐big-‐thing-‐going-‐to-‐be-‐7000009709/http://2020mediafutures.ca/trendshttp://www.mediapost.com/publications/article/191873/netflix-‐focuses-‐on-‐building-‐brand-‐new-‐disney-‐deal.html#axzz2JBeqjNMCFutures Thinking & Foresight Methodologies 01032
  • 15. Group:Deborah IsikaiyeErkki SaloJane Vita CostaMahmoud Abdelrahman Teija HakaojaTero BymanFutures of Media & EntertainmentFutures thinking group workFutures Thinking & Foresight Methodologies 01032

×