Com 303 final project

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Com 303 final project

  1. 1. How technology will look in 2021 <ul><li>3 big changes in the next ten years: </li></ul><ul><li>Streaming </li></ul><ul><li>Wireless everything </li></ul><ul><li>Digital Money </li></ul>
  2. 2. The Umbrella Perspective on Communication Technology <ul><li>Streaming- the next logical step in the technology of entertainment. </li></ul><ul><li>Wireless everything- it is motivating for businesses to offer wireless to entice consumers, others will follow. </li></ul><ul><li>Digital money- there are several motivating factors associated with converging to digital money. </li></ul>
  3. 3. Roger’s Diffusion of Innovations <ul><li>Streaming, Wireless everything and digital money are all technologies that have been adopted by Innovators and early adopters. </li></ul><ul><li>It is only a matter of time before the laggards are onto these technologies as well. </li></ul>
  4. 4. Moore’s Innovation Adoption Rate <ul><li>The late majority may not be comfortable with using these 3 technologies. </li></ul><ul><li>It is possible that the late majority can get away with not using the technology. </li></ul><ul><li>By making these processes user friendly the late majority will come around to using them. </li></ul>
  5. 5. Critical Mass Theory <ul><li>The critical mass has already been established with these technologies. </li></ul><ul><li>Many companies are already offering streaming as a service and have a customer base for it. </li></ul><ul><li>Wireless is offered in most public area already and is taken quite advantage of. </li></ul><ul><li>Digital money is the only one of the 3 that may not have the critical mass it needs to take off. </li></ul>
  6. 6. Uses and Gratifications Theory <ul><li>With the three technologies the advantage must outweigh the disadvantages. </li></ul><ul><li>The biggest advantage to all three would be convenience. </li></ul>
  7. 7. Media System Dependency Theory <ul><li>When streaming is the only option, people will learn it. </li></ul><ul><li>Wireless is simple, you don’t have to do anything to connect to it, it will catch on for user friendliness alone. </li></ul><ul><li>Digital money is the trickiest of the three technologies, it will be like checks were in the beginning and it will take time for people to learn to use it. </li></ul>
  8. 8. Social Learning Theory/ Social Cognitive theory <ul><li>The behavior of streaming, using wireless and digital money will catch on as people witness individuals modeling the behavior of using these technologies. </li></ul>
  9. 9. The Theory of the Long Tail <ul><li>These technologies will be successful because the long-term investment for companies is inexpensive. </li></ul><ul><li>Streaming- eliminates the need to keep hundreds or thousands of copies of movies or music, multiple people can stream the same material at once. </li></ul><ul><li>Wireless involves a onetime set up fee for the company that will allow consumers to log into for no cost to them. </li></ul><ul><li>Digital money eliminates people spending money they don’t have, if it isn’t in their account they can’t spend it. </li></ul>
  10. 10. The Principle of Relative Constancy <ul><li>Instead of spending money on DVD’s and CD’s, people will sign up for memberships to have access to unlimited entertainment. </li></ul><ul><li>Consumers will not have to pay for a monthly service for internet access you will instead pay a monthly service for streaming access. </li></ul><ul><li>Costs will probably not change much with digital money, this technology is developing more because of convenience. </li></ul>

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