Gen Z has a constant connection to digital devices and the internet. They are highly social online, preferring to connect with friends through social media, texting, and online chatting rather than in person. While they enjoy spending money on themselves, many are sensitive to their family's financial situation and are willing to help save money if needed. This generation is comfortable shopping both online and offline.
This document discusses Gen Z, the generation born after 1995. It finds that Gen Z has a constant connection to technology through mobile phones and other devices. They are emotionally attached to their devices and would miss them if taken away. Gen Z currently accesses the internet most through laptop and desktop computers, though smartphone use for this purpose is increasing. The document also notes that Gen Z would be more upset having to give up their digital connections than money, music, movies or television.
This report provides a snapshot of Gen Z by focusing on their digital habits: how they use connected devices to socialize, spend, shop and more. We also report on how their parents feel about these habits and what this means for marketers. The report is based on a survey of tweens and teens (ages 8 to 17) and their parents in the U.S. and the U.K.
The document summarizes key findings from a 2012 study conducted by BlogHer on mothers' technology usage, social media habits, and trust in various media for parenting advice. Some of the main findings include:
- Mothers are highly connected, with 99% owning computers and 83% owning smartphones. More than half of toddlers use their mothers' devices.
- Blogs are the most trusted social media channel for parenting information and advice. Blogs also build more confidence in parenting skills than other channels.
- More than half of mothers make family purchasing or viewing decisions based on blog recommendations.
- Mothers increasingly hand devices like laptops, cameras and mp3 players to children at younger ages.
This document analyzes differences between mobile-only and PC-only internet users in Armenia based on a 2011 survey. It finds that mobile-only users tend to be younger, from more rural areas, and have lower incomes and education levels than PC users. PC users engage in more activities like search, messaging, downloading music, news and work. Both demographics and devices influence the types of activities people engage in. While mobile access is widespread, a digital divide still exists due to differences in online activities between user groups. Understanding these divides can help address gaps in digital skills and internet usage.
The Cisco Connected World Technology ReportAyelet Baron
The document discusses findings from an online survey of 1,441 college students and 1,412 young professionals across 14 countries regarding their use of and perspectives on the internet and social media. Key findings include that a large proportion of both students and professionals consider the internet very important in their daily lives and get most of their information from laptop computers. Many students are frequently distracted by social media while doing schoolwork and consider keeping up with Facebook more important than social activities. Most professionals also follow managers and coworkers on social media.
Pesquisa da Cisco mostra que a maioria dos universitários e jovens profission...In Press Porter Novelli
The document discusses findings from an online survey of 1,441 college students and 1,412 young professionals in 14 countries regarding their use of and perceptions about the internet and social media. Some key findings include:
- Most students and professionals access the internet daily through laptops and consider it very important in their lives. Over half say they could not live without the internet.
- Social media sites like Facebook are highly used on a daily basis. Many students prioritize keeping up with social media over other activities.
- Employees often connect with managers and coworkers through social media platforms.
So in summary, the document finds that the internet and social media have become integral parts of daily life for most students and
Pocket Power: Directions in Mobile Device TechnologiesConnected-Blog
Annette Zimmermann, Pocket Power: Directions in Mobile Device Technologies, Gartner
Blog by Messe Frankfurt for the Digital Business:
http://connected.messefrankfurt.com/en/
This document discusses research on Generation Z (those born after 1995) and their digital habits. Some key findings include:
- Gen Z is the first generation to be truly mobile-oriented and connected. They are highly tech-fluent and connected.
- The study surveyed 400 adults and 400 youth in the US and UK about their digital device use and online activities.
- Gen Z is constantly connected to devices like phones, laptops, and TV. They are emotionally attached to their devices.
- They primarily access the internet via computers but are increasingly using phones. Social media, especially Facebook, is very important.
- Gen Z prefers communicating digitally and finds it more convenient than in-person interactions. They also
This document discusses Gen Z, the generation born after 1995. It finds that Gen Z has a constant connection to technology through mobile phones and other devices. They are emotionally attached to their devices and would miss them if taken away. Gen Z currently accesses the internet most through laptop and desktop computers, though smartphone use for this purpose is increasing. The document also notes that Gen Z would be more upset having to give up their digital connections than money, music, movies or television.
This report provides a snapshot of Gen Z by focusing on their digital habits: how they use connected devices to socialize, spend, shop and more. We also report on how their parents feel about these habits and what this means for marketers. The report is based on a survey of tweens and teens (ages 8 to 17) and their parents in the U.S. and the U.K.
The document summarizes key findings from a 2012 study conducted by BlogHer on mothers' technology usage, social media habits, and trust in various media for parenting advice. Some of the main findings include:
- Mothers are highly connected, with 99% owning computers and 83% owning smartphones. More than half of toddlers use their mothers' devices.
- Blogs are the most trusted social media channel for parenting information and advice. Blogs also build more confidence in parenting skills than other channels.
- More than half of mothers make family purchasing or viewing decisions based on blog recommendations.
- Mothers increasingly hand devices like laptops, cameras and mp3 players to children at younger ages.
This document analyzes differences between mobile-only and PC-only internet users in Armenia based on a 2011 survey. It finds that mobile-only users tend to be younger, from more rural areas, and have lower incomes and education levels than PC users. PC users engage in more activities like search, messaging, downloading music, news and work. Both demographics and devices influence the types of activities people engage in. While mobile access is widespread, a digital divide still exists due to differences in online activities between user groups. Understanding these divides can help address gaps in digital skills and internet usage.
The Cisco Connected World Technology ReportAyelet Baron
The document discusses findings from an online survey of 1,441 college students and 1,412 young professionals across 14 countries regarding their use of and perspectives on the internet and social media. Key findings include that a large proportion of both students and professionals consider the internet very important in their daily lives and get most of their information from laptop computers. Many students are frequently distracted by social media while doing schoolwork and consider keeping up with Facebook more important than social activities. Most professionals also follow managers and coworkers on social media.
Pesquisa da Cisco mostra que a maioria dos universitários e jovens profission...In Press Porter Novelli
The document discusses findings from an online survey of 1,441 college students and 1,412 young professionals in 14 countries regarding their use of and perceptions about the internet and social media. Some key findings include:
- Most students and professionals access the internet daily through laptops and consider it very important in their lives. Over half say they could not live without the internet.
- Social media sites like Facebook are highly used on a daily basis. Many students prioritize keeping up with social media over other activities.
- Employees often connect with managers and coworkers through social media platforms.
So in summary, the document finds that the internet and social media have become integral parts of daily life for most students and
Pocket Power: Directions in Mobile Device TechnologiesConnected-Blog
Annette Zimmermann, Pocket Power: Directions in Mobile Device Technologies, Gartner
Blog by Messe Frankfurt for the Digital Business:
http://connected.messefrankfurt.com/en/
This document discusses research on Generation Z (those born after 1995) and their digital habits. Some key findings include:
- Gen Z is the first generation to be truly mobile-oriented and connected. They are highly tech-fluent and connected.
- The study surveyed 400 adults and 400 youth in the US and UK about their digital device use and online activities.
- Gen Z is constantly connected to devices like phones, laptops, and TV. They are emotionally attached to their devices.
- They primarily access the internet via computers but are increasingly using phones. Social media, especially Facebook, is very important.
- Gen Z prefers communicating digitally and finds it more convenient than in-person interactions. They also
This document summarizes a survey of technology ownership among college students. It found that laptops, printers, and DVD players were the most commonly owned technologies, with over 75% ownership among students. Students also commonly owned USB drives, Wi-Fi access, and iPods, with ownership between 62-70%. Newer mobile technologies like smartphones and tablets were owned by smaller percentages, between 8-55%, with iPads being the least commonly owned. Traditional college students and those from wealthier households owned more devices on average.
Students are attached to technology but their learning expectations are not changing dramatically due to it. While students own many digital devices, surveys show they still prefer traditional classroom activities like copying from the board and listening to lectures. Their preferred ways to learn also align with conventional methods like groups, practical activities, and using computers as a supplement rather than replacement. Though technology provides benefits like access to resources, students still value in-person learning experiences and face-to-face interaction with teachers and peers. Overall, technology appears to enhance student engagement and convenience more than fundamentally alter expectations.
Google ipsos mobile_internet_smartphone_adoption_insights_2011Carlos Zapata
1) More consumers across all five countries (US, UK, Germany, France, Japan) now use a mobile phone than a computer. 2) Smartphone ownership increased significantly in all countries between 2011-2011 as consumers shifted from feature phones to smartphones. 3) Tablet usage also increased across all countries, with the highest rates in the US.
Harrison Group: "Devices, Consumption and the Digital Landscape"Digiday
hat can 1,800 digital consumers and 1,200 digital business professionals tell you about the market? The 2012 digital publishing survey by Harrison Group, supported by Digiday and Deloitte, underscores the interactions among tablets, laptops, smartphones and e-readers in the systematic management of personal communications, research, shopping and publishing. What is clear from this study is that consumers are not only in charge, but they are charging ahead. Prepare to be surprised!
Speaker: Jim Taylor, vice chairman, Harrison Group
American kids and their gaming devices - from iPads to Gameboys Dubit
As part of a broader look into American children's online gaming habits, Dubit also investigated what devices they are using and to what extent they are used for gaming.
The document discusses trends in connected devices and media consumption across different screens. It provides statistics showing that most mobile data usage occurs at home or work, not when mobile. It also notes rapid growth in streaming video to mobile devices and across screens. The document discusses growing needs for in-home storage and cloud storage. It envisions new cross-screen experiences and immersive communication apps that could virtually transport users.
Jordan Bitterman on The Makegood: The Future of VideoThe Makegood
Video is increasingly being watched on mobile devices and through streaming services. Major innovations are enabling video to be portable and watched anywhere. By 2016, video will be widely available across devices through expanded content deals and improved software platforms, allowing users to control their viewing experience from any screen. Familiar companies are emerging as leaders in this new landscape through mobile-first approaches and innovations in screens, acquisition, and search functionality.
Portrait of a tablet user - MMF OPA - Wave 2 - Juin 2012François Avril
The document summarizes findings from a study on tablet users conducted in June 2012 by Frank N. Magid Associates. Some key findings:
1. Tablet usage exploded over the past year, with 31% of respondents now owning or regularly using tablets, up from 12% in 2011.
2. Tablet ownership is becoming more balanced between males and females compared to 2011, and the user base is trending older.
3. Content consumption such as reading, games, and video remains the dominant usage of tablets, though users show an appetite for paid content as well.
PlayFirst Study: Tablet And Smartphone Gaming TrendsPlayFirst
Results of a study that PlayFirst and Frank N. Magid Associates conducted that shows how tablet is emerging as a premium gaming platform. Visit PlayFirst's site at http://www.playfirst.com
This document summarizes research on mobile media usage among different age groups. The key findings are:
1) Younger generations are more likely to own smartphones and tablets compared to older generations. Over half of those aged 18-32 own a smartphone.
2) Smartphone users tend to use their devices for more activities while tablet users are more likely to watch TV network programs.
3) Over half of smartphone and tablet users use their devices at least sometimes while watching primetime TV, with younger users doing so more frequently.
4) On average, users have less than one TV-related app on their smartphones but tablet users are more inclined to watch full programs or movies using such apps.
This document summarizes key findings from Nielsen's Mobile Apps Playbook study. It finds that games are the most popular app category for both smartphones and feature phones. The top apps across platforms include Facebook, Weather Channel, Google Maps, and Pandora. Users primarily discover new apps by searching app stores on their phones. Ratings and reviews also influence app choices. Smartphone users download more paid apps than feature phone users, with Apple users being most willing to pay. Most users prefer billing mobile app purchases through their wireless provider or credit card. Teenagers are more receptive to mobile ads than older age groups.
The document discusses findings from an online survey of 1,441 college students and 1,412 young professionals in 14 countries regarding their use of and perceptions about the internet and social media. Some key findings include:
- Most students and professionals access the internet daily through laptops and consider it very important in their lives. Over half say they could not live without the internet.
- Social media sites like Facebook are highly used on a daily basis. Many students are distracted by social media multiple times per hour while doing schoolwork.
- Roughly 70% of professionals follow their managers or coworkers on social media sites like Facebook and Twitter.
2011 pop cap_mobile_phone_games_presentationMarketingfacts
- The document provides an overview of research conducted on mobile phone gaming. It analyzes demographics of mobile phone gamers such as gender, age, income and phone ownership.
- Key findings include that half of mobile phone owners have played a game on their phone, with one third playing in the past month. The average gamer is 39 years old and more likely to own a smartphone.
- Frequency of mobile phone gaming has increased significantly in the past two years, with over 80% of gamers now playing weekly compared to 40% in 2009. However, the number of weekly playing hours has not increased much.
State of the Media - The Cross-Platform Report Q2 2012Peter Nguyen
Offering a special focus on simultaneous usage (watching TV and using another device at the same time), the Q2 report notes that the increased penetration of devices that facilitate connection and communication is allowing American consumers to multi-task like never before.
This document summarizes statistics about mobile phone usage in Switzerland:
- 84.2% of the Swiss population uses the internet and 43% own a smartphone. The majority of smartphone purchases occurred after 2009.
- 57% use their smartphone daily and 41% search online daily via their smartphone, mostly for local information like restaurants, travel, jobs, and real estate.
- Mobile internet usage via smartphones and tablets has increased significantly since 2010.
- Smartphones running Android and iOS make up the majority of the Swiss market.
The Future 100: Trends and change to watch in 2015Grzegorz Kosson
This document provides a summary of 100 trends to watch in 2015 across various categories such as culture, beauty, brands, food/drink, innovation, lifestyle, luxury, retail, sustainability, travel, and technology. Some key trends highlighted include the growth of mega-cities in China, a resurgence of feminism powered by social media, consumers focusing more on mortality linked to health awareness, children becoming very technologically advanced at young ages, Millennials drinking less alcohol and embracing healthy lifestyles, many films in 2015 being sequels and remakes seeking familiarity, and companies adapting workplaces and programs for an aging workforce.
This document summarizes a survey of technology ownership among college students. It found that laptops, printers, and DVD players were the most commonly owned technologies, with over 75% ownership among students. Students also commonly owned USB drives, Wi-Fi access, and iPods, with ownership between 62-70%. Newer mobile technologies like smartphones and tablets were owned by smaller percentages, between 8-55%, with iPads being the least commonly owned. Traditional college students and those from wealthier households owned more devices on average.
Students are attached to technology but their learning expectations are not changing dramatically due to it. While students own many digital devices, surveys show they still prefer traditional classroom activities like copying from the board and listening to lectures. Their preferred ways to learn also align with conventional methods like groups, practical activities, and using computers as a supplement rather than replacement. Though technology provides benefits like access to resources, students still value in-person learning experiences and face-to-face interaction with teachers and peers. Overall, technology appears to enhance student engagement and convenience more than fundamentally alter expectations.
Google ipsos mobile_internet_smartphone_adoption_insights_2011Carlos Zapata
1) More consumers across all five countries (US, UK, Germany, France, Japan) now use a mobile phone than a computer. 2) Smartphone ownership increased significantly in all countries between 2011-2011 as consumers shifted from feature phones to smartphones. 3) Tablet usage also increased across all countries, with the highest rates in the US.
Harrison Group: "Devices, Consumption and the Digital Landscape"Digiday
hat can 1,800 digital consumers and 1,200 digital business professionals tell you about the market? The 2012 digital publishing survey by Harrison Group, supported by Digiday and Deloitte, underscores the interactions among tablets, laptops, smartphones and e-readers in the systematic management of personal communications, research, shopping and publishing. What is clear from this study is that consumers are not only in charge, but they are charging ahead. Prepare to be surprised!
Speaker: Jim Taylor, vice chairman, Harrison Group
American kids and their gaming devices - from iPads to Gameboys Dubit
As part of a broader look into American children's online gaming habits, Dubit also investigated what devices they are using and to what extent they are used for gaming.
The document discusses trends in connected devices and media consumption across different screens. It provides statistics showing that most mobile data usage occurs at home or work, not when mobile. It also notes rapid growth in streaming video to mobile devices and across screens. The document discusses growing needs for in-home storage and cloud storage. It envisions new cross-screen experiences and immersive communication apps that could virtually transport users.
Jordan Bitterman on The Makegood: The Future of VideoThe Makegood
Video is increasingly being watched on mobile devices and through streaming services. Major innovations are enabling video to be portable and watched anywhere. By 2016, video will be widely available across devices through expanded content deals and improved software platforms, allowing users to control their viewing experience from any screen. Familiar companies are emerging as leaders in this new landscape through mobile-first approaches and innovations in screens, acquisition, and search functionality.
Portrait of a tablet user - MMF OPA - Wave 2 - Juin 2012François Avril
The document summarizes findings from a study on tablet users conducted in June 2012 by Frank N. Magid Associates. Some key findings:
1. Tablet usage exploded over the past year, with 31% of respondents now owning or regularly using tablets, up from 12% in 2011.
2. Tablet ownership is becoming more balanced between males and females compared to 2011, and the user base is trending older.
3. Content consumption such as reading, games, and video remains the dominant usage of tablets, though users show an appetite for paid content as well.
PlayFirst Study: Tablet And Smartphone Gaming TrendsPlayFirst
Results of a study that PlayFirst and Frank N. Magid Associates conducted that shows how tablet is emerging as a premium gaming platform. Visit PlayFirst's site at http://www.playfirst.com
This document summarizes research on mobile media usage among different age groups. The key findings are:
1) Younger generations are more likely to own smartphones and tablets compared to older generations. Over half of those aged 18-32 own a smartphone.
2) Smartphone users tend to use their devices for more activities while tablet users are more likely to watch TV network programs.
3) Over half of smartphone and tablet users use their devices at least sometimes while watching primetime TV, with younger users doing so more frequently.
4) On average, users have less than one TV-related app on their smartphones but tablet users are more inclined to watch full programs or movies using such apps.
This document summarizes key findings from Nielsen's Mobile Apps Playbook study. It finds that games are the most popular app category for both smartphones and feature phones. The top apps across platforms include Facebook, Weather Channel, Google Maps, and Pandora. Users primarily discover new apps by searching app stores on their phones. Ratings and reviews also influence app choices. Smartphone users download more paid apps than feature phone users, with Apple users being most willing to pay. Most users prefer billing mobile app purchases through their wireless provider or credit card. Teenagers are more receptive to mobile ads than older age groups.
The document discusses findings from an online survey of 1,441 college students and 1,412 young professionals in 14 countries regarding their use of and perceptions about the internet and social media. Some key findings include:
- Most students and professionals access the internet daily through laptops and consider it very important in their lives. Over half say they could not live without the internet.
- Social media sites like Facebook are highly used on a daily basis. Many students are distracted by social media multiple times per hour while doing schoolwork.
- Roughly 70% of professionals follow their managers or coworkers on social media sites like Facebook and Twitter.
2011 pop cap_mobile_phone_games_presentationMarketingfacts
- The document provides an overview of research conducted on mobile phone gaming. It analyzes demographics of mobile phone gamers such as gender, age, income and phone ownership.
- Key findings include that half of mobile phone owners have played a game on their phone, with one third playing in the past month. The average gamer is 39 years old and more likely to own a smartphone.
- Frequency of mobile phone gaming has increased significantly in the past two years, with over 80% of gamers now playing weekly compared to 40% in 2009. However, the number of weekly playing hours has not increased much.
State of the Media - The Cross-Platform Report Q2 2012Peter Nguyen
Offering a special focus on simultaneous usage (watching TV and using another device at the same time), the Q2 report notes that the increased penetration of devices that facilitate connection and communication is allowing American consumers to multi-task like never before.
This document summarizes statistics about mobile phone usage in Switzerland:
- 84.2% of the Swiss population uses the internet and 43% own a smartphone. The majority of smartphone purchases occurred after 2009.
- 57% use their smartphone daily and 41% search online daily via their smartphone, mostly for local information like restaurants, travel, jobs, and real estate.
- Mobile internet usage via smartphones and tablets has increased significantly since 2010.
- Smartphones running Android and iOS make up the majority of the Swiss market.
The Future 100: Trends and change to watch in 2015Grzegorz Kosson
This document provides a summary of 100 trends to watch in 2015 across various categories such as culture, beauty, brands, food/drink, innovation, lifestyle, luxury, retail, sustainability, travel, and technology. Some key trends highlighted include the growth of mega-cities in China, a resurgence of feminism powered by social media, consumers focusing more on mortality linked to health awareness, children becoming very technologically advanced at young ages, Millennials drinking less alcohol and embracing healthy lifestyles, many films in 2015 being sequels and remakes seeking familiarity, and companies adapting workplaces and programs for an aging workforce.
Men are facing shifts in traditional gender roles and norms of masculinity. As concepts of gender become more fluid, some men are embracing behaviors and activities once considered feminine, such as grooming products, cooking, and colors/styles of clothing traditionally worn by women. Younger generations are especially open to these changes. Additionally, men feel increased pressure to maintain polished appearances and fit bodies due to social media and competitive work environments. Some experts see these changes as a redefinition of masculinity, with men adopting once feminine domains but putting their own stamp on them. Marketers are responding by broadening product lines and styles to appeal to more open conceptions of gender among consumers.
The document provides a list of 100 things to watch in 2013 according to JWT. It begins with background on the list and JWT's track record of accurate predictions in previous years. The bulk of the document is the list of 100 things divided into categories such as intelligent objects, predictive personalization, and everything is retail. Each item includes a brief description.
The document examines Americans' perspectives on the American Dream. It finds that while enthusiasm for the Dream is declining, most Americans still believe in it. The core definition of the Dream as "life, liberty and the pursuit of happiness" remains stable. However, Americans see traditional elements like community and family being replaced by aspirations for fame and fortune. They also feel the Dream is becoming significantly harder to achieve, especially for the middle class and white Americans. Unemployment, expenses, the government, and Wall Street are seen as obstacles to achieving the Dream.
F public 15_ways_mobile_will_change_our_lives_03_22_12Grzegorz Kosson
Mobile technology is driving towards a hyper-connected world where everything from appliances to vehicles will be connected to the internet. This will change our lives in several ways. First, mobile devices will take on more roles like health coaches, emergency responders, and universal remotes. Second, access to mobile internet is expanding to more people in more places. Third, our interactions with technology will become more natural and personalized through voice and gesture controls. Overall, our lives will become more seamlessly connected through ubiquitous access across devices.
Social crm czyli spojrzenie w przyszłość, zaprezentowane na warsztatach strategicznych Questus - Ekonomia Doświadczeń następny poziom konkurowania, Osada Karbówko, 9-11.6.2011
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
OpenID AuthZEN Interop Read Out - AuthorizationDavid Brossard
During Identiverse 2024 and EIC 2024, members of the OpenID AuthZEN WG got together and demoed their authorization endpoints conforming to the AuthZEN API
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Things to Consider When Choosing a Website Developer for your Website | FODUUFODUU
Choosing the right website developer is crucial for your business. This article covers essential factors to consider, including experience, portfolio, technical skills, communication, pricing, reputation & reviews, cost and budget considerations and post-launch support. Make an informed decision to ensure your website meets your business goals.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
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2. WHAT WE’LL COVER
• Introduction
• Methodology
• Study findings
– Gen Z
– Parents of Gen Z
• Appendix
– Gen Z: Additional Charts
– Parents of Gen Z: Additional Charts
A note to readers: To make the report easy to navigate, we’ve added hyperlinks to this page and throughout the report, so you
can jump immediately to the items that most interest you (or, alternatively, you can read the material straight through).
2
3. INTRODUCTION
Gen Z is the fledgling generation, born after 1995, that follows the Millennials (definitions of Gen Z vary, with
some considering the year 2000 as its starting point). This generation can be considered the first true mobile
mavens. They will take for granted a world of smartphones, tablets and high-speed wireless Internet, untethered
from the constraints of a landline or a traditional Internet connection. They won’t distinguish between online
and offline, since their mobile devices will keep them connected most of the time. This will create a unique
mindset, especially when it comes to accessing information.
Even the youngest are attuned to new devices, with some toddlers attempting to treat magazines like iPads
and TVs like touch screens. So Gen Z will be tech-fluent in many ways, and certainly more connected than any
generation before it. One consequence will be a multicultural and globally oriented mindset—even more so than
the Millennials that preceded them. Kids are already Skyping with friends and family on the other side of the
globe. A quarter of Gen Z participants in this study said all or most of their social-network friends live a plane
journey away. Expect even more linguistic and cultural borrowings and consistencies across nations and regions.
This report, based around a survey of Gen Z consumers and their parents in the U.S. and the U.K., provides a
snapshot of the generation by focusing on their digital habits: how they use connected devices to socialize,
spend, shop and more. With some kids today claiming a digital presence even before birth—23% of parents with
children younger than 2 have published sonograms online—we propose that this group has digital in its DNA.
3
4. METHODOLOGY
JWT’s “Gen Z: Digital in their DNA” is the result of quantitative, qualitative and desk research conducted by
JWTIntelligence throughout the year. Specifically for this report, we conducted a quantitative study in the U.S.
and the U.K. using SONAR™, JWT’s proprietary online tool, from March 1-3. We surveyed 400 adults, 200 children
aged 8-12 and 200 teenagers aged 13-17 (data are weighted by age and gender).
4
6. CONSTANTLY CONNECTED
FIGURE 1A:
Always attached to technology (U.S. and U.K.)
Percentage who use the following devices multiple times per day
Age (13-17) Age (8-12)
72 25
TV 72% Gaming console 24%
72 23
76 Handheld gaming
17
Cell/mobile phone 57% device 17%
39 16
50 13
Laptop computer 39% Tablet 12%
28 11
38 4
Desktop computer 33% E-reader 4%
28 5
iPod or other portable
36
music player 31%
25
Gen Z is growing up with a range of electronic devices at hand. Not surprisingly, the key device for teens is the mobile phone,
and 4 in 10 tweens also use a mobile frequently. Today’s phone serves as an Everything Hub, perhaps the reason that relatively
low percentages are using portable music players and handheld gaming devices multiple times per day. Some things never
change, though, with most kids turning to TV sets on a regular basis.
For country breakdowns, see Appendix, Figures 1F-G. 6
7. EMOTIONALLY ATTACHED TO DIGITAL DEVICES
FIGURE 1B:
Relationships with their devices (U.S. and U.K.)
Percentage who would miss the following devices a lot if they were taken away
Age (13-17) Age (8-12)
80 53
TV 78% Desktop computer 52%
77 50
81 Handheld gaming
39
Cell/mobile phone 75% device 42%
66 44
71 41
Laptop computer 62% Tablet 40%
52 40
58 29
Gaming console 56% E-reader 24%
55 19
iPod or other portable
58
music player 52%
44
Gen Z tends to regard most electronic devices as important, whether or not they are used frequently. Just 12% use tablets
multiple times per day, for instance, but 40% say they would miss the device a lot. The two most commonly used devices—
mobile phones and television—are the ones that would be missed the most.
For country breakdowns, see Appendix, Figures 1H-I. 7
8. INTERNET ACCESS MOSTLY VIA COMPUTER
FIGURE 1C:
Internet access options (U.S. and U.K.)
Percentage who use the following devices to access the Internet
Age (13-17) Age (8-12)
78 27
Desktop computer 78% Cell/mobile phone 23%
78 18
80 iPod or other 19
Laptop computer 76% portable music 18%
72 player 17
38 14
Gaming console 36% Handheld gaming device 14%
35 14
28
Tablet 29%
29
Gen Z is most likely to access the Internet using laptop or desktop computers. As this generation grows more dependent on the
mobile device, however, expect them to turn to smartphones with increasing frequency to check social networks and email,
shop and surf the Web.
For country breakdowns, see Appendix, Figures 1J-K. 8
9. DIGITAL CONNECTIONS TRUMP MONEY, MUSIC, MOVIES…
FIGURE 1D:
Reluctance to disconnect (U.S. and U.K. age 13-17)
Percentage who would be upset if they had to give up the following
U.S. U.K.
Give up your 86 Give up buying 52
Internet connection 90% new video games 56%
93 60
73 Give up going out 51
Give up your
cell/mobile phone 78% to the movies 55%
83 60
Give up texting 72 64
your friends 76% Give up eating out 51%
79 39
74 Give up outside- 49
Give up cable/
satellite TV 76% of-school activities
that cost money
50%
77 52
Give up buying 68 Give up attending 38
new clothes 71% sporting events 35%
74 33
Give up allowance 57 Give up 39
money from 65% renting movies 34%
your parents 72 29
Give up 57
downloading
music
56%
56
For Gen Z, digital connections with the world, and with friends in particular, are essential. They value Internet connections,
mobile phones and the ability to text friends more highly than allowance money and some material goods, and significantly
more highly than real-world activities like going to the movies, eating out or attending sporting events.
19
9
10. …ESPECIALLY FOR GIRLS
FIGURE 1E:
Reluctance to disconnect (U.S. and U.K. age 13-17)
Percentage who would be upset if they had to give up the following
Male Female
Give up your 85 Give up buying 73
Internet connection 90% new video games 56%
95 40
77 Give up going out 50
Give up your
cell/mobile phone 78% to the movies 55%
78 61
Give up texting 70 45
your friends 76% Give up eating out 51%
81 57
72 Give up outside- 47
Give up cable/
satellite TV 76% of-school activities
that cost money
50%
80 54
Give up buying 63 Give up attending 43
new clothes 71% sporting events 35%
78 28
Give up allowance 56 Give up 28
money from 65% renting movies 34%
your parents 73 41
Give up 49
downloading
music
56%
64
Girls generally feel stronger about giving up things than boys: Almost all girls (95%) would be upset if they had to give up their
Internet connection, 10 points ahead of boys; a similar gap separates the percentage of girls vs. boys who would be upset
about giving up texting friends. Two areas are a clear exception: video games and sporting events.
19
10
11. LEGALLY OR NOT, FACEBOOK’S THE PLACE TO BE
FIGURE 2A:
Social networks (U.S. and U.K.)
Percentage of respondents who belong to the following social networks
Age (13-17) Age (8-12)
84
I <3 MY
65%
SOCIAL NETWORKS
Facebook
46
37 Users who
Twitter 26% would miss the
15
following a lot Facebook
Myspace
19
14
16%
62%
17
Google+ 14%
Twitter
42% 45%
11
Google+
7
I don’t belong to any 22%
37
For most teens, Facebook is a fact of life. A few other social networks factor in as well—more than a third of teens are on
Twitter—with only a tiny percentage opting out of these digital networks altogether. Facebook and most other social networks
require members to be at least 13 years old, but tweens want in as well, and almost half say they are using Facebook.
For country breakdowns, see Appendix, Figures 2B-C. 11
12. CONSTANTLY CHATTING, OFTEN ONLINE
FIGURE 3A:
Constant contact (U.S. and U.K.)
Percentage who have done the following in the past few weeks with friends
Age (13-17) Age (8-12)
81 43
Talk in person 81% Instant message 37%
82 31
78 Talk on video 38
Text message 64% games 33%
51 27
Talk on social 75 28
networks 59% Video chat 26%
42 23
71 Write a letter, 10
Talk on the phone 68% card or postcard 12%
64 14
58
Email 50%
42
This hyper-connected generation communicates with friends in old and new ways. The phone is used both to talk and to text,
with online chatting an additional popular way to communicate. This is done via instant messenger and tools like Facebook
Messenger, especially as teens move their social life to social networks.
19
For country breakdowns, see Appendix, Figures 3C-D. 12
13. MORE AT EASE SOCIALIZING ONLINE THAN OFFLINE
FIGURE 3B:
Online vs. offline socializing (U.S. and U.K.)
Percentage who agree with each of the following
FRIENDS IN
FAR PLACES
Age (13-17) Age (8-12)
So many of my friends are
online, I feel that my real social
59
49% Percentage who
life happens on social networks 39 would need to fly to
50
visit most or all of
I feel more comfortable talking
43% their social network
26%
to people online than in real life
37
friends:
My friends online understand me 39
better than my friends offline 33%
26
It’s more fun talking to my 48
friends online than in person 43%
37
70
It’s more convenient to talk with
my friends online than in real life
57%
44
It’s easier to chat with my 65
friends using text/instant 56%
messages than in person 47
With so much of Gen Z’s social life centered around the digital domain, and so many friends connected to Facebook and
reachable by text, significant percentages prefer socializing online than in real life. More than half say it’s easier to chat
digitally, or more convenient. And around 4 in 10 are more comfortable talking to people online and find it more fun. On most
of these counts, boys are a little more likely than girls to prefer digital communication.
For country breakdowns, see Appendix, Figures 3E-I. 13
14. SPENDERS FIRST, SAVERS SECOND
FIGURE 4A: FIGURE 4B:
Spenders and savers (U.S. and U.K.) Spenders and savers (U.S. and U.K.)
Percentage who like to do the following with their money Percentage who like to do the following with their money
Age (13-17) Age (8-12) Male Female
76 80
Spend it on things for myself 76% Spend it on things for myself 76%
76 73
59 58
Save it 62% Save it 62%
65 64
Spend it on things 40 Spend it on things 33
for friends and family 38% for friends and family 38%
35 43
7 8
Give it to charity 10% Give it to charity 10%
15 13
Members of Gen Z tend to spend on themselves, with girls slightly more cautious than boys. Girls are more likely to save their
money or spend it on friends and family.
For country breakdowns, see Appendix, Figures 4F-I. 14
15. SENSITIVE TO FAMILY’S FINANCIAL SITUATION
FIGURE 4C:
Considerate consumers (U.S. and U.K. age 13-17)
Percentage who agree with the following
U.S. U.K.
I know a lot about my 61
family’s financial situation 62%
62
Before I buy something, I’ll 85
check with my parents to 84%
see if we can afford it 84
If my parents are going 93
through a tough time, I’d
rather help them save money
91%
89
If I really want to buy 43
something, I have to have it,
even if it’s an indulgence
45%
47
Since I have my own allowance, 47
I can spend it on what I want,
when I want it, regardless of
57%
67
what my parents say
Members of Gen Z appear to be responsible spenders, with respondents saying they consider their family’s financial situation
before making purchases. More than 8 in 10 will make sure their parents feel a planned purchase is affordable before going
ahead with it, and 9 in 10 say they refrain from spending if their parents are trying to save.
15
16. BOTH ONLINE AND OFFLINE SHOPPERS
FIGURE 4D:
Online vs. offline shopping (U.S. and U.K.)
Percentage who prefer to buy the following online vs. offline
Offline Online
45 50
Clothes Music
55 50
46 Fashion 43
Toys accessories
54 57
53 45
Online games Shoes
47 55
44 53
Offline games Movies
56 47
47 40
Books Sports equipment
53 60
47 49
Electronics Beauty products
53 51
Almost half (46%) of Gen Z respondents are not yet shopping online. But of those who are, many will buy goods online
and offline in equal numbers. More than half of this cohort prefers buying online in a range of categories, from fashion to
sporting equipment.
16
17. PARENTS USUALLY PAY ONLINE
FIGURE 4E:
Payment methods (U.S. and U.K.) FAMILY AND
FRIENDS ARE
Percentage who pay for online goods with the following
Age (13-17) Age (8-12)
THE KEY
My parents pay for me with
their credit/debit card
62
69
64% INFLUENCERS
When asked
I use a PayPal account
34
28%
who influences
19 their purchasing
I use my own 16
13%
decisions a lot:
35%
43%
debit card
10
I use someone’s
friends
credit card and 12
then pay them 15%
back with cash 18
family
23%
I use my own 6
credit card 8%
12
friends of
10%
I have a copy 5
of my parents’ 6% friends
credit/debit card 6
celebrities
Parents are generally involved in online purchasing, both because they need to be (they hold the credit card) and want to
be. (E-commerce sites also stipulate that a parent make the purchase.) However, 3 in 10 Gen Z respondents who shop online
say they use their own payment method, such as PayPal or their own credit/debit card.
17
18. FORWARD-LOOKING, WORRIED ABOUT THEIR FUTURE…
FIGURE 5A:
Worried about the future (U.S. and U.K. age 13-17)
Percentage who are worried about the following
U.S. U.K.
58%
If there will be good 78 Real-world 57
jobs when I graduate 79% bullying 57%
80 57
Doing well in
69 sports or other 50
How I’m doing in school 74% outside-of-school 48%
78 activities 46
of teens describe
63 46
How my parents are
doing money-wise 66%
How popular I
am at school 46% themselves as
69 46 very or somewhat
Which college/ 67 How many 39
worried
university will 62% friends I have 45%
accept me 57 51
The condition of planet 64 43
earth that will be left 61% Online bullying 45%
to my generation 57 47
How attractive 52 Keeping up with 36
I am to others 57% what other kids 44%
62 my age have 52
With the economic downturn comprising a significant percentage of their lives, Gen Z are most likely to be concerned about
finding jobs down the road, and many are also worried about their parents’ financial situation. Acceptance into higher
education is another common concern.
19
18
19. …GIRLS ESPECIALLY
FIGURE 5B:
Worried about the future (U.S. and U.K. age 13-17)
Percentage who are worried about the following
Male Female
If there will be good jobs 77 Real-world 51
when I graduate 79% bullying 57%
81 63
Doing well in
71 sports or other 59
How I’m doing in school 74% outside-of-school 48%
77 activities 37
How my parents are 65 52
doing money-wise 66% How popular I am at school 46%
66 41
Which college/ 56 How many 43
university will 62% friends I have 45%
accept me 68 47
The condition of planet 60 42
earth that will be left 61% Online bullying 45%
to my generation 61 48
How attractive 50 Keeping up with what 48
I am to others 57% other kids my age have 44%
64 39
Girls are particularly concerned about their education: When it comes to getting into and affording college, they outrank
boys by 12 percentage points.
19
19
20. ECONOMIC CONCERNS WEIGH HEAVILY, ESPECIALLY IN THE U.S.
FIGURE 5C:
Worries (U.S. and U.K. age 13-17)
Percentage who are worried about the following
U.S. U.K. What things
cost today
100
80
Cybercrime The economy
60
40
20
0 Wars around
Government the world
leadership
Crime in Terrorism
your town
Your parents’
job security
Gen Z teenagers are most concerned about the cost of things. But more than three-quarters of American teens are also worried
about the economy in general.
20
21. GIRLS MORE CONCERNED ABOUT WAR AND CRIME
FIGURE 5D:
Worries (U.S. and U.K. age 13-17)
Percentage who are worried about the following
Male Female What things
cost today
100
80
Cybercrime The economy
60
40
20
0 Wars around
Government the world
leadership
Crime in Terrorism
your town
Your parents’
job security
Girls are more concerned about conflicts on a global and local scale. Seven in ten are worried about wars around the world,
vs. fewer than 6 in 10 boys, and significantly more are worried about cybercrime than boys. Girls are also more likely to be
concerned about local crime than boys.
21
22. PESSIMISTIC ABOUT THE NEAR TERM
FIGURE 5E:
Pessimistic outlook (U.S. and U.K. age 13-17)
Percentage who think the following will get better, stay the same or get worse in the next six months
Get better Stay the same Get worse
The economy 14 50 36
Wars around the world 13 53 34
Terrorism 14 58 28
Government leadership 14 56 29
What things cost today 7 32 61
Your parents’ job security 15 73 12
Crime in your town 11 75 14
Cybercrime 9 64 27
Gen Z have a somewhat pessimistic view of the future. On a macro level, most see the world either staying the same or getting
worse, with geopolitical issues such as terrorism, wars and government leadership getting worse. Closer to home, they are
particularly concerned about the cost of living: 61% feel price pressures will get worse.
19
For country breakdowns, see Appendix, Figures 5F-G. 22
23. WHAT IT MEANS FOR BRANDS
The Mobile Device as Everything Hub
This group is addicted to their mobile device. With phone saturation reaching 83% of American kids by the
time they reach middle school—according to 2011 research from Bridgewater University—the mobile is an
omnipresent and indispensible tool. As these kids grow up, it will become deeply integrated into their daily lives:
an Everything Hub that enables socializing, shopping and surfing the Web, with geolocation services supplying
information on nearby friends, relevant deals and amenities.
In response, marketers will need to create tailored mobile strategies, with websites optimized for mobile
browsing. A recent estimate from Google suggests that only about a fifth of advertisers have mobile-friendly
sites. Brands also need to master SoLoMo (social, local, mobile)—ensuring they pop up on Gen Z’s mobile-roaming
radar by, for example, linking in to services like Foursquare and Yelp.
Brands can also tap into Gen Z’s embrace of social apps, engaging young consumers in fun, novel ways. Teens
love Instragram, for instance, with more than a quarter of visits to the photo-sharing app coming from users
under age 24, according to a recent study from Experian Hitwise. Burberry, one early adopter of the service, now
has around 268,000 followers. Given the cluttered app landscape, however, approach branded apps with caution.
A 2011 Pew Research Center study found that, among those with apps, more than two-thirds use only five or
fewer on a regular basis.
23
24. WHAT IT MEANS FOR BRANDS (cont’d.)
It’s a tech world after all
It’s a tech, tech world, especially for Gen Z. Digital connections are key: 90% of Gen Zers would be upset to
lose their Internet connection, girls in particular. Given the importance of technology and connectivity for
this generation, brands should be not only up to date but ahead of the curve tech-wise. Store environments,
for instance, should be mobile-compatible, with in-store wireless, interactive displays and other innovative
technology that will surprise, engage, delight and inform.
Brands can also add a digital twist to existing products. Hasbro’s Game of Life zAPPed, for instance, incorporates an
iPad app into the traditional Life board game, with players spinning a virtual wheel. And Mattel’s upcoming Apptivity
toys, made from conductive plastic, can control what happens in iPad games when placed on the screen.
At the same time, brands can tap into the countertrend by providing opportunities for this tech-dependent
generation to disconnect from their digital devices, if only momentarily.
24
25. WHAT IT MEANS FOR BRANDS (cont’d.)
Big screens are still big
Despite the dominance of mobile, the television still occupies a central place in the lives of Gen Z. It’s the
device they use the most frequently and would miss the most were it taken away. With Gen Z’s attention often
toggling between the TV and the phone, brands will need smart multichannel strategies that engage viewers
across devices. Brands can partner with services that sync smartphones to the TV (e.g., Shazam), social TV apps
(Miso, GetGlue) or broadcasters’ second-screen tools, or create their own. Now is the time to experiment with
building communities based around TV programming, using transmedia to extend TV content onto the second
screen and otherwise tapping into the mobile device to give young viewers engaging experiences.
25
26. WHAT IT MEANS FOR BRANDS (cont’d.)
Social, social, social
Gen Z is constantly connected to their social networks both digitally and emotionally. Almost 8 in 10 teens belong
to some kind of social network and use it to chat with friends, share photos and play games. Talking on social
networks has surpassed the phone and email as the most common mode of communication and looks set to
eclipse SMS, too. Teens’ romantic relationships revolve around making it “Facebook official” (as per a 2011 track
by the Lance Bass-fronted boy band Heart2Heart), and sharing Facebook passwords signals another milestone.
Brands need a credible presence on social networks—providing an easy way for brand-hungry youth to connect with
them—and must provide tools that make it easy for Gen Z to share content and products with their networks.
26
27. WHAT IT MEANS FOR BRANDS (cont’d.)
Online existence, the end of distance
Not only is socializing online more comfortable and convenient for many in Gen Z, it’s putting kids in closer
contact with peers around the globe—more than a quarter of this generation use their social networks to connect
with people an airplane ride away. As a result, online socializing is collapsing geographical divides and radically
reshaping the way kids interact with others worldwide.
One consequence of this hyper-connectedness will be Gen Z’s multicultural and globally oriented mindset—much
like Millennials but further amplified. Kids are Skyping with peers on the other side of the globe, and they’re
taking part in initiatives like the Face to Faith program (part of the Tony Blair Faith Foundation), which uses
technology to connect students of different religions and cultures. Expect even more linguistic and cultural
borrowings and consistencies across distant nations and regions.
Brands must understand how open-minded and globally oriented this generation will be and learn how to tap into
this mindset.
27
28. WHAT IT MEANS FOR BRANDS (cont’d.)
Tethered to parents when it comes to shopping
Kids may lead relatively independent digital lives, but they’re still closely tethered to parents when it comes
to shopping. Kids have plenty money of their own to spend—in the U.S. alone, the 30 million teens aged 13-
19 wield around $200 billion in spending power, according to a 2011 report by EPM Communications—but they
seek parental approval and need practical assistance for online shopping. More than 8 in 10 teens will check
with parents to see if they can afford a purchase and will hold off if it’s not appropriate. Since most online
transactions require a credit card, the parent generally makes the purchase.
With economic circumstances and the constraints of online shopping keeping parents closely involved in kids’
purchases, brands will need to address both cohorts in their messaging.
28
29. WHAT IT MEANS FOR BRANDS (cont’d.)
The worst is yet to come
Pessimism reigns among Gen Z, especially when it comes to economic matters. Many are already worried
about the cost of living and feel it’s only going to get worse, while concerns about the economy in general are
running high.
Brands can help Gen Z navigate the new normal, offering more ways to access their products and services (e.g.,
more pared-down offerings, low-commitment ways to sample the brand, etc.). To assuage this consumer anxiety,
brands can also offer hope-fueled communications that inspire and buoy audiences, such as the TV spots that
Chrysler aired during the 2012 Super Bowl.
29
31. MIXED FEELINGS ABOUT SOCIAL NETWORKING
FIGURE 6A:
Attitudes toward social networks (U.S. and U.K. by child’s age) PARENTS ARE
INVOLVED
Percentage who agree with the following*
Age (13-17) Age (8-12)
I trust my child to 95
IN FACEBOOK
be responsible when using 93%
87%
social networking sites 90 are Facebook
friends with
Social networking sites like 85
Facebook are a good way for my 89% their child
child to connect with friends 96
28%
47 Percentage who
Social networking sites
pose a danger to my child 55% have made their
71
child take down
I need to supervise my child 54 something he/she
when he/she uses social
networks
64% posted on Facebook
82
72%
have their
child’s Facebook
login info
Parents recognize the value of social networks to their child and almost all trust their child to use them responsibly—but
they’re also aware of the danger they pose, with 8 in 10 parents paying close attention to their tween’s social networking.
*Note: Weighted average
For country breakdowns, see Appendix, Figures 6E-F. 31
32. SOMEWHAT CONCERNED ABOUT CHILD’S DIGITAL ACTIVITIES
FIGURE 6B:
Concerns about digital activity (U.S. and U.K. by child’s age)
Percentage who are worried about the following
Age (13-17) Age (8-12)
41%
34
My child’s use of technology 38%
43
My child’s use of social
43
networking sites 49% of parents plan to
56
monitor their child’s
37
Internet use until
18
My child’s use of video games 38%
39 age
or older
While they’re in the minority, significant percentages of parents are concerned about their child’s use of digital devices and
social networks. As might be expected, parents of younger kids are more apt to worry.
For country breakdowns, see Appendix, Figures 6G-H. 32
33. MOST WANT KIDS TO TAKE TIME AWAY FROM TECH
FIGURE 6C:
Too much technology (U.S. and U.K. by child’s age)
Percentage who agree with the following*
Age (13-17) Age (8-12)
My child spends too 52
much time online 50%
46
I wish my child would log off and
69
engage more with the real world 68%
65
With much of Gen Z immersed in their digital devices throughout the day, parents are keen for their child to De-Tech and
engage more with the real world.
*Note: Weighted average
For country breakdowns, see Appendix, Figures 6I-J. 33
34. MORE WORRIED ABOUT REAL-WORLD THAN VIRTUAL THREATS
FIGURE 6D:
Real world vs. virtual threats (U.S. and U.K. by child’s age)
Percentage who are worried about the following
Age (13-17) Age (8-12)
42%
71
Real-world bullying 77%
83
81
Real-world predators 80% of parents feel
80
their child becomes
53 vulnerable online at
age 7
Online bullying 59%
65
67
Cyber predators 70%
73
or younger
While parents are worried about online threats such as cyber-predators and bullies, more are concerned about real-world
predators and bullies. With some U.S. states enacting tough anti-bullying legislation, however, expect cyber bullying and other
online dangers to become a bigger concern.
For country breakdowns, see Appendix, Figures 6K-L. 34
35. PARENTS MOSTLY DOLE OUT CASH
FIGURE 7A:
Cash is king (U.S. and U.K. by child’s age)
Percentage who give their child money in the following forms SHOW THEM
Age (13-17) Age (8-12)
THE MONEY:
89
58%
Cash 90%
91
It goes directly into
21
their bank account 19% of kids receive a
17
monthly allowance
51%
20
Gift cards/vouchers 18%
17
11 receive money when they do
Pre-paid debit card 10%
8 chores around the house
50%
They have a copy of my 8
credit/debit card 5%
3
receive money when they go
out with friends
The majority of parents opt for cash in hand, but they also put money directly into their child’s account and give them pre-
paid debit cards (or, in some cases, a copy of their credit or debit card).
For country breakdowns, see Appendix, Figures 7B-C. 35
36. CAUTIOUS ABOUT KIDS SHOPPING ONLINE
FIGURE 8A:
Attitudes toward online shopping (U.S. and U.K. by child’s age)
Percentage who agree with the following*
Age (13-17) Age (8-12)
My child is old enough 90
to understand online
shopping websites
85% Of Gen Z
74
consumers who
I sometimes shop
84 shop online,
online with my child 85% more than
6 in 10
88
I prefer to make 72
online purchases on
behalf of my child
74%
77
do so a few times
I worry about my child
making irresponsible
45
47% a month or more
purchases online 50
I worry that my child 47
will spend too much 52%
money online 63
While most parents consider their child mature enough to understand e-commerce sites, around half worry about a kid making
irresponsible purchases or spending too much online. A wide majority take the reins on e-commerce, buying online for a child
or shopping online together.
*Note: Weighted average
For country breakdowns, see Appendix, Figures 8C-D. 36
37. BOYS LESS TRUSTED WITH ONLINE SHOPPING
FIGURE 8B:
Attitudes toward online shopping (U.S. and U.K. by child’s gender)
Percentage who agree with the following*
Male Female
My child is old enough 84
to understand online
shopping websites
85%
87
I sometimes shop
90
online with my child 85%
78
I prefer to make online 75
purchases on behalf of my child 74%
72
I worry about my child 53
making irresponsible
purchases online
47%
38
57
I worry that my child will
spend too much money online 52%
44
Parents perceive boys as less responsible than girls when it comes to shopping purchases by a large margin (15 percentage
points). More parents also worry that their son will spend too much online and are more apt to shop online with a son than
a daughter.
*Note: Weighted average
For country breakdowns, see Appendix, Figures 8E-F. 37
38. MOST PARENTS ASSIGN HOUSEHOLD RESPONSIBILITIES…
FIGURE 9A:
Household responsibilities (U.S. and U.K. by child’s age)
Percentage who assign the following to their child
Age (13-17) Age (8-12)
65
Cleaning 68% Almost
9 in 10
71
69
Washing up 64%
59
56
parents assign
Looking after pets
59% their child
62 responsibilities
32 around the house
Doing laundry 24%
16
Looking after 26
siblings 21%
17
27
Cooking 20%
13
17
Grocery shopping 13%
9
Most of Gen Z is growing up doing chores around the house like cleaning or washing up. More complex activities like cooking or
grocery shopping are less common.
19
For country breakdowns, see Appendix, Figures 9C-D. 38
39. …AS A WAY TO TEACH RESPONSIBILITY AND GOOD HABITS
FIGURE 9B:
Teaching good habits (U.S. and U.K. by child’s age)
Percentage who assign their child responsibilities for the following reasons
Age (13-17) Age (8-12)
92
To teach them responsibility 90%
88
77
To help them
learn good habits 83%
88
It makes my 33
life easier 29%
25
31
I need the help 28%
24
Our family 24
needs the help 20%
16
For parents, assigning domestic chores is primarily a way to instill good habits and a sense of responsibility. Around 3 in 10
parents acknowledge it also helps make things easier, either because they or their family needs the help.
19
For country breakdowns, see Appendix, Figures 9E-F. 39
40. KIDS EXERT STRONG INFLUENCE ON HOUSEHOLD PURCHASES
FIGURE 10A:
Areas of influence (U.S. and U.K. by child’s age)
Percentage who feel their child is influential when purchasing the following
Age (13-17) Age (8-12)
74 63
Toys 84% TV 60%
94 58
78 70
Apparel 74% Cell/mobile phone 55%
71 39
73 61
The week’s dinner menu 73% Computer 52%
73 43
70 36
Entertainment 69% Home furnishings 32%
68 28
68 32
Family vacations 65% Family cars 29%
62 25
In many categories, children are significantly likely to impact parents’ purchasing decisions. For tech items especially, notably
mobile phones, many parents will look to teens for input when choosing what to buy.
For country breakdowns, see Appendix, Figures 10B-C. 40
41. PARENTS AFFECTED BY ECONOMIC CLIMATE, AS IS GEN Z
FIGURE 11A:
Economic adjustments (U.S. and U.K. by child’s age)
Percentage who have done the following
Age (13-17) Age (8-12)
Had to tell my child 46 Cut back/temporarily 24
1 in 4
that we couldn’t 46% suspended allowances 20%
afford a big purchase 45 for my child 17
Encouraged my
48 child to start
19
Had to downsize
family vacation plans
44% bringing lunch to 19%
39 school 20 parents feels their
Had discussions with 48 Made or encouraged my 20 child knows a lot
my child about the 43% child to get a job 13% about the current
current economy 37 6
economic situation
Cut back on costly 30 Asked my child to pay 17
extracurricular activities 29% for things that I once 12%
for my child 27 had helped to pay for 7
Cut back on clothing 26 15
allowances 22% None of these 19%
for my child 18 22
Around 8 in 10 families have made adjustments because of the current economic climate. A little over 4 in 10 have discussed
the economic situation with their child and/or explained that they can’t afford a big purchase. Whether or not Gen Z knows
it, a swath has been affected by family cutbacks, with parents pulling back on family vacations, costly extracurricular
activities and clothing allowances.
For country breakdowns, see Appendix, Figures 11C-D. 41
42. WORRIED ABOUT THEIR CHILD’S PROSPECTS
FIGURE 11B:
Fearful about the future (U.S. and U.K. by child’s age)
Percentage who agree with the following
Age (13-17) Age (8-12)
I worry about the effect this 88
economy will have on my 82% Only about
HALF
child’s ability to find a job 76
I worry about my ability
78
to afford the type of
education I’d like to have
77%
for my child
76
of parents feel
64
I worry about my child’s
emotional well-being 62% social networking
61 will help their
I worry about my
63
child be a better
retirement funds and that I
may someday have to rely 60% adjusted adult
on my child for help 57
I worry about my child’s 56
ability to succeed 59%
professionally 62
I worry about my child’s 50
ability to succeed 52%
academically 53
With both youth unemployment and education costs at a record high, a wide majority of parents are worried about their
child’s job prospects and their own ability to pay their child’s education. Some of this concern relates to their own futures:
Looking ahead to retirement, 6 in 10 fear they’ll eventually have to rely on their child for financial help.
For country breakdowns, see Appendix, Figures 11E-F. 42
43. WHAT IT MEANS FOR BRANDS
Significant safety concerns about online activities
While most parents trust their child to behave sensibly in the digital realm, many have some concerns
about cyber safety and security. As these dangers come increasingly into the spotlight, parents will demand
accountability, transparency and responsibility from online services. Many sites will have to persuade parents
that their safety practices and tools are rigorous, such as their systems that detect cyber predators or fraud.
Brands can offer tools that help parents track their child’s online and mobile activities in unobtrusive
ways. Gamification, for instance, can encourage kids to accept their parents’ supervision by putting a fun
and lighthearted spin on it. And as Gen Z starts to push back against parents hovering around their digital
realm, brands can provide a happy middle ground with communal and collaborative experiences. If properly
orchestrated, these can help parent and child to share information and work together to ensure a safer online
experience. Strategies that make everyone feel involved can give Gen Z some autonomy without making parents
too anxious.
43
44. WHAT IT MEANS FOR BRANDS (cont’d.)
Conflicted about Gen Z’s use of technology
Most parents see Gen Z’s technological aptitude as both impressive and concerning. To many parents,
unprecedented access to information is making their children more “educated,” “cyber-savvy” and “intelligent”
(as some of our open-ended questions revealed)—they’re perceived as smarter than the generations that came
before them, mostly due to technology. This outlook can spur parents to invest in tech devices, especially if
there’s an associated educational or developmental benefit.
At the same time, many parents are concerned about what they perceive as kids’ over-reliance on technology.
Half of parents feel their child spends too much time online, and nearly 7 in 10 wish their child would log off and
engage more with the real world. Brands can bring parents and children together via outdoor activities, tech-
free toys and other kinds of unplugged experiences targeted at parents who want their child to focus back in on
the real, rather than the digital world.
44
45. WHAT IT MEANS FOR BRANDS (cont’d.)
Questioning the values of the younger generation
Older generations typically question the values of those that come after them, and in this case, many parents
are concerned that Gen Z’s dependence on technology is negatively affecting their values. They also wonder if it
affects their ability to function in the real world. Some parents expressed concern that, with digital devices and
Internet connections everywhere, technology is making their child “lazy” and entitled.
As kids gain access to mature content online, many parents are expressing concern about their child “growing up
too quickly.” For parents, emphasizing solid values around responsibility, reliability and community will become
increasingly important in countering their child’s possible exposure to too much, too soon.
45
46. WHAT IT MEANS FOR BRANDS (cont’d.)
Children stay close during household purchasing
Gen Z is making a significant impact on household purchasing decisions. Since this highly brand-savvy generation may
represent the most informed consumer in the household, time-constrained, stressed-out parents are turning to their
kids when it comes to choosing products. For tech purchases, in particular, parents will ask their teen for information
and suggestions (for instance, 70% of parents report that their teen influences their mobile phone purchase).
With many families shopping online together, brands should find ways to integrate parent and child into the
process. On- or offline, keeping children engaged, informed and excited about products will help to drive
household purchases.
46
47. WHAT IT MEANS FOR BRANDS (cont’d.)
Austerity-induced anxiety, especially over their child’s future
Many parents have felt the pinch of the current economic climate, which means their children have, too. As
families have made adjustments to their lifestyle, many have kept their children informed about the larger
context: 43% of parents have had discussions with their child about the economy, and around a quarter feel their
child knows a lot about the current economic situation.
The most pressing concern for many parents is the economic and professional future of their child—not surprising
considering that youth unemployment is at an all-time high around the globe. More than 8 in 10 parents are
worried about how the economy will affect their child’s ability to find a job. And as their own financial stability
diminishes, many are worried about affording the education they want for their child.
As a generation growing up in economic austerity, Gen Z will likely inherit a set of anxieties about their financial
situation—indeed, they are already anxious about their future. This anxiety will drive frugality (62% of kids say
they like to save their money) but also an ambition to achieve in the face of adversity.
47
50. APPENDIX:
APPENDIX ADDITIONAL CHARTS
FIGURE 1F:
Always attached to technology (U.S.)
Percentage who use the following devices multiple times per day
Age (13-17) Age (8-12)
78 28
TV 75% Gaming console 23%
73 19
73 Handheld gaming 20
Cell phone 54% device 19%
36 17
49 17
Laptop computer
37% Tablet 16%
24 14
42 7
Desktop computer 35% E-reader
6%
27 4
iPod or other 36
portable music 31%
player 27
19
50
51. APPENDIX: ADDITIONAL CHARTS (cont’d.)
FIGURE 1G:
Always attached to technology (U.K.)
Percentage who use the following devices multiple times per day
Age (13-17) Age (8-12)
66 22
TV 69% Gaming console 25%
72 28
79 Handheld gaming 14
Mobile phone 61% device 14%
42 15
52 10
Laptop computer
42% Tablet 9%
32 9
33 0
Desktop computer 31% E-reader
3%
28 5
iPod or other 37
portable music 30%
player 22
19
51
52. APPENDIX: ADDITIONAL CHARTS (cont’d.)
FIGURE 1H:
Relationships with their devices (U.S.)
Percentage who would miss the following device if they were taken away
Age (13-17) Age (8-12)
82 56
TV 83% Desktop computer 52%
83 48
82 Handheld gaming 46
Cell phone 77% device 49%
71 51
70 43
Laptop computer
59% Tablet 47%
49 52
63 34
Gaming console 64% E-reader
25%
65 18
iPod or other 65
portable music 59%
player 53
19
52
53. APPENDIX: ADDITIONAL CHARTS (cont’d.)
FIGURE 1I:
Relationships with their devices (U.K.)
Percentage who would miss the following device if they were taken away
Age (13-17) Age (8-12)
77 51
TV 74% Desktop computer 51%
71 52
80 Handheld gaming 33
Mobile phone 72% device 35%
61 37
71 38
Laptop computer
64% Tablet 32%
56 25
53 22
Gaming console 48% E-reader
22%
44 22
iPod or other 51
portable music 43%
player 34
19
53