Here are some of the key findings from the TrendStream 2011 Social Entertainment Report:
Social media has reached mass maturity. Today it’s no longer about massive growth but a shift of already active social consumers to ‘real-time’ technologies, such as status updates or tweets.
The old view of text-based social media, defined by blogs and forums, is being surpassed, moving the impact of social media, from creating content and publishing to sharing other people’s content and ‘live’ opinions about real-world events.
In short ‘real-time’ is re-orientating consumer from creator to distributor and moving the focus to traditional media and professional content.
The open browser-based web is losing out to packaged internet platforms such as mobile apps, internet connected TVs, tablets, e-readers, pc apps, gaming and video platforms.
These packaged platforms are re-engineering the internet and destroying the notion of the internet being a singular entity.
Crucially for the entertainment revolution, they provide professional media with the means to create sustainable internet business models, something the economics of the browser-based web totally failed to enable.
Professional “traditional style” content is now a core part of the consumer online experience.
Internet platforms, for hundreds of millions of consumers, are increasingly the entertainment platform of choice. This is due to continual growth of professional content in video sites (legal and illegal), the rise of ‘real-time’, and the growth of packaged platforms.
Among the films currently availbe for streaming is Skateistan: To Live And Skate Kabul, a beautifully shot film that follows the lives of a group of young skateboarders in Afghanistan.
Skateistan is Afghanistan’s—and the world’s—first co-educational skateboarding school. Operating as an independent, neutral, Afghan NGO, the school engages growing numbers of urban and internally-displaced youth in Afghanistan through skateboarding, and provides them with new opportunities in cross-cultural interaction, education, and personal empowerment.
Skateistan's students come from all of Afghanistan’s diverse ethnic and socioeconomic backgrounds. They not only develop skills in skateboarding and skateboarding instruction, but also healthy habits, civic responsibility, information technology, the arts, and languages.
“Skateistan is the epitome of what skating is all about. Raising awareness and providing that outlet is an incredible accomplishment. I honestly share in the excitement those kids feel!” - Tony Hawk, Skateboard Hall of Fame Inductee
The students themselves decide what they want to learn—we connect them with teachers who will enable them to develop the skills that they consider important.
Since Skateistan has been active in Kabul, we’ve seen that Afghan youth of all ethnicities, genders, and socioeconomic backgrounds love to skateboard. Skateistan brings them together, equipping young men and women with the skills to lead their communities toward social change and development.
The new Perceptions of Libraries, 2010: Context and Community report to the OCLC membership summarizes findings of an OCLC-commissioned Harris Interactive online study on people's information-seeking habits to determine how libraries fit in their lives.
If it is true that perception is reality or, maybe more accurately, perception predicts tomorrow’s reality, then the goal of OCLC has been to providehard data about the current perceptions of the library, Internet and information, and the ties among the three.
In the report the OCLC have explored the physical library, the online library, search engines, searching, internet privacy, trust, social networking, library funding and the concept of “library value.” The OCLC have pushed hard to understandmore about the information consumer’s perception of the library brand.
A new national survey by the Pew Research Center’s Internet & American Life Project has found that 75% of all American adults are active in some kind of voluntary group or organization and internet users are more likely than others to be active: 80% of internet users participate in groups, compared with 56% of non-internet users.
Moreover, social media users are even more likely to be active: 82% of social network users and 85% of Twitter users are group participants.
“It is important to note that 25% of American adults are not active in any of the groups we addressed,” Aaron Smith, senior research specialist at Pew Internet and co-author of the report.
“They often report they are time-stressed or have health or other issues that limit their ability to be involved. And about a fifth of them say that lack of access to the internet is a hindrance. Even in its absence, the internet seems to be a factor in the reality of how groups perform in the digital age.”
Each summer The Berkman Center for Internet & Society at Harvard University swings open the doors of our big yellow house to welcome a group of talented, curious, and energetic full-time interns - Berkterns! - who are passionate about the promise of the Internet and issues related to media and journalism, civic engagement, policy, identity and privacy, education, technology, the developing world, law, and more.
Summer interns jump head first into Berkman research - joining efforts such as our Broadband project, our freedom of expression projects, the Youth and Media Project, Herdict, Cooperation, the Cyberlaw Clinic, the Global Network Initiative, the Digital Media Law Project, Law Lab, and others - where they have an opportunity for deep and substantive involvement in project operation.
Performing topic-based research; drafting and editing blog posts, papers and other written outputs; conducting outreach, developing partnerships, and maintaining relationships; exploring project and research design; and undertaking academic responsibilities of all kinds both independently and collaboratively is part of the Berkman summer intern experience. Specific tasks and experiences vary depending on interns' skills and project needs.
In addition to contributing to project based work, summer interns participate in special events and lectures with Berkman faculty and fellows, engage each other through community experiences like the weekly interns discussion hours and group video productions (check out the crew of summer 2010's amazing chapter-by-chapter Born Digital videos).
In addition, each year Berkterns innovate new opportunities for fun and learning, such as organizing debates, producing podcasts and other media outputs, and hosting book clubs and cookoffs.
Learn more about this internship and get all the application details here. But hurry! The deadline is March 13, 2011. Good luck!
According to Jerkins, making hits depends on understanding how kids see themselves, right down to how they talk. "How can I make the kids say this [thing] they've never said before? That's very very important," he says.
But all three songwriters are aware that the young people who drive the culture are only half of the equation. To be successful, Riddick and Daniels must, after all, spin fantasies for consumers. But those fantasies have to remain in the realm of tweens and young teens.
They toss around ideas for a new song, bouncing from concepts like Facebook friend requests to first kisses, always trying to walk a line between risque and corny.
Ultimately, one of their goals as hitmakers in today's music economy is not only to create songs kids love, but ones that their parents will buy.
Nearly 62 million US internet users, or 27% of the online audience, will play at least one game on a social network monthly this year, up from 53 million in 2010. Their numbers will continue to grow and, along with them, money spent on virtual goods, lead-generation offers and advertising.
Revenues from virtual goods made up the majority of social gaming revenues in the past, and they will continue to bring in the biggest share of dollars through 2012.
Ad spending will grow more quickly; in 2011, marketers will spend $192 million to advertise on social games, nearly a 60% increase over 2010. eMarketer forecasts a further rise of 41% in ad spending next year.
Rapid growth in ad spending will help its share of total revenues grow from 14.1% in 2010 to 20.5% in 2012, when it will surpass lead-generation offers as a source of developer revenues.
Such offers have been a powerful force in the social gaming market but are losing favor as marketers use games for more branding-oriented efforts. Virtual goods will hold steadily onto a share of about 60% of the market.
At Google, the only thing we love as much as science is science education. We want to celebrate young scientific talent and engage students who might not yet be engaged with science.
So, in partnership with CERN, the LEGO Group, National Geographic, and Scientific American we’ve created an exciting new global science competition, the Google Science Fair.
Students all over the world who are between the ages of 13 and 18 are eligible to enter this competition and compete for prizes including once-in-a-lifetime experiences, internships and scholarships.
We’ll be accepting submissions from 11 January to 4 April 2011. Students who make it to the finalist stage will be invited with a parent or guardian to our celebratory event at Google headquarters in California in July, where they’ll be able to showcase their project and meet some of the brightest minds in science today. We will select and announce our winner at this event.
The competition is open to students aged 13 to 18 from around the world working on their own or in a team of two or three. For more details, visit the Science Fair Rules page.
Here are some tips for getting started:
Direct students to the sign up page to register either as individuals or teams of up to three.
Get familiar with Google Sites so that your students are prepared to complete their project submission. Their Google Site will become their official project submission. The Materials section is full of resources for using Google products to help students illustrate their work.
Start immersing students in the scientific method using some tips from the table below and in our Science Resources section.
Assist students in developing their project and learn along with them!
And now a message from indie singer/songwriter and on-the-verge pop star Chris Mann:
"Are you a dreamer? What is the craziest dream you’ve always wished would come true that hasn’t? Do you have a wild reoccurring dream? (I had a dream once that a lion ripped my stomach out as i got out of a limo to walk on a red carpet. I digress (this about YOU!).
My boy Scott Simons produced a really cool cover of me singing the song ‘Dreams’ by Gabrielle …you know…the one from the 90′s. I wanna make another DIY video with MANNfan’s help. YOU made the 'Heartless' Video such a success and I have an idea for the next installment.
So like i was saying…What is your biggest dream? What did you always wish would come true? What is your worst nightmare?! Are you scared for the world? Does a crazy ghost from the 1800′s try to ‘tap that ass’ in your sleep? That’s part one…
Part 2–what dream HAS come true for you? What did you work hard for that you achieved? What thing, ever so simple, are you so greatful for? Who did you sleep with to get what you want? wait…no. What are you MOST thankful for? WHO are you most thankful for? That’s part two…"
Click here to get Part 3 and all the other details......good luck!