A Defining Moment Mar 24, 2020 ... friends virtually, focusing on hobbies, and generally learning new things. “I am doing my Rosetta Stone, learning new dance moves, and I bought a bike so I can ride on my own. I’m also doing a book club with coworkers.”ARIANA, 29, NY“I have a garden that I would love to flourish.”ARYANA, 21, CA“My parents won’t let me go anywhere with my friends. I want to scream at times. but I’ve been mostly playing video games online with my friends.”VICTOR, 14, ILWhile clearly a fluid and evolving situation, the ...
Category Lens Mar 18, 2020 ... consumers on inclusivity to lessen polarizing conversations and behaviors on their platforms? Gaming companies can consider including educational information around sensitive topics like gun control to ensure they are sending the message that they understand the importance of causes and they are not promoting polarizing behaviors through their games. What if online platforms promoted causes by offering easy to access educational groups that were moderated by selected hosts from within their ...
The New Social Order Dec 15, 2019 ... British rapper is the #4 favorite influencer among UK youth. With more than 20 million YouTube followers, KSI (which stands for “Knowledge, Strength, Integrity”) started his career posting about video games and then expanded to comedy, rap, and (most recently) boxing. He's competed against fellow YouTuber Logan Paul in two boxing matches; for the one in the UK, there were 21,000 people in the stadium and over 800,000 people watching it via YouTube's pay-per-view service. For the most recent match in ...
Global Influencer Trends Dec 09, 2019 ... Influencer trends from around the world - Japan: Virtual YouTubers - In a country known for anime, it's not surprising that Virtual YouTubers, or VTubers, have risen to fame. Kizuna AI was arguably the first virtual influencer to kick off the craze in late 2016 and is now the most popular with three YouTube channels and over 2 million followers. She functions much like other YouTube stars: She posts videos of herself playing games, answering questions, and telling stories. Kizuna has appeared ...
Free For All Sep 19, 2019 ... youth in the U.S. and UK (52% and 48%, respectively) play video games in their spare time, and between the two cohorts, Zs are more likely to engage in this activity than their older generational counterparts: 60% of U.S. Zs and 54% of UK Zs play video games in their spare time versus 45% of U.S. Ys and 43% of UK Ys. What’s more, Zs were the most likely of the four generations explored in Cassandra’s Generations Report to view gaming as a positive activity. In fact, around half of Zs from the U.S ...
To Your Heart's Content Sep 18, 2019 ... Young people today are overstimulated and burnt out, and they're seeking refuge in entertainment that allows them to disengage and recharge.Young people today are overstimulated and burnt out; they’re overwhelmed by work and school, bombarded by ads, and inundated with TV shows, video games, podcasts, and YouTube videos. And even as they're overstimulated, they have a difficult time enjoying downtime, often feeling like they could be doing something more productive. As a result, Ys and Zs are ...
Retail 2.0: A.I., AR & VR Jun 20, 2019 ... AR experience. The sneakers, which were released in early 2019, are covered with QR codes. Once the user downloads the Puma LQD Cell app and scans the shoes, it opens up an array of AR filters, effects, experiences, and games.VIRTUAL REALITY IN RETAILYoung consumers want to know the backstory of a brand before they buy, and they appreciate a behind-the-scenes look at where their products come from. The vast majority of young people think it’s just as important for a brand to be transparent as it ...
Retail 2.0: Incentivized Shopping Jun 16, 2019 ... , curtailing paper coupons in favor of digital-only vouchers can be a costly misstep—consumers are now looking for incentives across different touchpoints, a behavior that mimics the way they shop. What’s more, today's young consumers are aware of the false inflation some brands employ in order to offer seemingly-large discounts. Instead of falling victim to such tactics, these savvy shoppers are adjusting their purchase behaviors to game the system before it games them. Incentives turn the work of ...
Tech Truths Mar 21, 2019 ... they get inspiration, discover something new, and stay informed about brands. They expect to always be entertained in these social spaces, which prompts them to check in throughout the day and regularly refresh, though they're conscious of this bad habit. Meanwhile, having content such as music, TV shows, movies, podcasts, games, and news in their pockets at all times prompts them to turn to it whenever they have a free moment. Whereas older Xers and Boomers tend to carve out designated ...
For Your Entertainment Mar 18, 2019 ... passion point.Many games require strategies and deep thinking and I don't think people realize that these games help in pushing your thinking skills.KIMBERLY, 23, TXATTITUDES TOWARD GAMING: Perceptions of gaming vary greatly among the oldest and youngest generations, as eight in 10 Boomers in the U.S. and UK believe gaming to be a lazy pastime and half of Ys and Zs in both the U.S. and UK believe that gaming is a productive pastime. Boomers have had the least exposure to gaming compared to their ...