the next big thing is not you
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“Sorry, The Next Big Thing Is Not You” – In 2006, TIME Magazine declared that their “Person Of The Year” is you – the millions of anonymous users and contributors of user-generated content to sites like Facebook, MySpace, Second Life and many others. At the onset of 2011, does this still hold true?TRANSCRIPT
Sorry,The Next Big Thing
Is Not You.
Daniel GohFounder & Chief Editor,Young Upstarts
Some rights reserved.
Saturday, November 13, 2010
Looking back…1997 to 2006.
2001 2002 2003 2004 2005 20062000199919981997
dot com crash
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Time Magazine declared You as the “Person of the Year”.
And in 2006…
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What happened nextfrom 2007 to 2010?
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Phones became smart(er than us).
Rise of the smartphone.
2007 2007
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We broadcasted our life.
Micro-blogging services.
2008
2008
2007 2007
2008
2008
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We gave away our location.
Location-based services.2008
2010
2007
2010
2009
2008
2010
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We found more ways to waste time.
Sticky casual gaming.
2009
2009
20092009
2009
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We spent (and encouraged others too).
Social group-buying.
2008
2010
2009
2009
2010
2010
… and many, many more.
2007
2009
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So what’s after 2010?
… I’m making a guess here.
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Even more mash-ups.
Group-buying on your mobile phone?
Group-buying within casual games?
Casual games that broadcast your location?
Casual games that incorporate micro-blogging?
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Connection curation.
More discriminate online connections; less friends for friends sake.
Online connections become offline ones as well.
Better connections, better engagement.
Connection overload.
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Collaborative creation.
Different kinds of digital content.
Content that exist on different platforms.
Creators collaborating across the globe.
Content localized according to cultures, languages and geography.
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Increased activism.
A gathering of like minds. Tribes.
Support for causes on the other side of the world.
Supporting a wide variety of causes e.g. charity, politics etc.
A wide manner of support, e.g. funding, voting etc.
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Power to the people.
Group-buying extended to other products and services. B2B?
Brand terrorism. Scary.
Swarm badges.
Mob rule? Following the herd?
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Gamification.
More online “services” will incorporate game mechanics.
Life actions affecting games, and game actions affecting life.
Rewards and “punishment” schemes.
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An overview.
Gamification.
Power to the People.
Increased activism.
Collaborative creation.
Connection curation.
More mash-ups.
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2007 to 2016 is a new decade.
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The next big thing is US.
It’s no longer about ME.It’s going to be about WE.
Saturday, November 13, 2010
Email | [email protected] | @danielgohLinkedIn | www.linkedin.com/in/danielgoh
The End. Thank You.
Saturday, November 13, 2010