Digital Millenials for OSU Alumni Leaders

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They are the Digital Millennials, a.k.a. Echo Boomers, Gen Y, the IM or Bling Generation, and very few facets of their lives are not technology-enhanced and technology-connected. For this generation, technological convergence seems to blur the lines between private and public, consumption and production, entertainment and education, socializing and creativity, shopping and self-actualization.

Transcript of Digital Millenials for OSU Alumni Leaders

Page 1: Digital Millenials for OSU Alumni Leaders
Page 2: Digital Millenials for OSU Alumni Leaders

LOL

KHUF

POS

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GEN Y

IM GENERATION

BLING GENERATION

GENERATION ME

ECHO BOOMERS

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» Studied 72 Millennials over an 8-week period:

one-on-one interviews, in-home video diaries,

online focus groups, eye tracking

» Incorporated quantitative data by

JupiterResearch, Harris Interactive, Forrester,

MTV, etc.

» Reviewed topical books: Millennials Rising,

Pop Culture, and Generation Me

OUR APPROACH

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OUR DIGITAL MILLENNIALS

» 14-24 years old

» Digital lifestyle focus

» 10 hours online/week

» 30 min mobile phone/day

» 6-10 text/IM day

» Social networking

» Distribution of age, race,

gender, spending and

geography

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TODAY’S PRESENTATION

» Why they matter

» How they came to be

» Who they are

» What appeals (what you can do)

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Why they matter

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�US Census Bureau, March 2005

MILLENNIALS’ SIZE MIRRORS BOOMERS’

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MILLENNIALS INFLUENCING ALL OTHERS

US Census Bureau, March 2005

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How they came to be

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Strauss and Howe, 2006

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ERA OF THE CODDLED CHILD

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NO LOSERS, JUST WINNING-CHALLENGED

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BORN AT THE KEYBOARD

» Popularization of the PC

» Apple II launch

» Cable TV channel explosion

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BORN AT THE KEYBOARD

» Internet commercialized

» Email popularized

» Cell phones go mainstream

» MP3 boom

» IM catches hold

» Popularization of the PC

» Apple II launch

» Cable TV channel explosion

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» Birth of the iPod

» TiVo and DVR takes off

» Networked gaming popularized

» Xbox launches

» Growth in VOIP membership

» Ringtones become a billion dollar business

» 100M videos viewed daily on YouTube

» Social network sites redefine social order

BORN AT THE KEYBOARD

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» 68% percent of 8-18 year olds have a TV in their bedroom

» 65% have a portable music device

» 55% have handheld video game players

» 54% have VCR/DVD player

» 49% have a video game player

» 31% have a computer

PROSPERITY FUELS TECH-RICH LIFESTYLE

Kaiser Family Foundation, 2005

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Who they areWho they are

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PERPETUALLY CONNECTED

DEFINING TRAITS:DEFINING TRAITS:

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55% of teens have a social networking profile Pew Internet, 2007

High school kids typically dash off

35-40 text messages a day.The Score & More Campus Writers, 2007

60% of students

used their cell phones after turning their lights out at bedtimeTime Magazine, 2007

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MULTITASKING AND“PRODUCTIVE”

DEFINING TRAITS:DEFINING TRAITS:

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57% of teens simultaneously watch TV and surf the webOTX and eCrush, September, 2007

Unstructured free time has decreased by 37% since 1981.Strauss and Howe, 2006

61% of young

consumers feel that video ads are too long and occur too often.Forrester, 2007

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FILTERING FOR IMMEDIACY AND CONTROL

DEFINING TRAITS:DEFINING TRAITS:

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37% of 18-24 year

olds feel their review should be posted and unedited. Jupiter Research, 2006

72% of DVR users

(HH’s) fast-forward through TV ads. CNW Marketing Research, 2006

23% of 18-24

year olds pick up in-store to ensure product availability.Jupiter Research, 2006

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SELF-EXPRESSIVE YET ASSIMILATIVE

DEFINING TRAITS:DEFINING TRAITS:

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64% of produce

content: sharing

artwork, photos or

video or stories onlinePew Internet, 2007

85% of Gen Y

say relationships make them happiestMTV, 2008

Teens engage in 145conversations about products per week,

containing 77 brand

mentions.Keller-Fay Group, 2007

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OPTIMISTIC AND SELF-ENTITLED

DEFINING TRAITS:DEFINING TRAITS:

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36% of American teens want to become famous –and half that believe they will be.MTV, 2007

61% of teens

indicate they download music illegally.Piper Jaffray, 2008

76% think it’s

important to ask their opinions about what teens really like.Harris Interactive, 2005

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—Matthew, 21

I will influence more people than you can imagine so show me what I want and then you’ll

be just fine.

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Using Technology to Redefine Community

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Examples of SN sites:

They network with each other through comments and images

HOWHOWHOWHOW

Community based service where participants can connect with other like-minded users and or groups

WHATWHATWHATWHAT

WHICH ONE WILL THEY CHOOSE?

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SO MANY OPTIONS, SO LITTLE TIME

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SO MANY OPTIONS, SO LITTLE TIME

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SO MANY OPTIONS, SO LITTLE TIME

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SO MANY OPTIONS, SO LITTLE TIME

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SO MANY OPTIONS, SO LITTLE TIME

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Thank you.Thank you.