The document discusses the future of digital technology and marketing. It notes past predictions that were wrong, such as people not wanting computers or the internet being unimportant. It then outlines many emerging trends in digital technology, media, and marketing, including social media, mobile devices, apps, gamification, augmented reality, big data, the internet of things, and the increasing integration of online and offline experiences. It emphasizes that the pace of change will continue to accelerate.
3. 1966 Time Magazine - that remote shopping (ecommerce) would never
become popular because...
"women like to get out of the house, like to handle the
merchandise, like to be able to change their minds."
1977 Ken Olsen, founder of Digital Equipment Corp...
"There is no reason anyone would want a computer in their
home."
Clifford Stoll 1995 Newsweek wrote...
"no online database will replace your daily newspaper, no CD-
ROM can take the place of a competent teacher and no computer
network will change the way government works."
2007 Steve Ballmer, CEO of Microsoft...
"There's no chance that the iPhone is going to get any significant market share.
No chance."
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35. Gamification
S - Status
A - Access
P - Power
S - Stuff
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36. Gaming is huge...
http://www.youtube.com/watch?v=SWG_dCwjKLQ
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37. Gaming is huge...
http://www.youtube.com/watch?v=SWG_dCwjKLQ
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38. Gaming is huge...
http://www.youtube.com/watch?v=SWG_dCwjKLQ
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39. Gaming is huge...
Online Gamers
55% - Women
45% - Men
More active socially both on and offline
Harris Interactive Survey Nov 2011
http://www.youtube.com/watch?v=SWG_dCwjKLQ
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110. The digital journey
Cluttered Systems and processes tactical and
single channel driven
Considered Individual systems customer focused but
lack links cross-channel
Capable Integrated systems but not fully
harnessed cross channel
Cultural Fully integrated systems and processes
harnessed across channel
Foviance 2011
Wednesday, 30 November 2011