Popular Posts

Tuesday, December 18, 2007

CIRCULAR ENTERTAINMENT

With one-quarter of all entertainment being created and shared within peer groups by 2012 a seminal transformation is taking place in the entertainment industry. Termed “Circular Entertainment” – for its transference from one individual to another – this form of entertainment is not passive, but provides the consumer an active role in their entertainment.

The next episode in entertainment will allow consumers to “compare, contrast, create and communicate” their entertainment with each other, states Tom Savigan, Trends Director of The Future Laboratory, which conducted the survey.

The survey’s results indicated that:

- 23% of the respondents buy digital movies
- 39% watch TV on the Internet
- 46% regularly use instant messaging
- 28% regularly visit social networking sites
- 17% played multiplayer on-line games
- 17% upload to the Internet on a mobile device
- 29% regularly blog

The research has identified four key outlying trends that, as they mainstream, will set the stage for the Circular Entertainment phenomenon.

Immersive Living – the rise of lifestyles which blur the reality of being on and offline. Entertainment will no longer be segmented but accessible and created wherever.

Geek Culture – consumers will shift to more sophisticated interactive entertainment which has visible recognition and rewards. Entertainment purchased and that which is created will merge.

G Tech – an immersing social force which effectively feminizes technology so as to make things – particularly entertainment – more collaborative, democratic, emotional and customized.

Localism – there is a locally-minded move in entertainment consumption. Localism and community-centrism will become a key as consumers take pride in seeking out the local and home-grown.

No comments:

Post a Comment