1. Fun and Play will re-emerge 2. Everything will become connected 3. Mass participation and creativity will grow and the ‘rest of the world’ will connect 4. Freemium is the way forward 5. Watch out for the platforms 10 minutes : 5 mobile trends
Jason DaPonte The previous hard distinction between games and utility will blur.
Fun and social-ness will emerge in digital products that were previously strictly utility. Can you reverse the ‘take home a sourvenier’ mentality to become a mentatlity of ‘play the game, then come see’ ? 10 Aug 2010: The day that non-human objects, internet connected devices like digital picture frames, web-connected GPS devices and broadband TVs, came online via US wireless networks in greater numbers last quarter than new human subscribers did. Are the objects in your collections connected 'things'?
What can they tell your visitors and, more importantly, what can we learn when both connect?
Are your institutions connected 'things'? Provide value at both levels; but harness free distribution to gain reach and premium content/services to drive revenue This will fundamentally change the conversation online and open new opportunities with new (but very different markets) How can you constantly engage this whole network of users and 'things' to engage users with your collection?
How can your users help your research agendas? Apps and the platforms that drive them will be the easiest route into benefiting from a connected world email@example.com
+44 (0)7786 702 362 ? Creative Commons Credits:
Flickr: BotheredByBees Flickr: GakSee the full transcript