Welcome To Youth Lab

The Face Youth Lab is the place for researchers and marketers to keep up to date with current youth movements and trends.

By exposing Face case studies, sharing proprietary research and connecting you directly with young people our regular and varied offerings will help you understand and interact with youth




:: London’s Young Musicians Innovate Their Way Out of Cultural Clampdowns

A few weeks back the Daily Mail ran an article reporting on how riot police had to be called to a party in Marble Arch, London after a Facebook event called “NICOLAS CAGE Marble Arch Mansion Party THIS THURSDAY” had ‘gone wrong’.

The Daily Mail article is symptomatic of the hysterical attitude that the mainstream media has to Facebook based events, and to parties thrown by London’s youth in general. As authorities continue to aggressively clamp down, young people inevitably find new ways of circumventing these impositions as hacking mentality becomes more mainstream.

As we’ve already explored, young people have an affinity for music as a form of expression. A recent study from MTV Sticky found an unsurprisingly strong correlation between youth and music in that 76% of young people would rather live without sex than music for a week while two-thirds would choose music as their one luxury, over a phone or TV if they were stuck on a desert island. Dizzee Rascal has noted numerous times, most recently at the Brit Awards, that music kept him away from crime in his youth, “I’d make sure I’d be in the studio or at a rave performing”. While young MCs are still rising from the street to stardom, an authoritarian clamp down on music by the police is not encouraging London’s young people to steer away from crime, and is not a constructive way to prevent violence.

Online protests, through mediums like Facebook, are in some ways becoming more validated, as the BBC trust recently admitted it would take such protests as a sign of “massive public concern.” Plastic People, a London nightclub at the centre of Dubstep, a musical genre born of London’s youth, has been threatened with closure following a review of it’s license by police. The club which in many ways represents a strong and recent cultural heritage for many young Londoners was recently immortalized by Four Tet in both a track from his new album and in a mix. Plastic People has nurtured London’s young musical talent for 16 years and immediately received online support, with a Facebook group emerging which had more than 10,000 members within a couple of weeks. An online petition has also emerged with many DJs and music journalists using the Twitter hashtag #saveplasticpeople to create a swell of public awareness , which will hopefully cause those decision-makers to create some kind of constructive compromise.

While Plastic People’s threatened closure is not directly linked to the Metropolitan police clamp down on the genre Grime, which is connected to the genres often played at Plastic People; the use of Risk Assessment Form 696 represents a trend of unconstructive dialogue between the police and young people. Guardian and New Statesman journalist Dan Hancox believes “it’s no exaggeration to suggest that the period 2004-09 represents a systematic and deliberate attempt by the Metropolitan Police to remove music performed largely by young black men from the public sphere.” While one section of the form reportedly reads “Music style to be played/performed (eg Bashment, R&B, Garage)” the section that reads “Is there a particular ethnic group attending? If ‘yes’ please state group” was recently replaced by “Who is the target audience” and it still demands every performer’s name, address, date of birth and phone number. Failure to submit the form could result in six month a prison sentence or a £20,000 fine. The passports of promoters and MCs have been known to been held onto by police under 696.

The form has recently banned Bashment and Funky House in Brixton, while popular London club Cargo was warned not to play any Grime and up-and-coming star, Giggs has had his tour banned amid police fears. Yet there must be a future compromise, away from blanket censoring, as the mindsets that are now enacting youth behaviour will inevitably become more social norms as young people grow into positions of authority themselves.

Matt Mason, author of The Pirate’s Dilemma: How Youth Culture Is Reinventing Capitalism recently tweeted “to start a pirate radio station you used to need a boat or seafort. Then just an antenna and a block. Now you just need an app” and it seems like the same young London music scene that is being squeezed by authorities is doing just that, in using innovation to reach their fans. The previously mentioned MTV Sticky study found that 43% of teens are listening to music on their phones most days compared to 20% of those over 20 while the computer remains the most popular device for listening to music with 85% of those surveyed listening to music on their computer in the last week, rising to 94% of teens. London’s Dubstep pirate radio station Rinse FM, which is trying to legitimize itself through creating a petition to have a license granted (which has produced some debate in itself) has recently produced it’s own iPhone app to tie into this youth segment who are using their phones to listen to music regularly. With creative control in their own hands, the young DJs of London’s post-Dubstep landscape have taken it upon themselves to use platforms such as ustream to stream live video sets from their bedrooms, directly to the young people awaiting them. Chatrooms in which fans can ask for shout-outs and what the names of dubplates and white labels are, allow for two-way interaction and add to the pirate radio feeling, in a trend that doesn’t seem to be slowing down (see list of channels at the bottom).


There are threads that those in authority are beginning to clamp down up on youthful musical activity shown by Google’s recent deletion of well known blogs without warning and Warner threats to pull away from Spotify, yet there are signs that with innovative unidirectional access platforms and passionate voices, youth will continue to strive to have their music played out.

To support Plastic People you can sign the petition here

Below are some ustream links to DJs who are currently dominating London’s young Bass music scene:

Oneman who is regarded as starting the trend with his Yard Sessions

Ikonika

Eglo Recording

Jackmaster and his Drexciya special

Mr. Beatnick

Deadboy

Lukid

Bok Bok

Deep Teknologi

SpaceBass Yardcasts

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:: Facebook and Google Socially Converging Upon Youth, Or Are Youth Leading the Way?

A recent study into how different age groups use the internet came out with an unsurprising conclusion; young people do not use traditional blogs as much as they use social networking sites. Only 14% of teens now say they blog, while some 73% are enthusiastic about social networking.

The percentage of teenage bloggers has dropped by half since 2006, clearly showing a significant shift in online youth behaviour in the last couple of years. Online tools are both being influenced by and influencing how young people consume media and interact with the world around them at large.

For numerous young people blogging is an activity that isn’t instant or quick enough both in production and reaction, especially for a generation where many have grown up with a pophacking mentality that disposes desire instantaneously. Comments and ‘like’ buttons from social networks and mobile phones relate much closer time-wise to this instantaneous desire. A plethora of opinions on a subject can be found and absorbed in seconds merely by searching through Twitter. The attention placed on the rise of Twitter examples how the rate of media consumption is increasing. Yet it is not only media consumption that is changing via social networks.

As we’ve already explored, Facebook and other online networks are now beginning to have significant offline impact. A shining recent example is the new startup that is to be launched after the Facebook group Secret London amassed 180,000 members. Support for important issues can be found readily through young people who use social networking, the proposed Robin Hood Tax, which is gathering support on both Facebook and Twitter is the latest example of this .

While an actualization of social networks has just started happening recently via offline support for online actions, the websites themselves have started to become more than networks purely within the online space. Facebook recently became the fourth largest distributor of news online, even rivaling Google News. Suggestions are beginning to emerge that Facebook may even become a ‘first go-to’ portal for many young people, John Palfrey recently suggested that they are now beginning to get their news through osmosis and “grazing” headlines their friends link to. Young people generally spend more time on social networking sites than they do Google and search engines, so it is no real surprise that shared content on Facebook surged fivefold in the last seven months. Yet the billion-dollar question still remains for Facebook, about whether it’s relatively simple and enjoyable (in comparison to MySpace) user experience can begin to pay similar money to the amount Google has been making for the last few years. Suggestions have varied from asking that question pessimistically, to thinking of it more positively as a centralizing internet force and to constructing a revenue stream that reflects it’s 400+ million users worldwide.

While there is no clear cut answer, hypothesizing about such things is useful to an extent, but Facebook’s users will essentially decide its future. If young people continue to pour on to it for its simple way to connect with friends, share content and for ‘photos and that’ then it will continue to prosper.

Young people want their interactions with such tools to be seamless and not seem like an effort, hence there are now 100 million Facebook mobile phone users. In this regard Facebook is attempting make itself more vital by expanding it’s guarded gate of social networking to web-based email and redesigning it’s aesthetic to centralize search, in what some see as a direct challenge to Gmail and Google. Google has itself fired a volley over to social media with Google Buzz, it’s a large step towards a Google social network.

Google Buzz blends Twitter (in its layout’s simplicity, follow structure and centralization of the status update) and Facebook (in it’s propensity to share links and photos as well as to comment and ‘like’ them) and is integrated into Gmail’s inbox giving the fledgling network an instant 150 million users. Google Buzz has already received criticism from newspapers, digital experts and bloggers alike. Yet whether it is actually used regularly is very dependent on how many of those become active users to the extent where the tool is weaved into their lives seamlessly. . It’s neigh on impossible to tell whether youth desire for instantaneous access is influenced these web innovations, or the tools are influencing youth behaviour, but with Google and Facebook expanding their (now-seemingly ready for war with each other) services to crossover point the relationship between online tools and youth behaviour will continue to merge, especially as these tools become more mobile.

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:: Youth Will Embrace, Love, Loathe and Hack The iPad

The announcement of the iPad last week was the latest event to receive the Hitler Downfall parody treatment, Mein Fuhrer’s rage wasn’t an isolated incident though as Apple’s latest product caused a  flurry online. By Googling ‘iPad’ you’ll get a plethora of different YouTube videos, latest technology & traditional news as well as thousands of image and blog results. Interestingly one of the related searches is ‘iPad jokes’ – highlighting the mixed response to the details of the iPad. Despite the numerous jokes referring to the products name in connection to a sanitary towel, many have reacted fairly negatively to the features of the iPad.



One of the major gripes came from the fact that the operating system was identical to the iPhone. Although this means that some 140,000 iPhone apps can be used on the iPad, it doesn’t allow for using more than one application at the same time. This will surely be a major sticking point for many young people who naturally multitask on their laptops in behaviour such as writing a document and listening to music at the same time. However, having said this, it perhaps highlights a particular intention of the iPad, to fit into a multitasking lifestyle as opposed to a placing a multi-processing gadget into a multitasking lifestyle. As Charlie Brooker scathingly notes, the iPad is not quite a laptop and not quite a smart phone, but “a weird combination of portable and cumbersome: too small to replace your desktop, too big to fit in your pocket, unless you’re a clown.” Yet it’s easy to imagine young people using the iPad to casually read something while they’re engaging in other offline activities like watching TV or cooking.

The casual space that the iPad attempts to place itself in is typical of Apple products released in the latter half of the last decade. Yet the closed nature of the iPad heavily reflects Apple’s status as a company that portrays itself to foster much open innovation but, in many ways, is very much closed.



The above image highlights one of the major complaints about the iPad. Apple products, especially iTunes, iPods and iPhones, have used Digital Rights Management (DRM) to make it particularly hard to install non-approved applications and share music, video, books and games between users. One website has called for a petition for what it called “a computer than will never belong to its owner,” Apple incorporate a feature that allows them to remotely switch off applications and media in use by a user of the iPad. In some ways this is an extension of the veto system that exists for iPhone apps that are submitted and then rejected. Inevitably however, young people, who have grown up with a pophacking mentality in always being able to find the answers they crave through the internet or video game cheat codes, will almost certainly jailbreak their iPads as they have done with the iPhone. The iPad will ultimately sell because it’s an Apple product. This initial release is only version 1.0 – it took Apple’s engineers 2 years to code copy and paste to the iPhone.

It seems as though young people growing up with these gaming/reading devices will most certainly begin to refer to them as books.
The creatively-fueled industries are beginning to change. Young people will no doubt enjoy interacting with the iPad, so it can possibly be suggested that the attitude towards it represents a kind of futureshock.


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:: Voddler: Spotify for Film? Another Youth Lead Innovation for the Film Industry

We’ve already explored how the ease of internet access to music has provided young people with a certain hackers mentality that disposes them to circumvent access rules like cheat-codes used in video games. Legal solutions like Mixcloud, Spotify and an upcoming iTunes cloud streaming service were necessary as soon as young people became ‘pirates’. Yet with an industry as production heavy and reliant on young people as film and cinema, the adaptation period to instantaneous access is not so clear-cut.

Late last year Voddler, a Swedish web-startup, drew comparisons to Spotify as it signed deals with major film studios Paramount and Disney in order to stream their films online to its users for free. Voddler vice-president, Zoran Slavic, brought up the impressive stat that, in Sweden, his application is “adding about 3,000 users a day”. This figure evidences the startup’s belief that file sharing and internet piracy have fundamentally changed youth habits to the point that many expect to be able to see movies online without paying for them. However, while a belief that youth behaviour is both being changed and changing societal behaviour is forward thinking compared to the rest of the industry. It appears from early reviews that due to its slow user interface Voddler is not yet as essential for film as Spotify is for music.

Despite this initial poorly reviewed user experience the significant shift that the Voddler example brings, is the fact that major film studios like Warner Bros. have now begun to realize they will have to compromise to youth behaviour more and vilify the new technologies that young people use less . More and more consumer electronics brands producing TVs are realizing that digital distribution must now begin to be incorporated into the TVs. Meanwhile the video game console war is also being waged amongst young film viewers.

Even actors are beginning to realize the shift within their own industry. Rising star Joeseph Gordon-Levitt announced his open-source film production project, hitRECord.org at this year’s Sundance Film Festival. Users can upload their own clips, tweak existing clips, add soundtracks, record new voiceovers, etc. Films can be recorded on anything from a professional grade camera to a mobile phone. Gordon-Levitt or RegularJOE as he’s known on the site, hopes to produce a full project that will be released in some sort of money-making format (DVD, VOD, small theatrical run, online etc) where half the money will go back to the users who selected to work on the project while the other half will go back into funding hitRECord.

The theme of money appearing at the end product is no real surprise in with such a production heavy industry as film. At last weekend’s “Cinemarama Futurama: The Future of the Theatrical Experience” panel Jeffery Winters noted how “the conversation will probably go to money, but the answer we all want is what will the future look like?” A detailed summary of the panel can be found here but it can finally begin to be stated that  that “the thought that increased ways of watching films at home is cannibalizing the theatre business is wrong”. Young people have lead the way in film streaming at home and it seems as though the industry is realizing that digital will give increased exposure to films creating more interest in them generally, allow distribution costs to drop to zero thus giving everyone entrance to the industry, possibly like hitRECord. One negative factor might be the noise of promotion in the larger budget films getting louder while the independent films struggling to be heard. Perhaps we’ll ultimately have to rely on the wisdom of the crowds to bring forth the best films.

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:: Music & Social Media: Youth Use What They Know Best To Help Haiti

A quick search on Google News reveals that the recent earthquake in Haiti has caused, amongst many other horrific problems, thousands of orphans. As we explored last week, young people are terrifically and passionately motivated to help their fellows when they can, with social media beginning to act as a primary means of directing people to how they can help. While it was neigh-on impossible for young people to become involved in an offline way with the controversial 2009 Iran Election, the humanitarian crisis in Haiti has within days spawned beneficial attempts to gather aid.

In the week after the devastating earthquake in Haiti, London’s young music community sprung into action, using social media to promote the donation funded events in a very short space of time. One of the bigger nights, SOMENight, which held a minimum £5 donation upon entry and a raffle once inside, had a huge lineup including some of the UK’s biggest urban acts in Wiley, Donaeo and Shy FX amongst others. It had over 1200 Facebook attendees within three days, evidencing the salient extent to which London’s youth were willing to put forward aid in an offline manner through using online tools. Event organizer Chantelle Fiddy of Ctrl.Alt.Shift, a London based charity who use popular culture to take global action, said that “Proceeds will go to the Ctrl.Alt.Shift Haiti appeal. Hundreds of thousands of people are already feared dead and many more are believed to be critically injured. Countless are homeless. The five partner groups are are targeting areas that are getting little help from other agencies. They will provide food, tents, hygiene kits, blankets, jerry cans for water, water purifiers and medical support.” The very nature of this event provides stout resistance to what is often perceived to be an apathetic generation in traditional media, as young people across the capital are this week giving their precious finances in donating the cause.

As we previously discussed, when offline philanthropic aid is even slightly possible, young people leap at the opportunity. Online activity is now beginning to reflect a precursor to this. The increasingly popular casual gaming company Zynga allowed its users to raise $1.5 million in 5 days for the UN’s World Food Programme within an easy interface that allows the Farmville players to donate while they’re having fun. We’ve already explored how casual gaming is having a significant impact on gaming, and with gaming revenue’s becoming large enough for there to be increasing calls for it to be taken seriously as an industry it is no surprise that games have started taking on this philanthropic sentiment that young people seem to show in abundance online.

Darfur is Dying is a flash game drawing attention to the humanitarian crisis in Darfur. The game or, “narrative based simulation”, as the designers called it, is awkward to play, not giving the user a particularly pleasant experience, perhaps as it shouldn’t. Blunt messages fly up when you fail in your attempts to reach water:

“You have been captured by the militia. You will likely become one of the hundreds of thousands of people lost to this humanitarian crisis. Girls in Darfur face abuse, rape and kidnapping by the Janjaweed. As someone at a far-off computer, and not a child or adult in Sudan, would you like the chance to try again?”

While the game or “narrative based simulation” may not be fun in the traditional sense of the word, it does engage and draw attention to the disparity of a gamer and the crisis surrounding refugees in Darfur.

Suzanne Seggerman, of the organisation Games for Change muses that the word ‘games’ has the wrong connotations for these serious simulations states that “games are systems, and they offer a good way to explore complex systems … by role playing, shifting variables and seeing how outcomes are affected. Games have to be taken on their own terms. They’re not trying to replace the reality of Darfur or Rawana. But people cannot go and experience these places, and the simulated experiences games offer are amazing. I don’t look on games as competing with the real world and human interactions. I see them as a medium and as a path towards actions in the real world”.


As Seggerman suggests, young people are beginning view social media and gaming as compliments to offline activity and in the case of philanthropic aid and charity, as a medium to diffuse the message. This is reflected generally in young people’s view of digital as explored by Tech Tribe 2009. Within a few days over 5,000 people joined a Facebook group calling for Bankers Bonuses to be given to aid Haiti. This rising sentiment that the older generation have failed in attempts to create a better planet for their offspring is reflected in this inspiring blogpost, which calls for a metaphorical divorce:

Dear Old People Who Run the World,

My generation would like to break up with you.

Everyday, I see a widening gap in how you and we understand the world — and what we want from it. I think we have irreconcilable differences.

You wanted big, fat, lazy “business.” We want small, responsive, micro-scale commerce.

You turned politics into a dirty word. We want authentic, deep democracy — everywhere.

You wanted financial fundamentalism. We want an economics that makes sense for people — not just banks.

You wanted shareholder value — built by tough-guy CEOs. We want real value, built by people with character, dignity, and courage.

You wanted an invisible hand — it became a digital hand. Today’s markets are those where the majority of trades are done literally robotically. We want a visible handshake: to trust and to be trusted.

You wanted growth — faster. We want to slow down — so we can become better.

You didn’t care which communities were capsized, or which lives were sunk. We want a rising tide that lifts all boats.

You wanted to biggie size life: McMansions, Hummers, and McFood. We want to humanize life.

You wanted exurbs, sprawl, and gated anti-communities. We want a society built on authentic community.

You wanted more money, credit and leverage — to consume ravenously. We want to be great at doing stuff that matters.

You sacrificed the meaningful for the material: you sold out the very things that made us great for trivial gewgaws, trinkets, and gadgets. We’re not for sale: we’re learning to once again do what is meaningful.

There are lots of Haiti benefit events taking place over the weekend and there are sure to be over the next few weeks also. Their successes are already being noted as Chantelle Fiddy thanked the Ctrl+Alt+Shift crowd, ”according to security they’ve not seen a crowd like that since the last rave at The End.” A review of the Ctrl+Alt+Shift party can be found here and a quick Facebook search should begin reveal further fundraising parties should you wish to take part:

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:: OnLive: If It’s Good Enough For Youth, It’s Good Enough For Me

The on-demand console gaming service, OnLive recently released pictures and videos demoing its product and peripheries through Facebook in an attempt to create some hype surrounding its upcoming release into public beta mode. The projected release of this cloud gaming service has brought much attention in the press with headlines such as “Is It Game Over for Consoles?” in The Independent. The attention grabbing headline refers to the potential threat OnLive offers to the current gaming industry by removing the iconic, chunky hardware boxes from gaming.

OnLive aims to cut the need for hardware by using the upper limit of internet bandwidth to stream any game to a display of the users choosing. This would fundamentally alter the marketing war between games consoles that has existed for years, it will essentially cut the need to upgrade hardware in order to play new, more advanced games. Instead of buying new, OnLive will merely upgrade their servers, making gaming far cheaper for gamers; and accessible only to those with fast enough internet access. The above video seems to endorse this as the graphically heavy and admired PC game Crisis is streamed to the iPhone. With constant internet access being a key factor OnLive also allows users to view exactly what games their friends are playing, opening enormous possibilities for multiplayer games. Laptop and smart-phone access for cloud gaming is apparent in their built-in access to the internet, TVs will also be able to have OnLive access as they release a ‘microconsole’ flatter and smaller than a standard console controller, connecting the large display to a modem and streaming the game information to the TV.

While there is excitement about OnLive, the one repeated criticism, even before its release is that offsite servers may causes skewed gaming experiences with slight lags on controller response to display, yet this is largely based on bandwidth and with internet speeds set to increase exponentially in the next decade it seems if OnLive go ahead with their plans then it may be the way that gaming is heading. Sony’s UK boss Ray Maguire has gone on record as shunning services like OnLive saying that “when it comes to delivering an entertainment experience on par with the quality consumers have come to expect and that they demand, dedicated games consoles remain the only systems powerful enough to do this.”

Yet on the day OnLive officially announced themselves in 2009, Sony happened to register the name ‘PS Cloud’. While the gaming industry does not yet appear to be quaking in its boots, technology trends of the last decade indicate that if the service is ‘good enough’ it will succeed. The console heavy gaming sector is only just waking up to what the music industry has had to deal with for the last decade in digital distribution becoming the dominant method. While technology experts have negatively stated that they fear the ‘decade of the gadget is over’ the positive upspin on this is that an integration of information will be taking place within these gadgets as differentiated services and internet access/speed becomes a more central component.

Youth behaviour will define further which of these services are fully adopted as they defined the last decade with the adoption of cheap, accessible ‘good enough technologies’ to become the dominant consumer electronics of the last decade. While vinyl is in the midst of a cult revivial amongst young people, there is no denying that MP3 players and laptops have long over taken record and CD players as the main mode of listening to music. While the sound quality of these newer technologies is inferior, the accessibility and cheapness has clearly won over many young people. This will be the same with books, as a New York Times writer recently noted in that his daughter called his Amazon Kindle ‘daddy’s book’ instead of an electronic reader . Tech Tribe 2009 clearly shows that young people have fully adopted this ‘good enough technology’ which has suddenly come to outline consumer electronics for the last decade in online films through laptops, digital photos, eReaders and Skype. If OnLive is cheap, accessible and good enough, young people will almost certainly adopt it, evidencing how youth are possibly the driving demographic sector in how consumer electronics develop.

For a more detailed overview of how ‘good enough technology’ has been adopted and spread through consumer electronics see Robert Capps’ great article from Wired .

For a more detailed overview of how OnLive will work after it’s full release later in the year, watch the detailed presentation below. Parts 2, 3, 4 and 5 are also available on Youtube.

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:: 3DTV: Brands Attempt To Get Top Down On Youth Again?

The phrase “3D is coming to your living room” was being bandied around freely by the likes of Panasonic, LG, Samsung and Sony in booths worth their weight in gold at the International Consumer Electronics Show last week.

There has been a lot of hype about 3DTV recently. Yet despite the 3D film Avatar having become the second biggest grossing film in history, 3DTV seems more an extension of High-Definition TV and possibly a step towards returning TV to a more unidirectional focus for young people again where the internet has made it multidirectional and periphery. Young people are able to watch programs on the net via their laptops while multi-tasking other activities (homework, music, instant messaging etc). However… 3DTV does hint toward greater possibilities for the next evolutionary entertainment step.


As Tech Tribe 2009 showed us young people are watching TV in a less linear, unidirectional fashion. On average, young people are watching 3.5 hours of TV online a week, compared to 5 hours of average TV consumption and around 20 hours of general online activity. This increasingly multilayered media consumption has clearly had those in the TV industry worried and so it may be suggested that 3DTV is an attempt to reassert the top-down, dominating media style of TV. So what does 3DTV have in stall for us?

With a few possible niche exceptions, it seems as though most of the consumer electronics industry has chosen to implement the active shutter glasses version of 3D as opposed to the lens based passive glasses that are used in current 3D cinemas. The active shutter glasses are powered by a battery which blocks each eye alternately as the display of 3DTV has alternating frames: the left eye then right eye, left eye, right eye etc. The glasses then sync to the display via infrared receivers. Clearly this technology seems a lot more cumbersome than the Buddy Holly time ‘passive glasses’ that are currently being used in the cinema and replacing the battery could well be as annoying and fiddly changing the TV remote.

The advantage of using the active shutter glasses however is that 3DTV has such a fast refresh rate that the set can be used as normal TVs also, which is why 3DTVs will ultimately succeed even if they fail. Similarly to HD it will be hard not to find a 3DTV when you enter go to buy a new Television.

Programming wise it will all be starting this year for definite. Sky used the release of Avatar to advertise Europe’s first 3D channel  and the 2010 World Cup in South Africa is will be shown in 3D. It has been suggested however that watching sports on 3DTV, is “indicative of the format’s limitations. For one the court has depth but the players are quite flat, like a few paper cutouts dribbling a ball back and forth instead of fully corporeal, 6’6” titans.” While promoting 3D through it’s glasses is clearly an attempt to get young people watching TV ‘the old fashioned way’, programming from the top-down once again.

The recent bout of 3D cinema, it could be suggested, initiated an attempt to combat downloading, as the pirates would no longer be able to view the 3D processed films without getting a headache. Yet piracy represents an unmet demand in young people. 3DTV could possibly be suggested to represent an attempt to meet this demand and bring the immersive cinema experience to the living room. Avatar has, since its release in December, gone on to become the second biggest grossing film of all time, making $1,372,993,105 at the box office. Could 3DTV really represent a challenge to cinema? Possibly, if the price, on-demand ease and quality of the sets themselves are to the consumers needs. Yet the current crop of 3DTVs on display at CES seem like a stepping-stone to the fully immersive experience of the near future. One new technology, Intel’s Wireless Display (WiDi) allows your laptop to wirelessly connect to your HDTV, allowing the fully on-demand quality of internet streaming to appear on your TV. While some companies are beginning to invest in non-glasses based 3DTV, which is primarily coming about through gaming technology pushing innovations. Yet the technology that everybody wants to see, 3D holograms, has yet to materialize. Although a lot has been theorized and they are apparently in the pipelines. Yet it appears like young people will continue to use the internet and their laptops to watch films until cheap, accessible and truly immersive alternatives come into function. It feels like this won’t become fully mainstream until the consumer electronic industry recognize exactly what people want out of their products. Youth behaviour is often a good indicator of this.

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:: The Armchair Revolution Begins to Stand Up

Tech Tribe 2009 revealed how young people, despite their relatively meager financial situations, are still heavily attentive to philanthropic activities surrounding their environments. Last year was a big year for youth participation and making their voices heard within their communities. Young people in particular have shown an apparent increase in participation in both off and online political protest. Online tools like Facebook and Twitter, have been essential in making clear and obvious this suggested increase. Never before has there been such tools for exercising ones voice and opinion in such a democratic manner. Yet despite this increase or least seeming increase, the integrity of this participation has often been criticized in the last year.

Considering the amount of media attention it received it is no real surprise to find that the controversial 2009 Iran Election made three appearances in the top 10 news events of Twitter’s most used status updates of 2009. Perhaps much of the media attention was because there have never really been any tools quite like this to facilitate an online protest. Yet there was no real revolution in Iran. Protests were suppressed violently and the protested regime is still in control. This suggests that the media may have overestimated the effect of the social network’s ability to dictate the offline revolutionary activities.. Yet while critics would suggest that this ‘armchair Twitter revolution’ is hypocritical and even aiding of the regime, it can be suggested that it is merely not focused as it could be. The shared opinion of many was apparent, yet the ability to carry this sentiment offline was inhibited by the brutal strength and violence used by the Iranian government. In such situations perhaps an awareness that social networking cannot do everything in its current form, yet an appreciation of its ability to proliferate information is the way that it might be best regarded.

The problem with this viewpoint however is that taking part in online protests or petitions may give some the feeling that they have done something and they may do no more. This skeptical viewpoint can be challenged however with the mix of both offline and online protest that the recent UN Climate Change Conference Copenhagen 2009 had. While the conference has been mostly adjudged to have failed horribly in its attempts to reach a global agreement to reduce carbon emissions, the mixture of both offline and online protest impressed some. It showed that to some extent when young people have the opportunity to match their online sentiment with their offline action then they take it in abundance. Online protests were not limited to Twitter this time. With Facebook more likely to have closer friends than Twitter, in having the world’s fifth biggest population at 350 million, and Youtube exhibiting personal video uploads. Twitter took a backseat allowing a more individual approach to be adopted by the young people involved. Facebook status updates included  ‘Hopelesshagen’ and ‘Everyone arrested before lunch. Anti-climax,’ while video updates from the UK Youth Climate Coalition made the protest seemed more real:

Despite the failure of the conference itself, Copenhagen seemed in some ways like a step forward in the growth of online youth protesting, becoming a sign that a mergence of offline protest was possible, and that online could act as a catalyst for actual offline protest. The reasons for failure were not through a lack of effort from young people rather, that again the powers that be, in this case the politics of the various heads of states that refused to compromise. If the viewpoint is taken that the opportunity to take part in offline protest is available, youth protest participation takes a more positive spin. This can be reflected in the protests of young people on a national scale in the UK.

The above video is an example of a UK youth protest organized online. The overwhelming response to the website http://www.voteforchange.co.uk asking for a protest method was that of a Zombie Walk. In this instance young protestors reclaimed public space and marched outside The Houses of Parliament as ‘brain dead politicians,’ recalling the original use of the term zombie, which in literature was an allegory of brain dead consumers who did not think about their consumptions. This generation of young people is clearly politically passionate to a large extent. New technologies have clearly allowed a politically motivated generation to express their sentiment. When this online sentiment is perceived as attainable, then offline action is merged with online sentiment. This is clear within the recent Rage Against the Machine for Christmas Number 1 campaign  recalling a nearly 20 year metal song to beat the current crop of manufactured pop using social networking. The campaign managed to raise £70,000 for the charity Shelter from single sales, against evidencing a political and philanthropic motivation to the campaign. Online organization of political participation is still in it’s infancy for young people, yet if the sentiment is as strong as has been, it can be suggested that offline participation and social cohesion will only continue to become more organized and apparent. Reclaiming public space will continue to spread awareness of positive message rather than negative ones which young people are only too aware that the mainstream media purport. Everything is OK is an online campaign group which aims to spread positive word that mainstream media is creating separatism in people, giving the opposing message that Everything is OK.

 

Related Links

There are increasing official ways and attempts that politics is being merged into new technologies through organizations, crowdsourcing (the Tories are offering £1million on a large-scale  platform) and games (The UK Parliament has created an ‘MP for a Week’ online role playing game) in both positive and cynical ways to include young people in politics but the openness that these new technologies bring will, one hopes, win through democratically.

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:: A Casual History of Casual Gaming


Facebook’s recent announcement that the embedded game Farmville has more users than the whole of Twitter shows just how casually games have seeped into our lives . The proof is in the pudding as Farmville’s 69 million users earn Facebook an estimated £614, 150 per day, while Twitter’s revenue was projected to be £245,516 for third quarter of 2009. The realization that gaming has casually seeped into the everyday lives of many more people than hardcore gamers, is a significant one for the gaming industry.

The CEO of Electronic Arts, one of the worlds biggest games developer/publishers, John Riccitiello, believes that “with the advent of the new digital media landscape, we’ve seen a torrent of new consumers. Conservatively, if I add up mobile phone users who play games, social network people who play games, people who play PC games online in Asia, there’s at least a billion people gaming today. So we have five times the audience we’ve ever had, and it’s growing in leaps and bounds.” This integration of games into the more casually used devices, beyond consoles has important implications for how games are developed, as the wider populace interact with the more casual qualities of simple pick-up’n’play games. These qualities have allowed more and more people to begin producing their own games for mobile phones and web browsers. Casual games have clearly become immensely successful in the last few years with estimates suggesting that the casual gaming industry will be worth $13.5 billion by next year. It has even been suggested that the runaway success of the Wii was built on adapting these casual qualities to console gaming. The gaming industry has most certainly noticed it as Nintendo’s competitors begin to adapt their hardware to attract more casual gamers.


While the term casual gaming has become popular only over the last few years, it can be suggested that the concept has been around for 20 years. While dedicated video game consoles produced games as their ultimate end, Microsoft allowed their users to casually dip in and out of gaming with Solitaire, which is widely considered the first casual game with more than an estimated 400 million users to have played it since it’s release in 1989. This success along with handheld devices such as the Gameboy reaching 118 million units sold worldwide in 2008, may suggest, that there was always a market for those more casual about gaming as.

The advent of Adobe Flash games distributed by a web-browser begun the modern drift towards casual gaming as a new market market began to develop. The game Bejeweled has been downloaded more than 150 million times since it’s release in 2001, which is by no coincidence around the same year that broadband internet started becoming commercially available in the UK, with broadband penetration becoming a key driver in the distribution of casual gaming market. Apple realized the potential of digitial distribution and began producing iPods that could play simple casual games in 2003, the same year that Nintendo announced they were developing the Nintendo DS. High internet speeds, application simplicity and availability would eventually reach levels of dissemination where consumers who could previously not create there own games were distributing them to phones and browsers, yet it was the console market that next begun examining the profitability of casual gaming.


Upon the European launch of the Nintendo DS in 2005 the President of Nintendo, Satoru Iwata commented that with their new consoles Nintendo intended to cater for “the needs of all gamers whether for more dedicated gamers who want the real challenge they expect, or the more casual gamers who want quick, pick up and play fun.” This expansion in philosophy to include casual gamers was a winning stroke in the current ‘console war’ between the handheld consoles the DS and the PSP and later the home consoles, the Wii, Xbox 360 and the Playstation 3. In just 4 years since its release, the Nintendo DS became the biggest selling games console ever in the UK, passing 10 million units sold in December 2009. Celebrity friendly marketing in the UK helped in the in the breaking of this record, but it was the simplicity of the largely puzzle and crossword based games including Brain Training, Sudoku and Professor Layton that contributed to bridging the boundaries between gamers and non-gamers.

Nintendo quickly followed the casual yet phenomenal success of the DS by releasing the Wii in 2006. The Wii differed from its competitors the Xbox 360 and the Playstation 3, in choosing not to rev up the graphics of its predessor the Gamecube, but instead to branch out to “bring new gamers and casual gamers into this industry” largely through the use of the Wii’s innovative motion tracking control-pad, the Wii remote. The scaling down of buttons, meant that those who were not used to which button is which in gaming could easily swing their arm in the arc of a tennis stroke in a tennis game, giving a more simple, accessible and intuitive control system for casual gamers and those outside of the hardcore. The strategy worked. As of October 2009, the Wii had sold over 22 million more units worldwide than it’s closest competitor the Xbox 360. The console has sold more than 6 million units in the UK in only 3 years and analysts have stated that its current worldwide lead in unit sales, even if the worse case “scenario were to occur, the Wii would still come out the winner, with some room to breathe.” This is a signal of the ongoing trend of good enough technology surpassing its more expensive competitors. While the Wii is first perhaps mainstream example of successful casual games could get, it was still within the console realm, giving it limited success to more casually accessed devices such as computers and mobile phones.

A key factor in bringing more casual consumers into the gaming industry has proven to be to allow gaming in short bursts, either on public transport or on work breaks. Suitably simple, playable games with no need to save were necessary therefore to emerge on devices, which could be easily accessed in these scenarios. In 2007 both the iPhone and Facebook began allowing third party development for applications on their platforms. The lines between games developer and consumer have begun to blur as the last year has seen an exponential rise in gaming on both platforms as developers with basic skills have gotten to grips with the possibilities and the challenges of the mobile phone and social networking platforms. One of the major players in social network gaming Playfish, was bought by EA for around $300 million in November signaling the enormous valuation of gaming on social networks. As previously mentioned Zynga’s Facebook game Farmville has more users than the whole of Twitter and makes Facebook an estimated £614,150 per day through micro-transactions. The social gaming company has also recently raised $180 million in venture capital funds and is doing well enough to advertise, during a recession, that they are hiring on a huge billboard going into San Francisco, without using any words.


In the space of only a year 18,554 third party developed games have sprung up for the iPhone App store. Former ATM software developer Steve Demeter, becem one of the most famous iPhone game successes by creating ‘Trisim’ in his spare time. He submitted it to Apple priced at $5, making $250,000 in profits in the first two months of it’s release. London has it’s own successes in iPhone App development, including Simon Oliver whose ‘Rolando’ sold several hundred thousand copies, with a sequel doing equally as well, this even lead to a recent article in the London Evening Standard newspaper heralding the “Triumph of the Apprepreneur”. The emergence of this trend has given opportunity to websites like iPhone App Freelancer http://www.iPhoneAppFreelancer.com/ to emerge which allows those with no technical no-how but good ideas to collaborate with developers looking for freelance work to create fresh iPhone Apps and games, celebrating the new found potential in the co-creativity of casual gaming.


The potential of this new gaming horizon is vast. So much so that EA’s Casual division refers to itself as Casual Entertainment rather than Casual Gaming. This vastness and expansion beyond the realm of gaming is reflected in the 2007 fact that an estimated 200 million people who do not consider themselves gamers, play online games per month. The demographics of these casual gamers also differ significantly from the stereotypes of hardcore gamers. They are 74% female and 71% over 40, while 88% said they relieved stress from playing casual games and 74% cited mental exercise as a benefit of games. Yet it is not just financially, through an enlarged demographic that the industry will strengthen, but through better games in allowing the additional ideas of non-developers to come through, as the Vice President of Zynga, Hugh De Loayza insinuates that Zynga listens to their users. “A standard console game developer, if he has a 30-year life cycle, he’s going to get out maybe 15 titles, and that’s it. You’ve got 15 shots to make your decisions correct. Here, you can make a decision on a daily basis and alter it, tweak it, and live with it for a longer period of time.” This potential to expand the gaming industry in terms of creativity, finance and demographic has finally been recognized by the more hardcore gamer consoles as they have begun to further embrace digital distribution as well as more casual control systems.

While gaming analyst, Jesse Divnich has blamed the casual gamer for the October drop in games sales, it can be suggested that the lack of a fresh stream of casual games could also be a reason, the games industry must now take this demographic into account. The December resurgence of Wii Sports Resort, gaining 17% in sales to take it up the UK Chart to Number 2, behind Modern Warfare 2, is evidence of the continuous casual demand. Divnich does however go on to suggest that Xbox 360’s “controller-free gaming and entertainment experience” Project Natal as the next resurgence in the casual and non-traditional markets. The inherent problem in mentally separating consoles from gaming specific devices is a problem that helped the Playstation 2 win its console battle as many consumers saw it as a DVD player also, yet it is now the battle that the next round of console wars appear to heading towards this.

Microsoft seems to understanding this at last with that controller-free system which can also be used beyond games. Only the sales will be able to tell if Playstation 3’s Motion Controller will be able to challenge it, yet the ability to dream further to appears to be Microsoft’s, purely in pre-release hype. All the console systems however, will have to some extent take the lead from their users who are becoming ever more vocal, and used to instantaneous tweaking and adjusting of their systems with the digital distribution via phones and social networks. In order to keep up with the casual phenomenal, the behemoth that the games industry will have to continue to look towards is the wider populace and how they wish to casually interact with entertainment and games.

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:: An Interview With My Gaming Mother: Gatekeepers for Young Gamers

The controversial and immensely successful release of the Playstation 3 and Xbox 360 video game, Call of Duty: Modern Warfare 2 is particularly timely given that we are in the midst of the festive season. Modern Warfare 2, which was released in November of this year, smashed entertainment industry records to become the biggest entertainment release of all time. Within 5 days of it’s release Modern Warfare 2 generated $550 million, over $150 million more than the biggest ever 5 day gross at the box office (Harry Potter & The Half-Blood Prince, $394 million in opening 5 days).

Banned in Russia, because of a controversial scene in which the player can choose to mow down civilians in a terrorist attack on an airport, the storyline of the game focuses on the large-scale outbreak of war in the modern world, further pushing its timely quality with the recent ramping up of the war in Afghanistan. The controversial subject matter and particularly realistic setting has set the game up one of the most talked about Christmas presents for mother’s to give their children this year. On her blog, one Mother sarcastically asked and answered: “How do we really feel about war, anyhow? After 40,000 years the evidence is in. We like it. Here’s the top toy we will give this year to our children to celebrate the birth of Jesus Christ.”

Upon hearing the discussions about whether Mums would buy Modern Warfare 2 for their young children, I thought about my Mum’s impact upon my early life as a gamer. Unable to conceive of getting into video games without her financial backing as a child, and baring in mind that the world of gaming had changed significantly since I was a child in the early 1990s, I decided to ask her a few questions about her interactions with games via my obsession with them as a child.

“I think I started buying you games around 8 or 9 years old. You didn’t get them immediately. You had to ask for a long time, even though your friends had them for a while, but I guess it was a point of reference for you. To have something in common with others was I think the main reason we bought you a console.

“Particularly being an only child I didn’t want you to feel left out, I suppose all mothers have that urge though. I thought it might have a positive impact on your hand-eye coordination and fine motor skills, so when I first started buying them I would more or less choose the games that you got, apart from the ones your uncle bought for you! I remember I bought you Ecco the Dolphin and Art Alive because I thought the covers looked nice and I thought there might be some education value to them!”

I don’t really have any memories of my Mum getting me those game I didn’t really want, although there are lots of stories floating around the internet about Mum’s getting the wrong game for their child, especially with Modern Warfare 2 having a similar release for the Wii that is more an updated version of an older game.

I had totally forgotten about these placid and notoriously difficult games, but it was probably more its difficulty, especially of Ecco the Dolphin, rather than the fact that my Mum had chosen it. It was interesting that she choose the game purely based on the cover though, rather than play-testing it herself, as the internet didn’t exist in our world circa 1992.

I asked her what her concerns were with me playing video games as a child in general.

“Yeah I had concerns generally. I had heard stories of addiction on the radio, alongside those more extreme stories of children getting violent through not being able to differentiate between fantasy and reality and re-enacting the games that you had, but ultimately I didn’t censor you beyond the extremely violent and gore-filled games as I had faith both in my parenting ability by correlation your own ability to distinguish fantasy and reality.

“I was vehemently against buying GTA for you, all I had heard about was the violence in it, even though I knew your friends had it and you had the money to buy it yourself when you were 12 I didn’t let you buy it.”

I remember that my friends had Grand Theft Auto, one of the most controversial games that has since become a best selling series, allowing the player total freedom in a city but encouraging them through storyline to become a career criminal. I suppose the early censorship my Mum had instilled had worked as I don’t really remember having a large desire to get GTA, and it was only when the 3D version came out when I was older at around 15, that I had a desire to buy it, and my education in games in conjunction with my Mum’s early censoring had firmly distinguished gaming from reality.

This ability to distinguish even formed part of my argument when asking my Mum to buy me a game she wasn’t prepared to.

“Well your Uncle Herman would pass you down lots of games he would have, but I asked him to censor them, which he did most of the time! I’d buy you gaming magazines quite regularly; I still think to do that sometimes! And you’d usually get the same games as your friends. When it came to me actually buying games for you, you’d try and charm me!

I remember one time when we had been at the theatre seeing Richard II and you said to me ‘Can we have a look in the games shop?’ phrasing it in such an innocent way that you just wanted to have a look at what was there, but we both knew full well that you knew exactly what game you wanted!”

I too remember never once thinking ‘ah I’ll just have a look’ and always attempting to get my Mum into the games shop so that I’d have a shot at getting the specific game I had in mind.

“Once we got inside you’d keep the charm going but on this particular occasion after the theatre, with a large bout of pestering too! On the whole though you knew which games I would get you and which I wouldn’t, and once I had told you that it wasn’t suitable for you, you’d try with another game you had in mind.”

I do remember my journeys to the game shop as mostly being successful with my Mum, but I don’t think she ever bought me a game that was way out there and unsuitable.

“I would largely look at the cover then decide whether it was suitable for you, because you’d be with me most of the time I didn’t really have the opportunity to test it at home for myself, but we did end up playing one of the more controversial ones together and I got really into it.”

This brought me to one of my clearest memories as a young gamer. My Mum sat down and actively took part in scrolling beat-em up games with me. None of my other friends Mum’s did that! So it was really fun that she actively took part in them and we able to complete or get to the final round of, the two games we played the most together; Streets of Rage 2 and Golden Axe 2.

“I think your Uncle Herman gave you Golden Axe, which I really really enjoyed but although we got to the final round we never completed it! And Streets of Rage, I was iffy about the violence on the cover but I let you convince me slightly and I wanted to experience it myself to see whether it was bad or not, and in the end I ended up really enjoying it! The girl character became a fantasy me! I really loved that we got to go on a quest together, especially with the fantasy setting of Golden Axe, I trusted your ability to differentiate between the game and reality. I liked the stories too and felt a thrill at accomplishing them!

I think I ended up playing it through wanting to experience how violent it was for myself and also you asking me to play with you when you didn’t have friends round. Unless you experience it for yourself, you don’t really know what it’s about and it also gave me validity if I needed to censor it while we were playing. I guess the lack of blood and gore, despite the violence was a key factor in letting those two particular games slide, they really weren’t as bad as some of the others, and especially Golden Axe which was set in a more fantastical realm”


At this point I begin to contrast my Mum’s attitude with 16-bit graphical violence with the graphics of the modern day behemoth of gaming, and in particular the controversial level in which the player takes the role of a soldier who goes undercover as a terrorist and is encouraged to gun-down innocent civilians in an airport. The fact that this level can be skipped is in many ways an emotional plot device to get the player to dislike the bad guys of the game. Even if the player does decide to take on the level they do not have to largely partake in the shooting of civilians.

After the brief story monologue, and the in-action graphics of the game appeared, my Mum looked at me shocked at how realistically the graphics had progressed since we were playing together more than 10 years ago.

“I’m shocked at the realness of it! I’m not sure I would’ve bought you the beat-em up games if they’d been this real!”

When the shooting of civilians started happening she looked visibly disgusted.

I don’t like how the gun was coming from my perspective, that makes it too real. It didn’t used to be like that point of view. There’s a crossover with reality here also.”

She stopped the video ¾ of the way in though, as she was unsure if she could continue.

I’ll finish it but it’s caused me a degree of anxiety definitely, but then again I suppose I am able to suspend my disbelief as the characters walk through the bodies in a cartoony way rather than stepping over them in a more realistic way, but the wanton destruction of this game disgusts me. It made me shudder and dragged my emotions into it despite it being a game. If you were younger, I wouldn’t be buying that for you if you!”

I ask about the upcoming proposal for the Digital Economy Bill, which will make it illegal for the first time to sell 12+ rated games to children under the age of 12 and she answers with full confidence in the passing of that law.

“Yep very sensible, the media has a part to play in this because you only hear about the games that cause controversy, or I do anyway because you were my link to that world, but I suppose if you were younger now I’d use the internet more to check up on what games you wanted and maybe look for more realistic takes on reviews or multiple ones anyway.

“Games have definitely got more realistically violent since I was buying them for you, but I suppose the world has seemingly got more violent too in the reporting of violence. There’s more a saturation of violence it seems, but having said that I’m intrigued by the Wii, which my friend has a Pilates game for so I’d consider checking that our, and I get the impression that it spans generations rather than hardcore teenage gamers. It seems to have something more appealing. I think the key factor in parental control is actually experiencing the game for myself though.”

While my Mum has been musing about whether to buy herself a Wii since interviewing her, there is definitely a thread that the violence of games past went unnoticed by parents and there are plenty of examples of kids appealing to internet gaming community members to help them persuade their Mum’s to buy them Modern Warfare 2 (examples here, here, here and here). Yet in a lot of cases (well, at least in mine), Mum’s decision was often final and perhaps it needs that firmness to give children a clear sense about how to choose what games they can deal with. There is no doubt that it’s essential to censor young children to games in some form, but my discussion with my own Mum also suggests that it is possible to find a middle road, where both parents and children can enjoy games together, where censoring can become more of a behind-the-scenes issues rather than a confrontational one.

As a related link it seems there are also others comparing the violence in the games of yesteryear, including the aforementioned Streets of Rage 2:

http://www.gamesradar.com/f/games-you-played-as-a-kid-that-would-be-mature-rated-today/a-2009121414954520080

Nathan Miller is an Assistant Community Manager @ Face

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