Who Owns Who?

President Trump has recently created a(nother) media stir by expressing his concern about the selling power of the on-line retail giant we call Amazon. While personal opinions about this matter will vary, it signals a quiet but important industry trend – the consolidation of companies. We cannot assume that a business’s name is synonymous with ownership.

For example, did you know that Amazon owns IMDB, Twitch and Whole Foods? Or that eBay owns Craigslist and StubHub? Or that Apple owns Shazam (yes, that’s why ‘OK Google’ can’t tell you song titles like Siri can!). The chart below is one helpful way to understand the complex web of brand ownership

While you may (or may not) find this chart interesting, it contains an important lesson. In an increasingly connected society we need to do our homework. If you are selective about who you do business with, you need to spend time researching who owns who!


Head ShotDr. Jeff Suderman is a futurist, consultant, and professor who works in the field of organizational development. He partners with clients to improve culture, leadership, teamwork, organizational alignment, strategy and organizational future-readiness. He resides in Palm Desert, California. Email: jeff@jeffsuderman.com

 

Chart Source

 

What Happens in an Internet Minute?

Most of us acknowledge that the internet has become the hub of our lives. But have you considered what actually happens in an average internet minute? TechSpartan recently answered that question and compared our activities between 2013 and 2014. Here’s what our play (and work!) looks like in 60 seconds:

Internet Minute3

 

 

The March issue of WIRED magazine presented another interesting phenomenon that we are not tracking yet – Internet Minute2screenshots. You have likely observed many conference attendees raise their phones above their head and take screenshots of slides. We also snap photo’s of events, of notes, of texts or things we want to remember later. These screenshots can be both humorous and incriminating and their use is also increasing. This trend is demonstrated by Evernote users who saved 45% more screenshot in their notes than they did a year ago (WIRED).

Some believe that screenshots will help improve productivity and group learning. For example, an individual recently tweeted an article link and received 109 retweets. When he reposted it as a readable screenshot he received over 4,200 tweets (WIRED). So far, the screenshot trend is not occurring through a centralized app but it is plausible that we will see an app claim this market in the upcoming months!

Years ago The Eagles wrote a song about A New York Minute. It appears that even the city that never sleeps can’t even keep up with the internet anymore!


 

Head ShotJeff Suderman is a futurist, professor and consultant who works in the field of organizational development. He works with clients to improve leadership, teamwork, organizational alignment, strategy and organizational Future-Readiness. He resides in Palm Desert, California. Twitter: @jlsuderman

Clive Thompson (March 2015). Screenshot effect: Display your display. Wired Magazine.

 

 

Gamified Life: Gaming goes mainstream

It was a hot summer day and our teenagers and their friends were playing in our pool. As I observed them, I grasped how video games have affected how they speak and play. I heard Ben tell someone that they had ‘lost a life’. Kaden issued a challenge and the task was called a ‘mission’ and lack of success was a ‘fail’. An effective flip was referred to as ‘a sick combo’ and earned someone a ‘level-up’.

As a trendwatcher, I like to keep the pulse on trends which are going to change the way we live. Gamification is one of these trends. The communication in our swimming pool, a domain I once believed to be a video-game free zone, demonstrates how video gaming has also crept into our mainstream lives.

Gamification is …the use of game thinking and game mechanics in non-game contexts to engage users in solving problems”.[1] Practically, we are seeing this concept creep into things such as exercise (review a recent Apple fitness ad), learning (engage in brain games at lumosity.com) or staff training (see how Deloitte Consulting is using it to teach). Those of us who are Starbucks reward card holders see elements of gamification in the way they award badges or accomplishments after the completion of certain tasks (first on-line purchase, gold star status, or sending an e-gift).

As I monitor trends, I set signposts as a means to monitor how a trend is progressing. Like roadside mileage markers, the more frequently you see these signposts, the faster the trend is developing (or diminishing). Here are a few signposts to monitor as you observe the trend of gamification.

  1. Vocabulary: Watch for an increase in daily language terms related to gaming, especially with non-traditional audiences. This will range from terms such as badges or accomplishments to levels and domains.
  2. Location Diversity: Watch for gamification in non-traditional venues. The Toy Story ride at Disneyland is an example of the predictable gamification in amusement parks. However, when you see gamification concepts being used in venues like churches or employment training centers, you know it is hitting the mainstream.
  3. Recreation: Watch for gamification concepts to enter traditional forms of recreation. Concepts such as Laser Tag, Bingo Bowling, or TopGolf are indicators that gamification is affecting old-style games in new ways.
  4. Teaching/Learning: Watch for an increase in the use of tablets, apps and games in classrooms. The increasing use of resource such as Kahn Academy, a gamified college course (Olds College) or the elementary curriculum which uses on-line games to reinforce learning  herald the acceptance of gamification.

New trends are always accompanied by both advantages and disadvantages. Strategic organizations learn to leverage the advantages. Gamification will provide many opportunities which will help organizations to achieve their mission in fresh ways.

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[1] Gamification. Wikipedia.com. Retrieved July 21, 2014 from http://en.wikipedia.org/wiki/Gamification