“Netflix used an open-source network, the U.S. Postal Service, to launch an alternative distribution business without asking anyone for permission. Now they are using another open-source network, the Internet, to transform the business. It is much easier for Netflix to change, because they don’t have to undergo a kind of religious conversion like media companies will have to.”—Netflix a Fast-Growing Rival to Hollywood and Cable - NYTimes.com
According to Opera, the largest demographic of Opera users are between the ages of 18- and 27-years old in 13 countries representing major and emerging markets. The report highlights show mobile phones becoming ubiquitous in this generation, with definite variations:
Almost 90% of respondents in the United States aged 18-27 have used their phones to share pictures. Of the profiled countries, Vietnam — at 67% — had the lowest use of mobile phones to share pictures.
Respondents in the United States are least likely to have asked someone out on a date via SMS (44%). Respondents in China (84%), Germany (84%) and Vietnam (83%) are most likely to have used SMS texts to ask someone out on a date.
Generation Y in both China and the United States share a disdain for printed newspapers. 53% of respondents in the United States and 57% of respondents in China rarely or never read physical newspapers.
Watch your privacy policies. Respondents in South Africa (49%) and the United States (44%) were somewhat to very uncomfortable sharing their personal information online.
Reporting results from the third quarter, GfK notes that Android is the second most used mobile operating system globally, matching statistics provided by Gartner, suggesting that just over 25% of smartphone owners used Google’s software globally. (via TheNextWeb)
Not only is it currently impossible to share a Lamebook link to your News Feed or a friend’s Facebook Wall — you can’t even include them as part of a direct message or email to friends (you get an error message indicating that it’s “abusive or spammy”, which isn’t even accurate). That’s completely outrageous, and it’s a warning flag that comes only a few days after Facebook announced a new hybrid email/IM/SMS product. Do you really want someone to be censoring your outbound email?
Intended to combine “a tabloid sensibility with a broadsheet intelligence”, the publication represents Murdoch’s determination to push the newspaper business beyond the realm of print.
According to reports, there will be no “print edition” or “web edition”; the central innovation, developed with assistance from Apple engineers, will be to dispatch the publication automatically to an iPad or any of the growing number of similar devices. (via guardian.co.uk)
As a slight gift to opt-outers out there, Loopt is giving away 10 iPod Touches for TSA touching. Just check into your airport on Loopt* on Wednesday, November 24 (with iPhone, iPod Touch or Android), share a bit about your experience, push it to Twitter with the hashtag #touchedbyTSA, and you can win an iPod Touch. That simple.
“Instead, the problem with the attention-span discourse is that it’s founded on the phantom idea of an attention span. A healthy “attention span” becomes just another ineffable quality to remember having, to believe you’ve lost, to worry about your kids lacking, to blame the culture for destroying. Who needs it?”—The Attention-Span Myth - NYTimes.com
Foursquare is partnering with PepsiCo and Safeway to launch a pilot program which could serve as the future of the company’s business model—and as an answer to competitors Facebook Places and Gowalla.
Today, the New York-based geo-location service will introduce a rewards platform built on top of Safeway’s existing loyalty program. The platform enables users to link their Safeway loyalty accounts to Foursquare, and earn rewards from check-ins. It is designed to be scalable, which means any other national retailer—perhaps even Walmart—could link its existing loyalty program to Foursquare.
“That problem being that gamification isn’t gamification at all. What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience. Points and badges have no closer a relationship to games than they do to websites and fitness apps and loyalty cards. They’re great tools for communicating progress and acknowledging effort, but neither points nor badges in any way constitute a game.”—Buzzword Watch: The Gamification of Work