Title: The Millennial Generation as customers
1The Millennial Generation as customers
- From the book Millennials and the Popular
Culture How the Next Generation will change
arts and entertainment (Lifecourse.com) - Dr. Pete Markiewicz
- Indiespace.com Lifecourse AssociatesArt
Institute of California, Los Angeles
25 views of Millennials as customers
- The entitlement generation
- The call for a feeling generation
- The DJ/generative generation
- The new Millennial brand
- The virtual generation (next deck)
3The entitlement generation
- Derives from the special core trait
- Millennials see their needs as rights
- Everyones a micro celebrity worthy of special
customer service - Expect benefits (and a list) from the start
- Expect free stuff
- Special enough to deserve it
- Theyll give up their privacy to get it
- Helicopter parents will defend their rights
4Reaching an entitled generation
- Give them enhanced peer to peer communication
its their greatest right - Tell them they have a right to virtual products
and services (that can reproduced at low to zero
cost) - Mashups, Widgets
- Membership
- Online entertainment
- User-generated entertainment
- Let them barter their privacy for your content
- Parent/child co-marketing (parents will foot the
bill)
5The call for a feeling generation
- Derives from the team-player core trait
- Millennials dont have an inner compass (unlike
their mostly Boomer parents) - Online peer groups in Web 2.0 provide the wisdom
of the crowd for personal decisions - Short, frequent ping style communication
(texting rather than long calls, emails, or
letters) - Definition of friend loosened to anyone you can
communicate with - Virtual personas to broadcast their inner state
(e.g. avatars in virtual worlds)
6Inner compass vs. The wisdom of the crowd
- Older generations have a feeling (excitement,
sadness), and call a friend to share - Millennials call a friend to get their next
feeling - Millennials consult the group to know
- what to think/feel next! Sherri Turkle, MIT
7Calling for a feeling
Students cant go for even a few minutes without
talking on their cellphone. Theres almost a
discomfort with not being stimulated a kind of
I cant stand the silence -Donald
Roberts,Stanford Professor, quoted in Generation
M, Time, March 27, 2006
8Answering a call for a feeling
- Ping them via their networks
- Viral, Internet every day (really hour)
- Mass media when Millennials are sharing
- Drop the Superbowl ads
- Tell them how to be like everyone else
- Do this your friends are all doing it!
- We help everyone share what you do!
- We help you get the coolest product/service
possible - We tell you how to plan your future
- We support the right social causes
(clickthrough activism)
9The DJ/generative generation
- Derives from team player core trait
- All Millennials are media creators
- Preferred technology is generative
- Media is cut and paste mashups
- More parts, options, features better product
- Multiple origins, sources, ok
- Authenticity less important
10Generative technology
- Millennials have grown up with technology that
encourages - Configuration
- Flexibility
- User modification
- User sharing
- User-created content
11Generative technologies have
- Leverage simple product or concept enables a
broad new range of activity - Adaptability easily built out, ramped up,
modified - Ease of mastery users can learn how to use
and repurpose product - Accessibility everyone can be creative using
the technology - Transferability changes/innovations made by one
group are easily transferred to others - Payoff - allow amateurs to come up with the
really big innovations
12Generative plus/minus
- Advantages
- Easily ramped up, modified
- Allow amateur innovation
- Innovations rapidly propagate through system
- Quick fixes for problems
- Disadvantages
- Configurable may equal too complex
- Too arcane (PNG versus GIF)
- Lame amateur stuff crowd out professionals
- Vastly more susceptible to damage through
viruses, hacking, malware
13Examples
- Tea kettle versus coffee pod
- MP3 versus iPod
- iPod versus CD
- Mac versus iPhone
14Carterphone vs. Pod
- The Carterphone or Pod gambit
- Turn a generative system into a non-generative
one - Take end to end control
- Improve ease of use
- VASTLY improve security
- BUT, when a wireless carrier controlled which
cellphone could be used in their network - Quality suffered
- Features valuable to consumers were removed
- Undesirable features were not improved
SOURCE Tim Wu, Wireless Carterphone, 1
International Journal off Communication 389,
404-15 (2008), at http//ijoc.org/ojs/index.php/ij
oc/article/view/152/96
15Reaching the DJ/generative
- Millennials dont want
- Freedom for freedoms sake at the hardware or
network level - Generative ability at the software level
- Millennials DO want
- Configurability
- Generative mashup ability at content level
(media exchange, visual language) - Sharing mashups (media creations versus
open-source software)
16The Millennial mashup
- Features
- Existing data and media re DJed together
- Generative tech allows end-users to overlay
media from other sources - Results are easily shared via the network
- Types
- Media creations (e.g. blog)
- Virtual products/widgets (e.g. virtual pets)
- Creates value from
- Word-of-mouth advertising
- Virtual product sales and distribution
17Selling to the generative
- Your product should
- Let them generate at the content level
- Let them generate at the media level
- Build mashups
- Create online characters/personas
- Upload micro-celebrity video, commercials
- Create/sell virtual products (IVMU example)
- Less important at hardware, software level
- Dont create products that
- Are stripped-down, inferior to protect the
vendor - Show them the walls of your garden
- Allow only one-way watching and listening
- Dont be the one who stops the Millennial
Carterphone! (unless you still think the music
industry is cool)
18Generative for mobiles
- Do
- Keep the walled garden for hardware, network
- Keep code, network private (security)
- But
- Lower gates for developers (e.g. add Flash)
- Provide tools for media generativity (mashups)
- Figure out a revenue model (micropayments)
- Provide tools for sharing between users
- Dont
- Use celebrities (professional content producers)
- Rely on top down entertainment, media as a sole
strategy
19The new Millennial brand
- Brand loyalty, with a difference
- Loyalty to the transaction, not the big picture
- Loyalty to companies giving them generative
ability Loyalty to companies with a social cause - Millennials trust
- A few big, bright, and friendly brands that
give them generative capacity - Think Apple, Google, MySpace, Facebook
- Millennials dont trust
- Brands catering to narrow race/gender
classifications - One-way brands (they dont get to generate)
20Millennial house of worship
21Brands and networks
New network allows more brands to reach an
audience due to lower cost barrier
of Brands
Network technology allows ever-larger groups of
consumers to form consensus on a small number
of preferred brands
New network (telegraph, telephone, radio,
television, Internet) is introduced
Time
22End of brand fragmentation?
- In the long term, Millennial consensus building
will reverse brand fragmentation and a few big,
bright and friendly brands will re-emerge - Neil
Howe
23Becoming a Millennial brand
- Cool Brands
- Enable me to create via technology
- Tell the truth
- Are NOT edgy or cynical (software LINK)
- Are serious (no ironic humor, jackass behavior)
- Are something my parents and I agree on
- My Brands
- Part of my communication network
- Say/prove that Im special
- Mix (apparently) free stuff with payment
- Let me make and share stuff
- Show social responsibility (click through
activism)
24The virtual generation
- All the features of Millennials as customers
described thus far are small potatoes compared to
their participation in virtual worlds - See you at the next deck!
25References
- Millennials and the Popular Culturehttp//www.lif
ecourse.com/pubs/books.php - Millennials Go to College (2nd ed.)http//www.lif
ecourse.com/pubs/books.php - The Press-Democrat - Millennials fight Boomer-led
Wi-Fi banshttp//www.pressdemocrat.com/EarlyEditi
on/article_view.cfm?recordID9085publishdate04/1
3/2008 - Generation M, Time Magazine March 27, 2006
- Sherri Turkle MIT cyber-psychologist, in The
Economist, April 12, 2008 - Online traffice at compete.comhttp//siteanalytic
s.compete.com - Cnet - Neilsen 2008 results for social networking
siteshttp//news.cnet.com/8301-13577_3-9948219-36
.html - Why virtual worlds are overtaking the game
industryhttp//www.virtualworldsnews.com/2007/10/
why-virtual-wor.html - New World Notes - New World Notes' True Community
Search Top Twenty Popular Second Life Sites,
September 20http//nwn.blogs.com/nwn/2007/09/new-
world-notes.html - Total minutes netratings for web 2.0
siteshttp//www.netratings.com/pr/pr_070710.pdf - MySpace real pageviewshttp//www.mikeindustries.c
om/blog/archive/2006/04/myspace-click-factory - Fun with numbers Do New Ratings Mean New
Valuations?http//voices.allthingsd.com/20070712/
robert-seidman/ - Second Life statisticshttp//secondlife.com/whati
s/economy-graphs.php - Second Life engagement Second Grade Math(Oct.
5th 2007)http//blog.secondlife.com/category/econ
omy/ - Kids worlds poised for growth spurthttp//www.em
arketer.com/Article.aspx?id1005410srcarticle_he
ad_sitesearch - Harvard Business School Conference, Nov
2007http//www.gamasutra.com/php-bin/news_index.p
hp?story16326 - There.com demographics (2004)http//findarticles.
com/p/articles/mi_m0PJQ/is_6_2/ai_114573226 - Daedalus Project - The Psychology of
MMORGshttp//www.nickyee.com/daedalus/archives/00
1369.php http//www.nickyee.com/daedalus/archives
/pdf/3-4.pdf - Comparing virtual worldshttp//www.kzero.co.uk/bl
og/?p978