Nokia Predicts 25% of Entertainment by 2012 Will be Created and Consumed Within Peer Communities
Nokia Identifies Circular Entertainment as a Coming Trend as Consumers Get Collaborative
ESPOO, Finland, December 3 /PRNewswire-FirstCall/ -- Up to a quarter of
the entertainment consumed by people in five years time will have been
created, edited and shared within their peer circle rather than coming out
of traditional media groups. This phenomenon, dubbed 'Circular
Entertainment', has been identified by Nokia (NYSE: NOK) as a result of a
global study into the future of entertainment.
The study, entitled 'A Glimpse of the Next Episode', carried out by The
Future Laboratory, interviewed trend-setting consumers from 17 countries
about their digital behaviors and lifestyles signposting emerging
entertainment trends. Combining views from industry leading figures with
Nokia's own research from its 900 million consumers around the world, Nokia
has constructed a global picture of what it believes entertainment will
look like over the next five years.
"From our research we predict that up to a quarter of the entertainment
being consumed in five years will be what we call 'Circular'. The trends we
are seeing show us that people will have a genuine desire not only to
create and share their own content, but also to remix it, mash it up and
pass it on within their peer groups - a form of collaborative social
media," said Mark Selby, Vice President, Multimedia, Nokia.
Selby continues, "We think it will work something like this; someone
shares video footage they shot on their mobile device from a night out with
a friend, that friend takes that footage and adds an MP3 file - the
soundtrack of the evening - then passes it to another friend. That friend
edits the footage by adding some photographs and passes it on to another
friend and so on. The content keeps circulating between friends, who may or
may not be geographically close, and becomes part of the group's
entertainment."
Tom Savigar, Trends Director at The Future Laboratory added, "Consumers
are increasingly demanding their entertainment be truly immersive, engaging
and collaborative. Whereas once the act of watching, reading and hearing
entertainment was passive, consumers now and in the future will be active
and unrestrained by the ubiquitous nature of circular entertainment. Key to
this evolution is consumers' basic human desire to compare and contrast,
create and communicate. We believe the next episode promises to deliver the
democracy politics can only dream of."
Of the 9,000 consumers we surveyed:
- 23% buy movies in digital format
- 35% buy music on MP3 files
- 25% buy music on mobile devices
- 39% watch TV on the internet
- 23% watch TV on mobile devices
- 46% regularly use IM, 37% on a mobile device
- 29% regularly blog
- 28% regularly access social networking sites
- 22% connect using technologies such as Skype
- 17% take part in Multiplayer Online Role Playing Games
- 17% upload to the internet from a mobile device
As part of the research we have identified four key driving trends;
Immersive Living; Geek Culture; G Tech and Localism. These trends are
currently sitting on the edge, but as these trends become more mainstream,
they will have a collaborative, creative effect on the way people consume
entertainment and, we predict, will lead to the Circular Entertainment
phenomenon.
Immersive Living
Immersive Living is the rise of lifestyles which blur the reality of
being on and offline. Entertainment will no longer be segmented; people can
access and create it wherever they are.
Geek Culture
This triumph marks a shift as consumers become hungry for more
sophisticated entertainment. Geek Culture rises, consumers will want to be
recognized and rewarded - the boundaries between being commercial and
creative will blur.
G Tech
G Tech is an existing social force in Asia that will change the way
entertainment will look. Forget pink and sparkly, it is about the
feminization of technology that is currently underway. Entertainment will
be more collaborative, democratic, emotional and customized - all of which
are 'female' traits.
Localism
The report uncovered a locally-minded sprit emerging in entertainment
consumption and Localism will become a key theme of future entertainment.
Consumers will take pride in seeking out the local and home-grown.
The extensive research identifies the trends, along with the
technologies, that will be pivotal in the next episode of entertainment. In
conclusion, the results of the survey lead Nokia to believe in the next
episode; entertainment will be circular.
Notes to Editors
The research took place between July and September 2007. 9,000
consumers, who are active users of technology and own a mobile device [not
restricted to Nokia] aged 16-35 were questioned. In addition 17
correspondents from the Future Laboratory's LifeSigns Network were
interviewed. LifeSigns network is a community of 3,000 'superconsumers'
thinkers, doers, creators and authors of culture. Interviews were also
conducted with 10 leaders in different areas of entertainment who provided
us with in-depth proven insights into this subject and what lies ahead.
Experts were chosen from the areas of radio, internet, gaming, device
developments, mobile telecoms, music, computing, legislation and marketing.
About Nokia Nseries
Nokia Nseries is a range of high performance multimedia computers that
delivers unparalleled mobile multimedia experiences by combining the latest
technologies with stylish design and ease of use. With Nokia Nseries
products, consumers can use a single device to enjoy entertainment, access
information and to capture and share pictures and videos, on the go.
http://www.nseries.com
About Nokia
Nokia is the world leader in mobility, driving the transformation and
growth of the converging Internet and communications industries. Nokia
makes a wide range of mobile devices and provides people with experiences
in music, navigation, video, television, imaging, games and business
mobility through these devices. Nokia also provides equipment, solutions
and services for communications networks.
http://www.nokia.com
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