Business - Written by Naumi Haque on Friday, September 21, 2007 16:56 - 2 Comments
Living on the fringe: A story about NGen luddites
Net Generation research suggests that my demographic should naturally gravitate towards online tools; spending countless hours a week on Facebook, creating avatars in SecondLife, playing massive multiplayer online games (MMOL), and generally embracing Web 2.0 technologies. However, as with most categorizations, there are always the exceptions. I find this particularly true of those on the far edge of the age band, specifically those, like me, now in their late twenties (i.e. born between 1977 and 1980). Maybe we’re just getting older, but I’m having a harder time identifying with some of the younger NGeners.
Moreover, I would say that a significant percentage of us have little or no interest in Web 2.0 technology. A good 40% to 50% of my friends (I’m talking about the real ones, not the Facebook variety) don’t use IM, shun social networking sites, aren’t avid bloggers, and continue to use the telephone as their primary means of communication. Sure, we all use e-mail too, but even that’s a bit backwards; nowadays we’re being told “e-mail is dead.”
Maybe it’s because we’re just old enough to remember “the good old days” when cable TV was a luxury in many households, you had to ride your bike to the video store to rent a VHS movie, and a social network was just the kids on your block. A client recently told me his younger son plays upwards of 40 hours of World of Warcraft per week – a full-time job by most accounts. Contrast that with parents of kids in the late 80s that would flat out deny us from having video game consoles in the house (mine finally caved in the mid-90s when my younger brother threw a tantrum to get a Super NES).
Or, maybe we’re just bitter because we missed the party. Sandwiched uncomfortably between GenX and the NGen, we feel somewhat disenfranchised. We have legacy skills like knowing how to program a VCR, but we lack some of the advanced skills of the younger portion of our generation. Though we use technology, we often lack the patience to optimize it (could someone please set me up on BitTorrent so I can download movies more effectively).
We’re also a small demographic (in North America anyways). According to date from the US National Center for Health Statistics (NCHS), fewer children were born between 1971 and 1980 than any other ten-year period since the ‘40s. Naturally, we command less attention from advertisers and are generally lumped in with the gadget-loving, plugged-in teenagers and early twenty-somethings that characterize the broader group.
Yet another possible explanation is that as you get older, you naturally gravitate towards real experiences and less superficial, technology-driven interactions. It’s certainly too early to tell, but will the rest of the NGen also lose their affinity for gaming and social networking as they get older? The tools certainly won’t go away, but maybe how we use them as we mature becomes more restrained.
Whatever the reason may be, it’s certainly clear to me that us late tech bloomers are a bit more cynical about Internet technology (and the world) than the rest of “our generation.” So we’re still technically the NGen, but we’re on the edge, and we’re a little different.
2 Comments
Naumi Haque
Karl, I like your classification system – it makes a lot of sense. In that regard, I guess I’m Gamer 2.0. If I can brag a bit, I would say that I’m wicked good at Pac Man; although I’m still working on the whole playing with my eyes shut : )
Part of it for me is the fact that video games became less social as we got older. Pac Man, though a one-player game was somewhat of a social activity because the table-top format allowed you to sit across from friends and challenge each other’s top scores. The games were easy to play, so anyone could join in. StreetFighter remains for me one of the best fighting games of all time, not because of the graphics or the game play, but simply because anyone growing up in the 90’s knows how to play it. It provides a (relatively) level playing field and anyone can join in, making it a somewhat social activity.
As games became more complex they required more and more time to master and so became the sole purview of hard core gamers. The Internet made the games more social again, but also required investing time in a whole new set of online “play friends.” Something many of us are not willing to do. I think this is, in part, a reason for the great success of Nintendo’s Wii with its back-to-basic approach.
In the context of how the different types of games affect cognitive and leadership skills, John Seely Brown makes some good points about how playing World of Warcraft might actually enhance one’s employability (see “You Play World of Warcraft? You’re Hired!” from Wired Magazine http://www.wired.com/wired/archive/14.04/learn.html).
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I agree that there are real differences among even the various members of the Net Generation. I use the term “Gamer Generation” since I think video games have had a huge influence on this generation, although so have gadgets and, of course the web.
To deal with this, I break the “Gamer Generation” into Gamers 1.0, Gamers 2.0, Gamers 3,0 and Gamers 4.0 depending upon what games they played while growing up and how much they are into technology. Maybe there should be a Net Generation 1.0, 2.0 etc.
The Gamer 1.0 folks played no games or games like Pong. These folks shy away from the technology for the most part and when they played the games just really thought about where to hit the ball next.
Gamer 2.0 folks played games like Space Invaders, Oregon Trail and Where in the World is Carmen San Diego. Much more involved games, most looking for pattern recognition and consistencies underlying the game. In fact, some people where so good at these games like Pac-Man they could complete the level by following patterns with their eyes closed.
The third level, Gamer 3.0 involved games like Myst. Now the players were problem solving, interacting with the environment figuring out where to go next. These were highly involved games that caused thinking at a higher level.
Next are Gamer 4.0. These are the people that are using the platforms like Second Life to create enconomies and interactions(as discussed in the book Wikinomics…which I loved by the way). These are the people who use Twitter, text message all the time and are highly tuned into leveraging open platforms to create meaning.
So, I agree that even among the “tech-savvy” there are different levels of technology use and expectations.