Monday, June 12, 2006

10 Truths About the Digital Ecosystem

Geoffrey Moore has a list of ten big trends in the digital ecosystem.

A couple of highlights from the post:

"6. Games tell all. Anthropologists of future centuries can be spared digging through layers of sedimentary rock. Instead they will just need to find game machines that let them play World of Warcraft or play back the history of an avatar in Second Life. All the metaphors of contemporary culture are being acted out in one or another corner of this virtual universe. And currency exchanges are beginning to link this universe to the physical one.

The emphasis on symbolic interactions in a digital lifestyle will have unpredictable effects on self-perception and social norms. Historically the real world has set the norms and the digital world reflected them, but the obverse can be expected to be true going forward. Games can become living laboratories to explore strategies for living, a role played by literature and drama in ages past.

4. Everything is media. While advertising will not pay for everything, everything will become a potential opportunity to advertise. This means that at least some technology adoption life cycles can be short-circuited by providing the disruptive innovation for free.

If advertising is the default funder of digital offers, then consumption is the ultimate paradigm. Over time people and cultures will weary of this, and socially constructed content will become more pervasive as an escape from constantly being pitched."

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