Now that networks are more and more clear, as what they can do to shift humanity, groups are identifiyng themselves in niche social networks, as LinkedIn, Stumble Upon, foursquare and the like, in opposing to the mainstream of digital culture, Twitter, Facebook, Orkut and the new promisse, Google+, all of them on strong expansion in the ways they integrate with existing services, as audio and video conference, photos, id privacy (…) and, of course, communication, and the brand new services they can immagine, forcing innovation to the tool in the way people communicate and handle questions related to their digital identity.
Is clear for the new economy that software products are here to stay. And not only to take some part of the 21st century economy, but to take all of the economy by the middle of the century. Software products do not share some characterisitcs that material goods have, and the software house have to reinvent the product on a regular base, as a R&D team, or else custommers will find a better service, a better product, because copying and replicating in the digital sphere is not only simple, is for sure, so the only salvation is constant reinvention, what make a lot of sense as long as people are always searching for convenience and price, software in general have to be kept on a short lifecycle of reinvention. What I’d like to point here is that sofware products have a short lifecycle. Is part of its conception, in the long run, the constant pace of changing and aggregating new intelligence in very unexplored ways to keep raising marketshare.
Games are an excelent way to teach children how to improve cognitive skills and study tradicional subjects as mathematic, idioms, geography, history and chemistry, to name a few. Kids have to be encouraged to use games for the good and improvement of society, as people in general are getting more and more used to integrate software in every small aspect of everyday life. The adults of the 21st century are going to live connected, getting used to access special information, selected to support decision making at every place, with gadgets recognizing where you are, matching your GPS location with a public database of commercial venues. Your watch, cellphone, iThing, e-wallet, show your location (when convenient) and integrate with your networks of peers, kids have to be conscious of what better they can do to the the society in serving information to the best of its use, and games are the way kids learn how to perform one main task while planning many other initiatives with improving loops of action. The constant injection of information, and repetitive characteristic, associated with the high degree of atention and commitment, make of video games, computers, consoles and pads strong candidates for finaly being welcome in classrooms in the five years.
Kids are more and more digital citizens, as their parents got used to use technology on a regular basis. This bring new features and benefits for life, as well as new problems and challenges for families and the society. Security, Education, Identity and the Law must be redifined on a very new perspective, one that is still reorganizing, reinventing itself, bringing the society as a whole to its domain.
Are you ready for the #NEW?