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The impact of telecoms on

human behavior
P  
   
   


    

m
9ndex

 9ntroduction
 Digital Consumer
 Technology
 Five key changes to human behavior
 9ndividuality
 9nstancy
 Virtual reality
 Tec power
 Tec voidance
 Conclusion


9ntroduction- Digital Consumer
 Digital consumer of today:
 Uses MMS barcode as a boarding
pass to check-in
 Uses the mobile to remotely
access his PC at home while he is
away on business
 Uses mobile banking but does not
have a real world bank account
 Uses his mobile GPS to find his
way around a city he has never
been to before.

÷
9ntroduction- Technology
 Technology is impacting everyone.
 Computer power is 8,000 times cheaper than it was 30 years ago.
 There are some communities on the web that are bigger than
significant countries.

 Community Name: Deviant art


 Description: Online Art community
 Members: 5,068,184
UAE population: 6 million
Oman population: Around 3 million

 Mobile technology has been adopted by more people than any


other technology ever has.
 At this rate, 80% of the world will carry a mobile phone in five
year·s time.
 ~  
         


9ndividuality
 9ndividuality is driven by


  
 





 The current generation is growing
up in a world of social media (blogs,
Facebook, and so on).
 Media; reality shows like Britain·s
Got Talent are     

  
 



 ~  
  
  


,
from the handset to the ring tones to
the personal accessories in which
people invest.
G
9nstancy

 Digital technology is enabling people to


live life ´here & nowµ.
 Technology is   
 



 

 
 
.
 There are no firm plans anymore.
Everything is on-the-go, fluid and
changeable.
 P  

 
 
 All of this is   

 

 ; we want nothing less
than instant messaging. We want to be
always in touch, always switched on.

^
Virtual reality
 Every human has a need to belong, to be a part of a community.
 Technology offers  
  
  and

 .
 Virtual reality is     

 

 

 A number of things that used to be done offline are now being
done with someone else online.
 Around 200 million people log on worldwide to play interactive
computer games.
 The 
 , also, pushes individuals spend numerous
hours playing games online.
 3D virtual communities like Second Life (SL) are other examples
of how people are connecting with each other.
 With over 1.5 million active users alone SL is like a virtual country
with an economy of its own.


Virtual reality- ´Second Lifeµ
M 
 M 



Tech power
 Digital technologies are
  



  
.
 This is driven by individuals·
   
 
over their lives.
 Tech powered organizations are
doing 
   



  
 

   

  
 
 P

  
  
  ! 

 

ë
Tech voidance
 Avoid using digital technology
for as long and as much as
possible.
 Late adopters who view the
world today as a 
 

 



 
 They are  

 As a profile, Tech avoiders are
  

  
 Baby Boomers are embracing
technology 20 times faster than
the younger generation,
therefore in the long-run Tech
avoiders will be a rarity.

m
Conclusion
 So what are the implications of these
changes?

 Constant evolution in the way we


live as with the concept of ´fluid
planningµ   


 
 
 9n the past, we had to be precise with
our schedules to meet someone.
 There was no such thing as ´last
minuteµ unless there was an
emergency.

mm
åeferences

 Comm Magazine
 http://comm.ae/2009/09/09/the-impact-
of-telecoms-on-human-behaviour/
 9mages Search
 www.Google.com
 Deviant Art
 http://www.deviantart.com/
 Second Life
 http://secondlife.com/

m

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