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PewInternet.org The Rise of Networked Information Lee Rainie, Director, Pew Internet Project 5.31.2012 Society for Scholarly Publishing

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Presentation on theme: "PewInternet.org The Rise of Networked Information Lee Rainie, Director, Pew Internet Project 5.31.2012 Society for Scholarly Publishing"— Presentation transcript:

1 PewInternet.org The Rise of Networked Information Lee Rainie, Director, Pew Internet Project 5.31.2012 Society for Scholarly Publishing Email: Lrainie@pewinternet.orgLrainie@pewinternet.org Twitter: @Lrainie

2 The traits of networked information Pervasively generated Pervasively consumed Portable Personal Participatory Persistent and searchable Continually edited Linked Social currency Multi-platformed Dense and multi- threaded Real-time and timeless

3 Digital Revolution 1 Internet (82%) and Broadband at home (66%) 71% 66%

4 Internet users by age

5 Networked creators are everywhere (two-thirds of adults; three-quarters of teens) 66% of internet users are social networking site users 59% of cell owners share photos or videos 37% contribute rankings and ratings 33% create content tags 30% share personal creations 26% post comments on sites and blogs 15% have personal website 15% are content remixers 16% use Twitter 14% are bloggers Of smartphone owners: 18% location services 74% maps/directions/local awareness

6 140% increase words consumed since 1980 Info consumption up from 7.4 hours a day in 1960 to 11.8 hours in 2008 Reading volume has grown 3X since 1980 100,500 words per day and 34 gigabytes

7 56% of adults own laptops – up from 30% in 2006 44% of adults own MP3 players – up from 11% in 2005 52% of adults own DVRs – up from 3% in 2002 42% of adults own game consoles 19% of adults own e-book readers – Kindle Doubles over holiday season 19% of adults own tablet computer – iPad Doubles over holiday season

8 Broadband facilitates networked information Links and multimedia Self-paced learning Analytics Pervasive media

9 Mobile phones – 88% of adults 331.6 Total U.S. population: 315.5 million 2011

10 Smartphone tipping point -- 46%

11 Smartphones – 46%

12 Apps – 50% of adults

13 Mobile connectivity alters media venues and expectations New access points to knowledge (AAA) Real-time sharing, just- in-time searching Augmented reality Pervasive, perpetual awareness of social networks Attention zones morph

14 % of internet users

15

16 Social media aids peer-to- peer learning by doing Elevates DIY learning in social networks Increases the role of social networks in learning Facilitates rise of “fifth estate” of amateur experts Changes character of social networks

17 What is the future of knowledge creation and dissemination? -- Shana Ratner (1997) “Emerging Issues in Learning Communities” New: Learning as a process Knowledge is objective and certain Old: Learning as transaction Knowledge is subjective and provisional

18 New: Learning as a process Learners receive knowledge Old: Learning as transaction Learners create knowledge What is the future of knowledge creation and dissemination? -- Shana Ratner (1997) “Emerging Issues in Learning Communities”

19 New: Learning as a process Knowledge is organized in stable, hierarchical structures that can be treated independently of one another Old: Learning as transaction Knowledge is organized “ecologically”- disciplines are integrative and interactive What is the future of knowledge creation and dissemination? -- Shana Ratner (1997) “Emerging Issues in Learning Communities”

20 New: Learning as a process We learn best passively, by listening and watching Old: Learning as transaction We learn best actively doing and managing our own learning What is the future of knowledge creation and dissemination? -- Shana Ratner (1997) “Emerging Issues in Learning Communities”

21 6 questions for publishers 1.What’s the franchise? What’s the commodity? 2.What’s the multi-media play? 3.What’s the social media/social networking play? 4.What’s the mobile play? 5.What’s the gift economy play? 6.What is the analytics play? (metrics of success)

22 22 What is revolution 4?

23 23 Are hot new gadgets evident now? Hot gadgets and apps that will capture the imagination of users in 2020 will often come “out of the blue” and not have been anticipated by many of today’s savviest innovators. 81% experts 80% full sample The hot gadgets and applications that will capture the imagination of users in 2020 are pretty evident today and will not take many of today’s savviest innovators by surprise. 16% experts 17% full sample

24 24 Themes iPhone, iPhone, iPhone Innovation ecosystem will change: bandwidth / processing Still, there are basic trends evident now and some groundwork that has been in place for years that will yield innovation. – The internet of things - sensors proliferate – Mobile connectivity and location-aware services grow – Interface changes: Beyond the mouse; bigger/thinner screens -- 3D displays – “Consolidated,” all-purpose gadgets and apps

25 Your map is wrong

26 Thank you! Questions?


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