Futures of Media
& Entertainment
Futures thinking group work
Futures Thinking & Foresight Methodologies 01032
Trends summary:	
•  Technology as human extension
•  Living and Creating Virtual Realities
•  Senses techs
•  Trends evaluation
Our template
Trend Description
Describe shortly what the change is all about in societal
terms including: ”..change from.. to..” ” ..especially because
of..” ”..Influencing on / resulting as..”
Write also a hypothesis where it might go next.
Driving Forces & Counter trends
List other trends and forces that push the trend forward.
Use STEEP/PESTEC: Political, Economic,
Social/Cultural, Technological, Environmental

Select picture
VIsualization for the trend (﴾mark source)﴿
People & Consumption
Describe who or what started the trend.
Describe who or which factors are driving the trend forward.
Describe who are affected by the trend and in what kind of context they live in.
Discuss what the trend means to from people perspective.
HIGH speed of change.
MEDIUM speed of change.
LOW speed of change.


Key Words: Urban-‐Rular, Developing -‐
Developed,
Country/Region.

Trend name
Maturity & Speed I Coverage & Context
Trends
Internet of things, Cyborgs,
Wearables, Accessories, Hybrids
Cybernetic or Cyborgs is an organism is a being with both
organic and cybernetic parts. The beginning of Cyborg
creation began when HCI (﴾human-‐computer interaction)﴿
began. There is a clear distinction between the human and
computerized technology in HCI, which differs from
cyborgs in that cyborgs act out human functions.
Driving Forces & Counter trends
Advanced technologies, advanced studies in empowering
human abilities and skills -‐ Near Field Communication
(﴾RFID)﴿ -‐ Inbuilt in Android & Window Phone (﴾not IOS
though)﴿ -‐ QR codes -‐ Needs downloadable apps, inbuilt
to Windows Phone -‐ GPS, gyroscope, accelerometer for
gestures & pointing. Bluetooth 4.0 -‐ Very low energy
connectivity with BTLE -‐ Capacitive patterns in physical
toys. Google Glass -‐ Augmented reality with near-‐eye
displays -‐ Disney Research Touché – Nanotechnology.
People & Consumption
This trend will create new demand and consumption of media and entertainment
content -‐ It will also create demand for medical service providers who are able to
plant cyborg parts to humans.
HIGH speed of change

Urban, Developing, Country
Technology as human extension
True Wearable, by Propeller
Google Glass
Samsung
paper screen 
Maturity & Speed I Coverage & Context
Technology as human extension
Manifestation
Living and Creating
Virtual Realities
With  the  development  of  superhuman  intelligence,  people  
will  begin  creating  virtual  realities,  which  will  change  the  
way  entertainment  is  experienced  -­‐‑  There  realities  will  be  
very  close  to  real  life  experience,  because  of  the  advanced  
IT  technology,  and  therefore  very  realistic  -­‐‑  People  will  be  
part  of  information  networks  that  are  connected  
everywhere  and  with  everything  -­‐‑  By  creating  and  living  
virtual  realities,  people  can  expand  their  experience  of  life,  
and  also  share  their  virtual  realities  with  others.	
Driving Forces & Counter trends
Technological  development:  born  of  superhuman  
intelligence  -­‐‑  Environmental:  people  still  want  to  
experience  things,  but  travelling  will  be  more  dangerous  
and  expensive  -­‐‑  Similar  experiences  can  be  experienced  
virtually  -­‐‑  Entertainment:  Movie  industry  is  already  
including  this  subject  to  movies  -­‐‑    Political:  War  -­‐‑  Health:  
Virtual  realities  are  found  to  be  harmful?	
People & Consumption
Birth of social media and real life role play games are a beginning of this trend -‐
Also the accelerating speed of technological development -‐ Everyone will be
affected by the trend -‐ People will find ways to deepen their lives through virtual
realities. It could also become some people's profession to create services for
virtual realities or to provide help to create new virtual realities -‐ People will share
the virtual realities they created with their friends and this will become one form of
social network of being a human -‐ This trend will reduce the amount of services
used outside the virtual realities and therefore alter the targets of consumption -‐
People will buy services to enhance their experiences in the virtual realities. 
HIGH speed of change

Global
Living and Creating Virtual Realities
Google Glass
Samsung
paper screen 
Maturity & Speed I Coverage & Context
http://kootation.com/virtual-‐reality.html
Matrix Movie
Minority Report movie
Living and Creating Virtual Realities
Manifestation
http://
www.playingiseducational.info/
wp-content/uploads/2012/04/5-
Senses.jpg
Senses techs
Computers can produce content for all 5 senses -‐ Senses
can be experienced through Internet -‐ Services can be
provided including content for senses (﴾smell, touch, seeing,
feeling)﴿ -‐ Entertainment will use this trend to enhance the
media and entertainment content. -‐ Games will be highly
interactive with more dimensions to play with.
Driving Forces & Counter trends
Technology: Touch tech development (﴾textures -‐ Feel
Screens) - Market demand: People's interest to experience
new things and marketers desire to produce new
successful business areas -‐ Globalization: With Senses
Tech people can be connected also physical experiences
with each other. 
People & Consumption
It will cause an increase in the sales of the technology providing these
experiences -‐ Game and entertainment developers will have lot of new customers.
MEDIUM speed of change

Urban, Developed
Senses techs
Maturity & Speed I Coverage & Context
http://dendeg.fi
Senses techs
Manifestation
Trends evaluation
How was the work
The most challenging phases were the categorization and evaluation: to know precisely which trends
were more relevant and do the prioritization. The topic is very interesting and everything looks
innovative and we were surprised how technology has been improving in such a short time.
Technology can contribute even more for Media & Entertainment segments, it is easy fall in love and
be very intuitive and predictive.

Almost all the information was gathered from the Internet, previous experiences, workshops and
books. All content was collected individually and combined in a Prezi file. From there we’ve got a .pdf,
which was printed, helping us to better visualized the content. Other method used was Internet
qualitative questionnaire. We spread the survey around our friends and we got only 10 answers, the
few results were maybe because the amount of questions, mostly of all open to interpretation.
However the results were fantastic. 

The trends titles were decided by the group during the second workshop. We looked for the most
reasonable names for the grouped data. It was clear that many trends referred to the same technology
but named in different way, i.e. wearables and tech accessories. 
Futures Thinking & Foresight Methodologies 01032
Futures Thinking . Media & entertainment
Futures Thinking . Media & entertainment
References
Prezy presentation:
http://prezi.com/a4jagq8gewga/futures-thinking-trends-workshop-media-entertainment/

Some sources:
http://gigaom.com/2013/01/14/netflix-‐to-‐host-‐open-‐source-‐open-‐house/
http://mashable.com/2013/01/17/disney-‐infinity-‐in-‐depth/
http://www.digitaltrends.com/mobile/bought-‐the-‐farm-‐investment-‐in-‐social-‐gaming-‐drops-‐by-‐1-‐billion-‐in-‐2012/#ixzz2IV32g8Yr
http://blog.mindsnacks.com/2012/12/19/2013-‐prediction-‐educational-‐games-‐trump-‐gamification-‐of-‐educatio/
http://www.zdnet.com/so-‐what-‐is-‐apples-‐next-‐big-‐thing-‐going-‐to-‐be-‐7000009709/
http://2020mediafutures.ca/trends
http://www.mediapost.com/publications/article/191873/netflix-‐focuses-‐on-‐building-‐brand-‐new-‐disney-‐
deal.html#axzz2JBeqjNMC


Futures Thinking & Foresight Methodologies 01032
Group:

Deborah Isikaiye
Erkki Salo
Jane Vita Costa
Mahmoud Abdelrahman 
Teija Hakaoja
Tero Byman
Futures of Media & Entertainment
Futures thinking group work
Futures Thinking & Foresight Methodologies 01032

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Futures Thinking . Media & entertainment

  • 1. Futures of Media & Entertainment Futures thinking group work Futures Thinking & Foresight Methodologies 01032
  • 2. Trends summary: •  Technology as human extension •  Living and Creating Virtual Realities •  Senses techs •  Trends evaluation
  • 4. Trend Description Describe shortly what the change is all about in societal terms including: ”..change from.. to..” ” ..especially because of..” ”..Influencing on / resulting as..” Write also a hypothesis where it might go next. Driving Forces & Counter trends List other trends and forces that push the trend forward. Use STEEP/PESTEC: Political, Economic, Social/Cultural, Technological, Environmental Select picture VIsualization for the trend (﴾mark source)﴿ People & Consumption Describe who or what started the trend. Describe who or which factors are driving the trend forward. Describe who are affected by the trend and in what kind of context they live in. Discuss what the trend means to from people perspective. HIGH speed of change. MEDIUM speed of change. LOW speed of change. Key Words: Urban-‐Rular, Developing -‐ Developed, Country/Region. Trend name Maturity & Speed I Coverage & Context
  • 6. Internet of things, Cyborgs, Wearables, Accessories, Hybrids Cybernetic or Cyborgs is an organism is a being with both organic and cybernetic parts. The beginning of Cyborg creation began when HCI (﴾human-‐computer interaction)﴿ began. There is a clear distinction between the human and computerized technology in HCI, which differs from cyborgs in that cyborgs act out human functions. Driving Forces & Counter trends Advanced technologies, advanced studies in empowering human abilities and skills -‐ Near Field Communication (﴾RFID)﴿ -‐ Inbuilt in Android & Window Phone (﴾not IOS though)﴿ -‐ QR codes -‐ Needs downloadable apps, inbuilt to Windows Phone -‐ GPS, gyroscope, accelerometer for gestures & pointing. Bluetooth 4.0 -‐ Very low energy connectivity with BTLE -‐ Capacitive patterns in physical toys. Google Glass -‐ Augmented reality with near-‐eye displays -‐ Disney Research Touché – Nanotechnology. People & Consumption This trend will create new demand and consumption of media and entertainment content -‐ It will also create demand for medical service providers who are able to plant cyborg parts to humans. HIGH speed of change Urban, Developing, Country Technology as human extension True Wearable, by Propeller Google Glass Samsung paper screen Maturity & Speed I Coverage & Context
  • 7. Technology as human extension Manifestation
  • 8. Living and Creating Virtual Realities With  the  development  of  superhuman  intelligence,  people   will  begin  creating  virtual  realities,  which  will  change  the   way  entertainment  is  experienced  -­‐‑  There  realities  will  be   very  close  to  real  life  experience,  because  of  the  advanced   IT  technology,  and  therefore  very  realistic  -­‐‑  People  will  be   part  of  information  networks  that  are  connected   everywhere  and  with  everything  -­‐‑  By  creating  and  living   virtual  realities,  people  can  expand  their  experience  of  life,   and  also  share  their  virtual  realities  with  others. Driving Forces & Counter trends Technological  development:  born  of  superhuman   intelligence  -­‐‑  Environmental:  people  still  want  to   experience  things,  but  travelling  will  be  more  dangerous   and  expensive  -­‐‑  Similar  experiences  can  be  experienced   virtually  -­‐‑  Entertainment:  Movie  industry  is  already   including  this  subject  to  movies  -­‐‑    Political:  War  -­‐‑  Health:   Virtual  realities  are  found  to  be  harmful? People & Consumption Birth of social media and real life role play games are a beginning of this trend -‐ Also the accelerating speed of technological development -‐ Everyone will be affected by the trend -‐ People will find ways to deepen their lives through virtual realities. It could also become some people's profession to create services for virtual realities or to provide help to create new virtual realities -‐ People will share the virtual realities they created with their friends and this will become one form of social network of being a human -‐ This trend will reduce the amount of services used outside the virtual realities and therefore alter the targets of consumption -‐ People will buy services to enhance their experiences in the virtual realities. HIGH speed of change Global Living and Creating Virtual Realities Google Glass Samsung paper screen Maturity & Speed I Coverage & Context http://kootation.com/virtual-‐reality.html Matrix Movie Minority Report movie
  • 9. Living and Creating Virtual Realities Manifestation
  • 10. http:// www.playingiseducational.info/ wp-content/uploads/2012/04/5- Senses.jpg Senses techs Computers can produce content for all 5 senses -‐ Senses can be experienced through Internet -‐ Services can be provided including content for senses (﴾smell, touch, seeing, feeling)﴿ -‐ Entertainment will use this trend to enhance the media and entertainment content. -‐ Games will be highly interactive with more dimensions to play with. Driving Forces & Counter trends Technology: Touch tech development (﴾textures -‐ Feel Screens) - Market demand: People's interest to experience new things and marketers desire to produce new successful business areas -‐ Globalization: With Senses Tech people can be connected also physical experiences with each other. People & Consumption It will cause an increase in the sales of the technology providing these experiences -‐ Game and entertainment developers will have lot of new customers. MEDIUM speed of change Urban, Developed Senses techs Maturity & Speed I Coverage & Context http://dendeg.fi
  • 13. How was the work The most challenging phases were the categorization and evaluation: to know precisely which trends were more relevant and do the prioritization. The topic is very interesting and everything looks innovative and we were surprised how technology has been improving in such a short time. Technology can contribute even more for Media & Entertainment segments, it is easy fall in love and be very intuitive and predictive. Almost all the information was gathered from the Internet, previous experiences, workshops and books. All content was collected individually and combined in a Prezi file. From there we’ve got a .pdf, which was printed, helping us to better visualized the content. Other method used was Internet qualitative questionnaire. We spread the survey around our friends and we got only 10 answers, the few results were maybe because the amount of questions, mostly of all open to interpretation. However the results were fantastic. The trends titles were decided by the group during the second workshop. We looked for the most reasonable names for the grouped data. It was clear that many trends referred to the same technology but named in different way, i.e. wearables and tech accessories. Futures Thinking & Foresight Methodologies 01032
  • 16. References Prezy presentation: http://prezi.com/a4jagq8gewga/futures-thinking-trends-workshop-media-entertainment/ Some sources: http://gigaom.com/2013/01/14/netflix-‐to-‐host-‐open-‐source-‐open-‐house/ http://mashable.com/2013/01/17/disney-‐infinity-‐in-‐depth/ http://www.digitaltrends.com/mobile/bought-‐the-‐farm-‐investment-‐in-‐social-‐gaming-‐drops-‐by-‐1-‐billion-‐in-‐2012/#ixzz2IV32g8Yr http://blog.mindsnacks.com/2012/12/19/2013-‐prediction-‐educational-‐games-‐trump-‐gamification-‐of-‐educatio/ http://www.zdnet.com/so-‐what-‐is-‐apples-‐next-‐big-‐thing-‐going-‐to-‐be-‐7000009709/ http://2020mediafutures.ca/trends http://www.mediapost.com/publications/article/191873/netflix-‐focuses-‐on-‐building-‐brand-‐new-‐disney-‐ deal.html#axzz2JBeqjNMC Futures Thinking & Foresight Methodologies 01032
  • 17. Group: Deborah Isikaiye Erkki Salo Jane Vita Costa Mahmoud Abdelrahman Teija Hakaoja Tero Byman Futures of Media & Entertainment Futures thinking group work Futures Thinking & Foresight Methodologies 01032