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How Millennials Shape the Whole New Personalised Entertainment Industryby@jareekboy
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How Millennials Shape the Whole New Personalised Entertainment Industry

by Yaroslav LevishchevOctober 23rd, 2018
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The youth is changing everything all over our magic globe. Spending more than $65 billion each year and influencing upward of <a href="https://www.nielsen.com/us/en/press-room/2017/nielsen-unveils-first-comprehensive-study-on-the-purchasing-power-of-multicultural-millennial.html" target="_blank">$1 trillion</a> in total consumer spending, Millennials are just founding the whole new industries. They say that laziness is an engine. Well, youth is described, by others and themselves, as “spoiled,” “lazy” and “entitled,” according to the <a href="https://www.axios.com/millennials-a-tale-of-two-generations-ff2a6de5-cfde-42c5-ab38-ec0908fbfcc9.html" target="_blank">Axios</a>.

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The youth is changing everything all over our magic globe. Spending more than $65 billion each year and influencing upward of $1 trillion in total consumer spending, Millennials are just founding the whole new industries. They say that laziness is an engine. Well, youth is described, by others and themselves, as “spoiled,” “lazy” and “entitled,” according to the Axios.

There are less entertaining activities in the era of social media. The underlying reality is traditional media are no longer a source of information or entertainment, as the amount of time spent by the young people on their smartphones, or the internet more generally, is far larger. They discover the new senses of life and already create the new lifestyles.

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1. Friendship is shifting from friends to creative masterminds

For people who spend a lot of time watching online video, YouTube creators are more influential than traditional celebrities. 70% of teenage YouTube subscribers say they relate to YouTube creators more than traditional celebrities. 40% millennial subscribers say their favorite creators understand them better than their friends. There are much more strong ties here.

2. Everything is becoming a game-based battle to become a star

Young people don’t see a sustainable growth model for the future. But… Becoming a celebrity is their approach to battle for the sun. “…If you embellish your own life to keep up well enough on Instagram, YouTube, and Twitter, you can become a microcelebrity… They are fame-obsessed”, — TIME wrote.

58% more college students scored higher on a narcissism scale in 2009 than in 1982. “The media encourage people to identify themselves with the stars and to hate the ‘herd’…”

Beating the best is a formula for becoming the new king. Once, rap battles became an example of that case. “Rap battles are often written solely for the purpose of impressing people with technically inventive rapping…”, — Wikipedia wrote. Fame won education for the right to become a whole new black.

3. Virtually generated emotions & hormones are becoming prevailing

Virtual goods now create more than $15 billion in annual revenue. In fact, some skins on Steam are valued up to $2000. In 2017, the number of frequent eSports viewers and enthusiasts amounted to 143 million. This number is projected to reach 250 million in 2021. The planet Calypso from the Entropia game was sold at auction for $6,000,000 or $6 Million to SEE Virtual Worlds.

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4. eSports worlds are the future of mainstream entertainment

In accordance to Goldman Sachs, eSports are moving into the mainstream.

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In 2018, it is estimated the global monthly audience for eSports will reach 167 million people, based on data from NewZoo, larger than that of Major League Baseball and the National Hockey League, with global gamers amount exceeding 2.2 billion people. Welcome to the era of the digitised competitions.

5. Entertainment is shifting from collective to personal interactions

Once visiting a music concert was a dream. The things have changed a little. Lady Gaga created a private audience program after her recent tour in Europe, where fans could pay £900 (around $1350) per person for an intimate experience with the star. “She spoke for 40 minutes, a bit like a grade school teacher,” laughs an insider who attended and helped wrangle the deal.

The platform for digital interactions with global professionals at video games

Who knows what the buying patterns millennials will have? “Buying your daughter some quality time with her favorite singer isn’t just about fulfilling her dream on her Sweet Sixteen, but also about improving her… standings.” Battling the King means feeling very famous and entertained. These are emotions digital people want! More games — more hormones.

Welcome to the Bitterplay Universe, dude!