America’s definition of luxury is changing. Quiet, exclusive, and socially pedigreed extravagance is giving way to a new generation of affluent consumers (read: Millennials) who have grown up with a new definition of luxury that will forever change the way we market upscale goods. As the founder of Pavone , an integrated ad agency that specializes in food and beverage marketing, I’ve had the chance to observe these changes up close and personally. The trend is especially relevant to me because it seems to have become most distinctive in the food and beverage industries.
Couldn't 'see' this hit, or the one about the 'Oil Silo Home' by Mar 16
Not sure why but these hits (251na2, 276na5) don't open properly, and in fact won't allow you to return to pearltrees once you click on them. by Mar 16
Will carbon footprint labels make any significant change to consumer behaviour or purchasing habits? Will they lead to 'lower carbon' diets? How would that impact on food production? by Mar 16
Ever since I closely started following and contributing to gamification and the gamification industry 18 months ago, I've seen many interesting discussions going on, as well as examples from many areas, and - as expected - the first consolidations. Just as a refresher, how fast gamification has gone, we don't need to look further than the number of search results for "gamification" from Google: in summer 2010 barely 500 results were returned. Fast forward end of December 2011: 2,3 million. Between then and now, we have seen the first two installments of the industry's conference Gamification Summit , gamification gurus speaking at large corporate conferences like SAP TechEd and BlackBerry DevCon , or influential forums TEDxKids@Brussels , the Wall Street Journal , LA Times , Forbes , and Informationweek covering the topic, social game startup Zynga going IPO , and of course passionate discussions between gamification supporters and critics.
Definition from Wikipedia: Gamification is the use of game design techniques and mechanics to enhance non-games. Typically gamification applies to non-game applications and processes (also known as "funware"), in order to encourage people to adopt them, or to inflence how they are used. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, and by taking advantage of humans' psychological predisposition to engage in gaming by Mar 1
Some interesting ideas here. May be worth deeper consideration via the mechanism of the newsletter. by Mar 16