Generational Difference Charts

The 'Culture of the Class of 2016' Infographic Shows Changes

The 'Culture of the Class of 2016' infographic examines the defining characteristics of the upcoming university freshman. As students head back to school, some prepare for their first days on campuses all across the world. The class of 2016 is of a particularly different class than their parents and even some of the classes only a few years ahead of them.

Exposed to more media, multimedia and technology from an early age, these youngsters have made up a part of one of the fastest generations that has ever been. In comparison to their parents, they have grown up with iPods, the Internet and an entirely different way to access books, multimedia and more. These significant changes signify the direction and speed with which technology is taking the world forward.
Trend Themes
1. Digital Native Generation - The class of 2016 represents a generation that has grown up with technology and is highly adept at using digital devices and online platforms.
2. Rapid Technological Adoption - The class of 2016's exposure to technology from an early age highlights the need for industries to keep up with the fast pace of technological advancements and adapt their products and services accordingly.
3. Changing Media Consumption Habits - The class of 2016's preference for digital media over traditional mediums calls for innovation in the entertainment and publishing industries to cater to their evolving consumption habits.
Industry Implications
1. Education - The education industry has the opportunity to incorporate more technology-driven methods and create engaging digital learning experiences for the tech-savvy class of 2016.
2. Technology - The rapid technological adoption by the class of 2016 presents opportunities for tech companies to develop cutting-edge products and services that cater to their digital needs and preferences.
3. Entertainment - The changing media consumption habits of the class of 2016 call for disruptive innovation in the entertainment industry, including the development of interactive and personalized digital content.

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