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srufolo1
srufolo1
3/4/2017 5:53:13 PM
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Platinum
Re: About That Social Media Burnout
@Ariella I doubt New York City police would have bothered to come to the person's home the way they did out here in Long Island. Again such are the dangers, at least for me, for not having my phone with me for a few days. How I wish I could disconnect from everything for a while.

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Ariella
Ariella
3/4/2017 7:24:26 PM
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Author
Re: About That Social Media Burnout
@mhhf1ve I don't really pay much attention to these games. I only recall years ago my kids enjoyed playing Millsberry. That got taken down, likely because in our self-regulating ad environmen tin the US, the company came under pressure for doing what appeared to be direct marketing to kids for sugary cereals.

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Michelle
Michelle
3/4/2017 9:45:58 PM
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Platinum
Re: Winds of Change
@Kelsey Do you think this means real life interaction sans devices will soon be in fashion? I think it would neat to see society shift more to in-person interactions.

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mpouraryan
mpouraryan
3/5/2017 3:03:07 AM
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Platinum
Re: Winds of Change
It is true, in essence, to assess this simple notion:  Who will be left standing.

But there is a larger challenge underscored by this which I hope all here @ TT will review and comment on--a tough read:

http://ideas.ted.com/the-rise-of-the-useless-class/

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Kelsey Ziser
Kelsey Ziser
3/6/2017 8:49:27 AM
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Re: Winds of Change
@Michelle It's hard to say but I think definitely possible. In the 90s everyone was trying to buy bigger homes, TVs, more stuff...now there's a minimalist movement where it's trendy to purge things, move into smaller homes -- less is more.

These are all changes to individuals' physical environments and priorities, but maybe that desire for physical minimalism flows over into the digital -- causing a desire to only post occasionally and only really meaningful comments and pictures to social media. But then again, what's considered "meaningful" is subjective.  

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Ariella
Ariella
3/6/2017 10:03:39 AM
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Re: Winds of Change
@Kelsey I think some people find downsizing appealing in theory but that very few do it in real life. Most people still seem to be on a hedonic treadmill, and purusit of the latest technology is one of the things that plays into that.

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Ariella
Ariella
3/6/2017 10:05:33 AM
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Re: Winds of Change
@Michelle, I really don't see it going that way. You may have some people going to specialized settings in which devices are not allowed, say for a day or a weekend, but generally, on their own, most people are utterly connected. (I say this BTW as someone who can happily leave her phone at home for hours or even a whole day).

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mhhf1ve
mhhf1ve
3/6/2017 7:49:27 PM
User Rank
Platinum
Re: About That Social Media Burnout
> "...years ago my kids enjoyed playing Millsberry."

I'd never heard of that game.. but I doubt it was killed off by ad regulations? There are So. Many. Ads. targeted at kids for sugary cereals -- how would an online game even move the needle even slightly? 

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Ariella
Ariella
3/6/2017 9:00:25 PM
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Re: About That Social Media Burnout
@mhhf1ve Here's the Wiki on it http://millsberry.wikia.com/wiki/Millsberry:

Millsberry was an advergame, created by General Mills in July 2004 as a marketing tool. It had shops, homes, an arcade, special events, and a weekly newspaper called the Millsberry Gazette, which told you the happenings in Millsberry. General Mills often used product placement on Millsberry. It was a web site mainly targeted towards elementary and middle school students, though it could be played by everyone. You were required to sign up to be able to fully and freely access Millsberry.


It closed in 2010. Here's a blog post about it from a former player http://newlyrestarted.blogspot.com/2012/10/millsberry.html:



Yes, they shut down Millsberry because General Mills' characters are making kids biased on wanting cereal, and making them ask their parents to buy it for them. Millsberry was basically nothing BUT Toucan Sam, Lucky Leprachan (I think I misspelled that), CooCoo the Cocoa Puffs Bird, Chef Cinnamon, etc. It sounds as if they're getting pulled. Hasn't that been the gimmick all along? Colorful character= kids want the cereal= parents buy the cereal for the kids. General Mills is blaming the characters, not the parents who don't decide for themselves whether or not to buy their kids the sugary cereal.

 

Though General Mills never came out and said that's why they were shutting down the site (no official reason was really given), it seems that there was pressure of that sort at the time. See http://www.cbsnews.com/news/kellogg-wont-market-sugary-cereal-to-kids/:

In the face of a lawsuit, cereal-maker Kellogg is clamping down on marketing sugary cereals and snacks to kids, reports CBS News consumer safety correspondent Nancy Cordes. It's a move food safety advocates hope will spread to the rest of the brands in the cereal aisle.

Kellogg Co. said Thursday it will increase the nutritional value of the cereals and snacks targeted at children or stop marketing those products to them altogether

The company said it won't promote foods in TV, radio, print or Web site ads that reach audiences at least half of whom are under age 12 unless a single serving of the product meets these standards:
  • No more than 200 calories.

  • No trans fat and no more than 2 grams of saturated fat.

  • No more than 230 milligrams of sodium, except for Eggo frozen waffles.

  • No more than 12 grams of sugar, not counting sugar from fruit, dairy and vegetables.

Kellogg said it would reformulate products to meet these criteria or stop marketing them to children under 12 by the end of 2008.

 

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Ariella
Ariella
3/7/2017 8:56:34 AM
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Re: Winds of Change
@Michelle, I see the NYT just ran an interview with Adam Alter, the author of a book on the subject of screen addiction. from https://www.nytimes.com/2017/03/06/science/technology-addiction-irresistible-by-adam-alter.html:

Q. What makes you think that people have become addicted to digital devices and social media?

A. In the past, we thought of addiction as mostly related to chemical substances: heroin, cocaine, nicotine. Today, we have this phenomenon of behavioral addictions where, one tech industry leader told me, people are spending nearly three hours a day tethered to their cellphones. Where teenage boys sometimes spend weeks alone in their rooms playing video games. Where Snapchat will boast that its youthful users open their app more than 18 times a day.

Behavioral addictions are really widespread now. A 2011 study suggested that 41 percent of us have at least one. That number is sure to have risen with the adoption of newer more addictive social networking platforms, tablets and smartphones.



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