From Facebook to MSN to Skype, next-generation technologies and new attitudes are redefining the way the world communicates. But how will these re-shape the way the world works?
The Digital Generation Survey, a partnership between Career Innovation and AIESEC, the world¡¯s largest student run organisation, gathered the opinions of young people across the world to explore the choices, preferences and aspirations of the Digital Generation.
These slides summarise the results, revealing both the technology preferences and the motivations of the millenial generation (Generation Y). The study included a groundbreaking approach to motivational profiling, drawing on computer game design models to identify and analyse '21 types of fun'. These can then be used to analyse and redesign work, to make it more engaging.
You can see press releases and other information at www.thedgeneration.com.
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Ci Digital Generation Survey 2008 with AIESEC - Results
1. Sponsors and partners include:
The
Survey 2008
Communication and Working Styles
of Tomorrow¡¯s Leaders
Page 1 ? The Career Innovation Company, 2008
2. Leaders of Tomorrow
Respondents to the 2008 global pilot survey:
2,277 Students
from 114 Countries
Equal Male/Female
Especially:
Business studies
Economics
Engineering
Computer science / IT
Hospitality Management
Accountancy / finance
Plus: 530 Workers
from 83 countries
(for comparison)
Page 2 ? The Career Innovation Company, 2008
3. PARTICIPANTS FROM 114 COUNTRIES
Eastern Europe
(Western) ¡°Established (including Russia) 18%
economies¡± 23% Asia (excluding
India) 18%
Latin America India 14%
(especially Brazil) 19%
Africa (and
Middle East) 8%
% based on 2,277 student respondents
Page 3 ? The Career Innovation Company, 2008
4. Digital Generation Survey ¨C Part 1
MAPPING TECHNOLOGY ADOPTION
In partnership with AIESEC
The world¡¯s largest student-run organisation
Page 4 ? The Career Innovation Company, 2008
6. WHO¡¯S DOING WEB 2.0?
Four in every five students More than half
use instant messaging make Internet
phonecalls
(VOIP)
Widespread use of new
technologies across all
major world regions
¡°I can¡¯t live without my mobile
and internet¡±
Three quarters use social
networking websites
More than half have recently
played PC/online games
Page 6 ? The Career Innovation Company, 2008
7. WHO¡¯S DOING WEB 2.0?
Use of technology for work, learning and socially:
Students Workers
Percentage using technology for: Learning Social Working Social
Information search and publishing 94% 99% 88% 98%
Nine items e.g. searched Wikipedia for information
One-to-one communication 96% 98% 97% 98%
Six items e.g. used instant messaging/chat
Simulation and gaming 17% 63% 10% 56%
Two items: Visited a virtual world, played online/PC games
Collaboration 89% 93% 91% 89%
Nine items e.g. taken part in online discussion forums
Publishing 26% 63% 25% 55%
Three items e.g. written your own blog
Note 1: Twenty six types of technology were listed, and these have been divided into five groups based on type of use.
Note 2: The survey took place amongst top students via the Internet with invitations by email, so overall use of
technology is likely to be higher than for ¡®average¡¯ students around the world.
Page 7 ? The Career Innovation Company, 2008
8. DIFFERENCES
East meets West
Blogging is much more common in Asia
than elsewhere (73% excluding India)
However, fewer Asian students (49%
excl. India) use social networking sites
Podcasting (uploading audio or video)
is rare in established economies (13%)
PC/online games are played most in
India (70%) and least in E. Europe (49%)
Page 8 ? The Career Innovation Company, 2008
9. DIFFERENCES
Choose your tools
Fewer students from established markets
use email on mobile/cell phones (24%)
Video conferencing (webcams) are widely
used for social purposes but rarely for work
71% of Latin American students have
recently used a video phone link (av. 53%)
56% of Indian students have taken part in
a multi-person audio conference (av. 38%)
Page 9 ? The Career Innovation Company, 2008
10. GAMING AND VIRTUAL WORLDS
Their real world
More than half have
recently played
PC/online games (58%),
and almost a quarter
have visited a virtual
world, for fun (23%).
One in six students have
also participated in these
Philips tests new product ideas in Second Life
for learning purposes.
Page 10 ? The Career Innovation Company, 2008
11. SOCIAL NETWORKING
75% of users log-on daily*
Three quarters of respondents had recently
used a social or business networking website.
#1 for students:
#1 for workers:
*To students who use Social or Business Networks:
¡°Roughly how often do you logon to the main site you use?¡±
31 17 27 12 4 9
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
More than twice a day About twice a day About once a day Once or twice a week Less often Not answered
Page 11 ? The Career Innovation Company, 2008
12. SOCIAL NETWORKING
Wasting time? To put a friend in contact
with someone who might
help them
To look for an internship or
Contrary to popular belief, work experience placement
users of social networks report To find people to talk to
about your career plans
a wide range of valuable work-
To find an individual or
related benefits. organisation to do work for
you
To find an opportunity to do
In established economies voluntary work
fewer report these benefits.
To find paid work
Asian students (excl. India) are
especially active using SN to To recruit a work colleague
find paid or voluntary work.
Help with a work-related
problem
Overall, women seem to derive
more work-related benefits To find a potential client
than men. 0 10 20 30 40 50 60 70 80 90 100
Male Female All students
Page 12 Note: The large number of AIESEC students is likely to increase the data on work placements/internships ? The Career Innovation Company, 2008
13. DIGITAL GENERATION PROFILE
The super-communicators:
1. use many different channels* including Skype
2. respond quickly and regularly
3. send concise emails with a clear ¡®subject¡¯
4. seem approachable and respond well to criticism
5. use the technology competently, and not too much
6. help others learn to use the technology
7. add a personal or emotional touch ?
¡°She puts up questions, encourages ¡°He shares all of his experience by sending pictures, news ¡°Sensitive and concerned on what impact
others to share their views and then etc. And he informs team members by sending SMS, mail they want to see. This person always¡
creates an output from the discussions.¡± and call to give the same information at the same time.¡± uses the simple words, common to all.¡±
* IM, email, voicemail, SMS, blogging, YouTube, discussion forums, mobile phone, Skype¡
Source: AIESEC Digital Generation focus group, Istanbul
Page 13 ? The Career Innovation Company, 2008
14. BRANDS
Top Brands (most used):
Instant messaging: Windows Live Messenger (Base: 1,940)
Creating/sharing documents: Google docs (Base: 1,705)
Social Networking: Facebook (Base: 1,611)
VOIP: Skype (Base: 1,191)
Blogging: Blogger (Base: 1,046)
Email on mobile: Nokia (Base: 914)
Web conferencing: Microsoft LiveMeeting (Base: 749)
Virtual Worlds: Second Life (Base: 605)
Page 14 ? The Career Innovation Company, 2008
15. Digital Generation Survey ¨C Part 2
THE IDEAL WORLD OF WORK
In partnership with AIESEC
The world¡¯s largest student-run organisation
Page 15 ? The Career Innovation Company, 2008
16. CAREER IDEALS
My ideal work:
1. Fellowship (collaboration)
2. Application of ability
3. Altruism (making a difference)
4. Discovery (learning)
5. Humour (fun)
6. Problem solving
7. Completion (achievement)
Page 16 ? The Career Innovation Company, 2008
17. CAREER IDEALS
Preferred industries:
¡®would consider¡¯ %
1. My own business 53
2. Entertainment 42
3= Hi-Tech 29
3= Government 29
5= FMCG / Manufact 28
5= Charity / NFP 28
5= Financial services 28
8. Energy / Utilities 17
9. Retail 15
¡°More opportunity to control my own future¡±
Respondent, Ci Redesigning Work Survey, 2005
Page 17 ? The Career Innovation Company, 2008
18. CAREER IDEALS
My ideal employer:
Talented colleagues Respected company Confident leadership
Working with highly- A multicultural company with Has authority, determination,
educated, passionate people global impact. High-quality credibility, like Bill Gates¡
¡®at the top of their field¡¯. products. A leader in my field. Allows me freedom to explore
A great culture Making a difference Invests in people
Creative, honest, friendly, A organisation with values I Makes me feel valued, gives
innovative, fun, professional, believe in, where my work will me freedom, provides
entrepreneurial, progressive. serve the common good. opportunities to develop.
Source: DGS unprompted text responses
Page 18 ? The Career Innovation Company, 2008
19. Digital Generation Survey ¨C Part 3
THE REAL WORLD OF WORK
In partnership with AIESEC
The world¡¯s largest student-run organisation
Page 19 ? The Career Innovation Company, 2008
20. THE REAL WORLD OF WORK
What students want vs what workers experience:
Some want but fewer experience: Many* want and many experience:
Making a positive difference to other people Collaborating with other people
students want
Having opportunities to pause, rest and reflect Solving complex problems
Discovering things I didn¡¯t know
Productively applying my skills & knowledge
Few* want, and few experience: Few* want but more experience:
Doing physical activity Following clear procedures or instructions
Seeing or using beautiful or well-made things
Competing against others
A sense of risk or danger
workers experience * Few < 36%, Many > 70%
Page 20 ? The Career Innovation Company, 2008
21. HOW WORK AND LEISURE DIFFER
Experienced more in Experienced more at
leisure work
Humour
Love (friendship) Fellowship (collaboration)
Immersion Problem solving
Reflection Application of ability
Sensation (beauty) Challenge
Physical activity Power
Page 21 ? The Career Innovation Company, 2008
22. 21 TYPES OF FUN
EXPRESSION PROBLEM SOLVING
COMPETITION POWER
IMMERSION COMPLETION
FELLOWSHIP REFLECTION
PHYSICAL ACTIVITY DANGER
SENSATION
ALTRUISM HUMOUR
SUBMISSION
DISCOVERY LOVE
APPLICATION OF ABILITY CHALLENGE
IMAGINATION
NARRATIVE
Page 22
CREATION Note: Font size based on top 5 fun scores,
with smallest scores boosted for visibility.
? The Career Innovation Company, 2008
23. 21 TYPES OF FUN
Women were more likely to mention: Men were more likely to mention:
Love (friendship) 40% vs 27% Problem solving 32% vs 18%
Immersion 30% vs 22% Competition 15% vs 7%
Altruism (making a difference) 29% vs 24% Risk (danger) 13% vs 8%
Page 23 ? The Career Innovation Company, 2008
24. The
Survey 2008
Page 24 ? The Career Innovation Company, 2008