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HOW THE PANDEMIC HAS ACCELERATED
TECHNOLOGY TRENDS THAT ARE RESHAPING
SOCIETY, CULTURE, BUSINESS AND FAMILIES
Future Fast Forward
EUROPEAN OUTPUT OF MANUSCRIPTS 500 -1500
Future Fast Forward
Future Fast Forward
Future Fast Forward
Satya Nadella:
We saw 2 years of digital
transformation in 2 months
Satya Nadella, Microsoft CEO
MACRO TRENDS
Who led the digital transformation of
your company?
a.) CEO
B.) CTO
C.) COVID-19
LAWS OF TECHNOLOGY
Future Fast Forward
The top speed or horsepower of a car
would double every two years
The inside capacity of a bus would increase
every year without increasing its physical
size
iPhone 12
10M x
Instructions per second
21M x
Storage
Future Fast Forward
VS
36 million
4.3 billion
people
online
Future Fast Forward
Future Fast Forward
Future Fast Forward
Future Fast Forward
Future Fast Forward
PRE-COVID
Future Fast Forward
Future Fast Forward
Future Fast Forward
HOW HETEROSEXUAL COUPLES MEET IN THE US
ACCELERATED IMPACT
Future Fast Forward
Future Fast Forward
GAMING INCREASE DURING COVID-19
According to SteamDB, number of Steam concurrent users gained
23.7% in March and reached 24.5 million on 4 April 2020, setting a
new record. That was the fourth weekend in a row that Steam had
hit a new concurrent users record. (source: PC Games Insider)
Research published by DataReportal in April 2020 revealed that
35% of participants in their study were spending more time
playing computer or video games in recent weeks. And 10% of
participants said they would continue spending more time playing
games even after the COVID-19 outbreak ends.
35%
playing more
24.5m
concurrent
users
Gamers playing more in lockdown
(source: Newzoo)
300 MILLION DAILY
MEETINGS ON ZOOM
INSTAGRAM: 500M
300M
126M
126M
TWITTER: 126 MILLION
WHAT IS THE IMPACT OF VIDEO?
Future Fast Forward
Future Fast Forward
Future Fast Forward
Future Fast Forward
“On average, it takes more than 2 months
before a new behavior becomes automatic
— 66 days to be exact. “
Source: Phillippa Lally Cornelia H. M. van Jaarsveld Henry W. W. Potts Jane
Wardle (2009), How are habits formed: Modelling habit formation in the real
world, European Journal of Social Psychology
Future Fast Forward
Future Fast Forward
Future Fast Forward
WHY OPEN INTERNET MATTERS
Cross-application interoperability refers to the capability of games to utilize a shared asset.
TRADITIONAL CLOSED LOOP MODEL DECENTRALIZED NETWORKS ENABLE INTEROPERABILITY
Under this model, user-transactions form mere license agreements: a right to
use items within (and only within) the context of that original game, thus
forming a closed loop between player and developer.
SOLUTION: By storing these assets on distributed ledgers, they can be
leveraged by players in a variety of games. Items in Game A have use-cases in
Game B. Decentralized networks foster an open-economy, one in which the
borders of applications are opened, allowing migration of assets from one
game to the next.
PROBLEM: As long as assets are bound to one server, their value hinges on
one use case: the original game. And when players get tired of that game, or
when that game shuts down, that item becomes a sunk cost. The centralized
model, put simply, traps players’ assets to a single server.
If developers shut down, players assets are not lost. Players can still use them
in other games which recognize those assets and continue to trade them on
decentralized marketplaces. The idea is that assets are no longer constrained
to a single ecosystem.
SILOED DATABASES CONFINE ASSETS TO THEIR NATIVE ECOSYSTEM
SEPARATE ASSET RECORDS
AND REGULATIONS
Game A Game B
GAME A GAME B GAME C
NFTs PROMISE TO SET THIS BOLD NEW STANDARD
FOR CROSS-APPLICATION SUPPORT
DECENTRALIZED MODEL FACILITATES XCH. BETWEEN GAME ECOSYSTEMS
Future Fast Forward
"There will be a long-term
adjustment to our location strategy,"
But Mr Staley said his bank was re-evaluating
how much office space it needed, as it was now
being run by staff working "from their kitchens"
CASE STUDY: BARCLAYS
43
WEB 3.0, DECENTRALIZATION AND BLOCKCHAIN
● Each computing model enabled new classes of applications
that built on the unique strengths of the platform.
●
● For example, smartphones were the first truly personal
computers with built-in sensors like GPS and high-resolution
cameras. Applications like Instagram, Snapchat, and
Uber/Lyft took advantage of these unique capabilities and
are now used by billions of people.
●
● With help of blockchain technology, we believe true digital
ownership is one of the next megatrend
Open source software built by an
open and accessible community
of developers and executed in
full view of the world.
‘Trustless’ in that the network
itself allows participants to
interact publicly or privately
without a trusted third party.
‘Permissionless’ in that anyone,
both users and suppliers,can
participate without authorisation
from a governing body.
WEB 3.0: OPEN TRUSTLESS PERMISSIONLESS
The Evolution of the WebHistorically, new models of computing have
tended to emerge every 10–15 years :
1981
PC
1994
Internet
2007
Smartphone
DECENTRALIZED TRUST
45
INTERNET OF VALUE
Source: Deloitte analysis
VS.
46
BLOCKCHAIN
TRUE DIGITAL OWNERSHIP
Information “Value”
INTERNET
TCP/IP & HTTP
SOUND
Music,
recordings
VALUE?Assets, wealth.Securities, IP,currency, trustedinformation(ID, ownership)
TEXT
Books, articles,
messages
IMAGE &
VIDEO
Source: Credit Suisse, Julius Baer
DECENTRALIZED TRUST
THAT NOBODY OWNS
$25M
Total dollars
transacted
Transactions
3.2M
F1®
APEX NFT AUCTIONED AT RECORD US$113k
Future Fast Forward
65% of grade-school kids
may end up in a job that has
not yet been invented Robots could replace
50% of jobs, says
chief economist
65% of grade-school kids
may end up in a job that has
not yet been invented Robots could replace
50% of jobs, says
chief economist
Market Cap 2020
1.38T
1.20T
967.30B
1.38T
642.36B
Future Fast Forward
Future Fast Forward
Future Fast Forward
ESPORTS - 2019 TOTAL PRIZE POOL
Esports paid out over $211M
USD in prize money in 2019
$211M
+29%
Esports hosted over 4,000
tournaments in 2019
4000+
tournaments
50 million people make
content on youtube for
2 billion viewers
50M
Number of Videos Shared
to Date (6/24/18)
5B +
Future Fast Forward
VIRTUAL ECONOMY IS A $66.2 BILLION GDP
The economic output of the virtual economy—replete
with online jobs, assets, marketplaces and traders—is
equal to Bulgaria’s GDP ($66.2 billion), according to
L’Atelier. Using data from Nielsen, interviews and other
metrics, the company identified a $100 billion market of
gaming platforms such as Fortnite and Minecraft, and
virtual worlds such as Decentraland.
$100B
MARKET
The sector now has 2.5 billion users,
and a $100 billion market of gaming
platforms and virtual worlds.
30-40 years ago - I don’t smoke
30-40 years ago - I don’t smoke
15-20 years ago - I don’t drink
30-40 years ago - I don’t smoke
15-20 years ago - I don’t drink
Now - I don’t meet in person
Future Fast Forward
Future Fast Forward
Future Fast Forward
91 percent of kids are gamers,
research says
Ninety percent of parents with children
on a team attend at least one of their
kid's games a week. And with youth
players mostly at the age when they'll still
talk to parents, you can guess what the
subject of conversation often is: 68
percent say they talk at least every other
day about games and practices.
Almost 70% rarely or never play
video games with their children!
Future Fast Forward
Future Fast Forward
Future Fast Forward
IMAGINATIVE THINKING TEST
George Land and Beth Jarman, Breaking Point and Beyond. Results from 1968
98%
30%
12%
2%
Future Fast Forward
Future Fast Forward
Future Fast Forward

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Future Fast Forward

  • 1. HOW THE PANDEMIC HAS ACCELERATED TECHNOLOGY TRENDS THAT ARE RESHAPING SOCIETY, CULTURE, BUSINESS AND FAMILIES
  • 3. EUROPEAN OUTPUT OF MANUSCRIPTS 500 -1500
  • 7. Satya Nadella: We saw 2 years of digital transformation in 2 months Satya Nadella, Microsoft CEO
  • 8. MACRO TRENDS Who led the digital transformation of your company? a.) CEO B.) CTO C.) COVID-19
  • 11. The top speed or horsepower of a car would double every two years The inside capacity of a bus would increase every year without increasing its physical size
  • 12. iPhone 12 10M x Instructions per second 21M x Storage
  • 14. VS
  • 25. HOW HETEROSEXUAL COUPLES MEET IN THE US
  • 29. GAMING INCREASE DURING COVID-19 According to SteamDB, number of Steam concurrent users gained 23.7% in March and reached 24.5 million on 4 April 2020, setting a new record. That was the fourth weekend in a row that Steam had hit a new concurrent users record. (source: PC Games Insider) Research published by DataReportal in April 2020 revealed that 35% of participants in their study were spending more time playing computer or video games in recent weeks. And 10% of participants said they would continue spending more time playing games even after the COVID-19 outbreak ends. 35% playing more 24.5m concurrent users Gamers playing more in lockdown (source: Newzoo)
  • 30. 300 MILLION DAILY MEETINGS ON ZOOM INSTAGRAM: 500M 300M 126M 126M TWITTER: 126 MILLION
  • 31. WHAT IS THE IMPACT OF VIDEO?
  • 36. “On average, it takes more than 2 months before a new behavior becomes automatic — 66 days to be exact. “ Source: Phillippa Lally Cornelia H. M. van Jaarsveld Henry W. W. Potts Jane Wardle (2009), How are habits formed: Modelling habit formation in the real world, European Journal of Social Psychology
  • 40. WHY OPEN INTERNET MATTERS Cross-application interoperability refers to the capability of games to utilize a shared asset. TRADITIONAL CLOSED LOOP MODEL DECENTRALIZED NETWORKS ENABLE INTEROPERABILITY Under this model, user-transactions form mere license agreements: a right to use items within (and only within) the context of that original game, thus forming a closed loop between player and developer. SOLUTION: By storing these assets on distributed ledgers, they can be leveraged by players in a variety of games. Items in Game A have use-cases in Game B. Decentralized networks foster an open-economy, one in which the borders of applications are opened, allowing migration of assets from one game to the next. PROBLEM: As long as assets are bound to one server, their value hinges on one use case: the original game. And when players get tired of that game, or when that game shuts down, that item becomes a sunk cost. The centralized model, put simply, traps players’ assets to a single server. If developers shut down, players assets are not lost. Players can still use them in other games which recognize those assets and continue to trade them on decentralized marketplaces. The idea is that assets are no longer constrained to a single ecosystem. SILOED DATABASES CONFINE ASSETS TO THEIR NATIVE ECOSYSTEM SEPARATE ASSET RECORDS AND REGULATIONS Game A Game B GAME A GAME B GAME C NFTs PROMISE TO SET THIS BOLD NEW STANDARD FOR CROSS-APPLICATION SUPPORT DECENTRALIZED MODEL FACILITATES XCH. BETWEEN GAME ECOSYSTEMS
  • 42. "There will be a long-term adjustment to our location strategy," But Mr Staley said his bank was re-evaluating how much office space it needed, as it was now being run by staff working "from their kitchens" CASE STUDY: BARCLAYS
  • 43. 43 WEB 3.0, DECENTRALIZATION AND BLOCKCHAIN ● Each computing model enabled new classes of applications that built on the unique strengths of the platform. ● ● For example, smartphones were the first truly personal computers with built-in sensors like GPS and high-resolution cameras. Applications like Instagram, Snapchat, and Uber/Lyft took advantage of these unique capabilities and are now used by billions of people. ● ● With help of blockchain technology, we believe true digital ownership is one of the next megatrend Open source software built by an open and accessible community of developers and executed in full view of the world. ‘Trustless’ in that the network itself allows participants to interact publicly or privately without a trusted third party. ‘Permissionless’ in that anyone, both users and suppliers,can participate without authorisation from a governing body. WEB 3.0: OPEN TRUSTLESS PERMISSIONLESS The Evolution of the WebHistorically, new models of computing have tended to emerge every 10–15 years : 1981 PC 1994 Internet 2007 Smartphone
  • 45. 45 INTERNET OF VALUE Source: Deloitte analysis VS.
  • 46. 46 BLOCKCHAIN TRUE DIGITAL OWNERSHIP Information “Value” INTERNET TCP/IP & HTTP SOUND Music, recordings VALUE?Assets, wealth.Securities, IP,currency, trustedinformation(ID, ownership) TEXT Books, articles, messages IMAGE & VIDEO Source: Credit Suisse, Julius Baer DECENTRALIZED TRUST THAT NOBODY OWNS
  • 49. 65% of grade-school kids may end up in a job that has not yet been invented Robots could replace 50% of jobs, says chief economist
  • 50. 65% of grade-school kids may end up in a job that has not yet been invented Robots could replace 50% of jobs, says chief economist
  • 55. ESPORTS - 2019 TOTAL PRIZE POOL Esports paid out over $211M USD in prize money in 2019 $211M +29% Esports hosted over 4,000 tournaments in 2019 4000+ tournaments
  • 56. 50 million people make content on youtube for 2 billion viewers 50M Number of Videos Shared to Date (6/24/18) 5B +
  • 58. VIRTUAL ECONOMY IS A $66.2 BILLION GDP The economic output of the virtual economy—replete with online jobs, assets, marketplaces and traders—is equal to Bulgaria’s GDP ($66.2 billion), according to L’Atelier. Using data from Nielsen, interviews and other metrics, the company identified a $100 billion market of gaming platforms such as Fortnite and Minecraft, and virtual worlds such as Decentraland. $100B MARKET The sector now has 2.5 billion users, and a $100 billion market of gaming platforms and virtual worlds.
  • 59. 30-40 years ago - I don’t smoke
  • 60. 30-40 years ago - I don’t smoke 15-20 years ago - I don’t drink
  • 61. 30-40 years ago - I don’t smoke 15-20 years ago - I don’t drink Now - I don’t meet in person
  • 65. 91 percent of kids are gamers, research says
  • 66. Ninety percent of parents with children on a team attend at least one of their kid's games a week. And with youth players mostly at the age when they'll still talk to parents, you can guess what the subject of conversation often is: 68 percent say they talk at least every other day about games and practices. Almost 70% rarely or never play video games with their children!
  • 70. IMAGINATIVE THINKING TEST George Land and Beth Jarman, Breaking Point and Beyond. Results from 1968
  • 71. 98%
  • 72. 30%
  • 73. 12%
  • 74. 2%