"Generation V is not defined by age, gender, social class or geography. Instead, it is based on achievement, accomplishments and an increasing preference for the use of digital media channels to discover information, build knowledge and share insights."
Additionally the percentages that create content, contribute, etc. affects classroom and project planning. Do we allow students to "lurk"
Findings about these Generation V segments:
* Up to 3% will be creators, providing original content. They can be advocates that promote products and services. * Between 3% and 10% will be contributors who add to the conversation, but don’t initiate it. They can recommend products and services as customers move through a buying process, looking for purchasing advice. * Between 10% and 20% will be opportunists, who can further contributions regarding purchasing decisions. Opportunists can add value to a conversation that’s taking place while walking through a considered purchase. * Approximately 80% will be lurkers, essentially spectators, who reap the rewards of online community input but absorb only what is being communicated. They can still implicitly contribute and indirectly validate value from the rest of the community. All users start out as lurkers."
This script from Dec 2009 was created by some Digiteen students in my classroom as they evaluated virtual worlds. I'll be referencing this on my presentation at #iste10 on Monday but am providing the detail for those who cannot attend the session face to face.