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The flip-flop crowd hits the corporate suites.


Studios and networks are courting a younger demo--for their corporate offices. As traditional media is poised to undergo dramatic changes and digital distribution platforms evolve and mature, old school executives will increasingly become relics of the analog-dominated past.

The next generation of television executives is already making its presence felt as they help lead the television industry into the digital Promised Land. What sets them apart is that they grew up children of the information age, not remembering a time when people wrote letters, not e-mails; when the telex machine was the only way to get text across countries; and when the television universe had less than a dozen channels--half of them UHF (Ultra High Frequency) The range of electromagnetic frequencies from 300 MHz to 3 GHz. In the U.S., analog television has used UHF channels 52 to 69 in the 700 MHz band. .

The young executives now populating markets such as MIP MIP

See: Monthly income preferred security
 are not just early-adopters; they are "digital natives," a term coined in 2001 by technology consultant and writer Marc Prensky. Digital natives spend their formative years communicating via e-mail and instant messages, get their news from MTV MTV
 in full Music Television

U.S. cable television network, established in 1980 to present videos of musicians and singers performing new rock music. MTV won a wide following among rock-music fans worldwide and greatly affected the popular-music business.
, and have made video gaming video gaming
n.
1. Gambling by means of interactive games of chance played on a video screen.

2. The playing of video games.
 the most lucrative entertainment form in the world. Prensky postulated that digital exposure literally changed the way this generation is wired--making these digital natives perfectly suited to confront the challenges poised by traditional media's slow, often painful transition from linear to digital distribution business models.

Part of the challenge is that, according to according to
prep.
1. As stated or indicated by; on the authority of: according to historians.

2. In keeping with: according to instructions.

3.
 Prensky, people in their 40s are "digital immigrants, because they can never be as fluent in technology as a native who was born into it. You can see it in the digital immigrants' accents--whether it is printing out emails or typing with fingers rather than thumbs. Have you ever noticed that digital natives, unlike digital immigrants, don't talk about 'information overload'? Rather, they crave more information."

Because they grew up at the dawn of the information age, digital natives had practically unlimited access to new media and, thus, developed an appetite for nonlinear entertainment and a willingness to interact with their media platforms of choice rather than be passively entertained.

More to the point, digital natives see technology as their friend.

Another characteristic that distinguishes these digital natives, from older executives, is that they can operate any digital devise by instinct; without even opening the usually imposing 200-page instructional manual.

Prensky wrote, "This generation is better than any before at absorbing information and making decisions quickly, as well as at multitasking multitasking

Mode of computer operation in which the computer works on multiple tasks at the same time. A task is a computer program (or part of a program) that can be run as a separate entity.
 and parallel processing parallel processing, the concurrent or simultaneous execution of two or more parts of a single computer program, at speeds far exceeding those of a conventional computer. . They have spent their entire lives surrounded by and using computers, videogames, digital music players Hardware or software that plays audio files encoded in MP3, AAC, WMA or other audio formats. There are several software-based music players that play audio files in a desktop or laptop computer, including iTunes, RealPlayer and Windows Media Player. , video cams, cell phones, and all the other toys and tools of the digital age. Today's average college grads have spent less than 5,000 hours of their lives reading, but over 10,000 hours playing video games See video game console.  (not to mention 20,000 hours watching TV)."

All of which (though somewhat frightening for mankind) will prove invaluable to the networks and studios over the next decade, when digital media is expected to become the norm.
COPYRIGHT 2006 TV Trade Media, Inc.
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 2006, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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Title Annotation:The Youth Factor
Publication:Video Age International
Geographic Code:1USA
Date:Mar 1, 2006
Words:481
Previous Article:Indies, broadcasters aim for lower viewer ages.(The Youth Factor)
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