It’s no secret that the giant minds of the world are thinking themselves silly over what to do about the future of employment. Will AI replace all humans in their jobs? Will new industries and services rise up to create new jobs uniquely manageable by humans only?
In recent news, Taylor Swift partnered with TicketMaster to introduce a new ticket-buying system that would help fans “beat the bots.” Instead of a standard queue as instituted for some events such as New York’s infamous Comic-Con however, the fan’s position in line could be advanced and authenticated through shows of “real fandom.”
Because the factors that would change the fan’s position in queue include things like posting about the event in social media, buying other Swift merchandise, and just about anything that would either give them more money or help them market. If it does help beat the bots, it’ll make people go back to the good old fashioned “beating other people.”
As an avid gamer, the news of GREE shuttering its international offices last week came as a shock. In a bit of snark schadenfreude, the news of their international titles not doing well wasn’t anything unexpected– I’ve played some of them before and seen their respective rankings in the App store. Yet what really caught my attention was the plan that their executives had mentioned going forward: “[to shift] to a “Japan-first content strategy” – the plan being to launch games in its home territory, then localise and distribute the most successful ones in other markets around the world.”
The store seemed rather like a paradox at first. I don’t recall its name–it was some luxury french clothing company. Une entreprise de vêtements de luxe. But it was huddled in a section of the mall that seemed to have some kind of invisible barrier between it and the rest of the complex. On the bustling beat of a pleasant Sunday, and where every other part of the mall was packed like sardines, this section alone stood sparse. And the store itself reflected that same feeling. Unlike the tidily stuffed behemoths of H&M or Uniqlo, its interiors were adorned by nothing more than perhaps 15 outfits– each taking up the equivalent of a full display closet they would in their more casual brethren. There were maybe only 4 people inside. Three whom I believe were employees. Because of the sparse collection, the walking space in there was wide. Open. Empty. Dead.
It took me a month to realize the irony.
Because rather than the rest of the mall–abuzz with the laughter and energy of life– it was this almost barren landscape that symbolized and laid the clues to our future of retail. Not that retail was dying– rather that it would simply be transformed. And surprisingly, it would be transformed away from the model currently enjoying the veracity of a Sunday crowd. Continue reading “Reforged in Fire: Brick and Mortar”→
Above is a screenshot of gameplay in Hearthstone. Those six bubbles are the entire world of communication in the game. No matter how angry, upset, excited, or happy you are — the entire social interaction you will ever have with the person you are playing will be confined to just those six preset options. There is no direct messaging unless you’ve added them to your friends list. There is no audio. There is no chat.