The Real Story Mar 12, 2015 gen z media & entertainment books movies TV ... compared to The Fault In Our Stars because it also features teen death, Me and Earl and the Dying Girl is really more about teens dealing with life, social pressures, and friendship as Greg and his best friend Earl make a movie about their friend Rachel who is suffering from leukemia.WildBased on the memoir of Cheryl Strayed, Wild relates her tale of walking the 1,100-mile Pacific Crest Trail. Struggling with the death of her mother and her own personal demons, Cheryl sets out, an amateur daring to ...
Best of Digital Marketing Dec 17, 2014 marketing technology apps augmented reality Digital Intimacy ... favorable impact. Listening to music via headphones while walking down the street can be dangerous since wearers aren’t fully alert to the sounds of traffic around them. To solve this problem, VICE introduced Mutesic, an app that plays music and syncs with GPS to detect busy intersections, to Chinese audiences. When approaching dangerous areas, the service turns the music down for users to focus on ambient warning sounds, and then turns the music up again after they pass by. Earlier this year, Diageo ...
POP Global Jun 13, 2014 global media & entertainment festivals music ... broadcasts are part of a phenomenon known as Slow TV, in which viewers tune into hours upon hours of fixed-camera coverage of a particular subject or slow-paced event. The genre has become so popular that last November, 25% of the country’s population tuned in to watch the 13-hour creation of a sweater, from sheep to knitted garment. Slow TV is now gaining acceptance worldwide; in March, a 9-hour movie called Tokyo Reverse, which depicts a man walking through the Japanese city, aired on French television ...
POP Trends Jun 12, 2014 media & entertainment retail books music TV ... paths and outcomes. Choices tend to exist in a moral grey area; for players, the “best” choice is not always clear, and certain decisions could come back to haunt them later.Try: The Walking Dead, The Wolf Among Us, Stanley ParableTHE SHORT GAMEPerhaps a result of the rise of everyday mobile gaming, which provides a game fix in as little as five minutes, we’re seeing a shift away from traditional long games that tend to offer as much as 15-20 hours of gameplay. Players are instead turning toward ...
Through the Looking Glass Dec 12, 2013 design technology gadgets mobile wearables ... be used as a remote thermostat to adjust the interior to the optimal temperature before even getting in the car. Real estate website Trulia’s Trulia for Glass allows users to scroll through house photographs, get walking directions to a house, hear a description, receive alerts when they are near a listing that matches their criteria, save listings to an account, and call or e-mail a real estate agent. Rival website Zillow is reportedly developing a similar app. Evernote lets users send Notes ...
Stick It Dec 11, 2013 communication media & entertainment messaging mobile ... called Snoopify that lets fans put stickers of his face and related images on photos. The app brings in approximately $30,000 in weekly sales. - MOVIES - Line offers Monster University stickers, featuring the characters and their favorite encouraging expressions. Numerous Marvel characters, including Wolverine, The Hulk, Thor, and Iron Man are available in sticker form on Line. - TV - Line released cartoon stickers of the hit AMC show The Walking Dead.Breaking Bad characters have been transformed ...
The 3Rs Aug 20, 2013 ... Ys and Zs are coming of age in a rewards economy rife with gamification applications, and the newly interactive giving space is keeping pace. Modern cause-related initiatives provide some of the standard elements of games, such as real-time tracking through points systems, level-ups, and tiered rewards. In the style of established frequent flier programs, new tools and apps dole out points for repeated good actions—like recycling, donating, walking instead of driving, and even loaning money to ...
Travel 101 Nov 24, 2018 ... destination/market | Saw culture/art (e.g. street art, museums) | Went to a bar/club | Went to a museum/cultural site | Listened to live music/concerts | Participated in a recreational activity (e.g., skiing, surfing, hiking) | Went to a live event (e.g., sporting event, theater) | Worked out (e.g., go for a run, use the hotel gym) | Went to a theater/play | Went on a drinking tour/tasting (e.g., winery, bar crawl) | Went to a spa | Joined a tour group (e.g. walking tour ...
Living Preferences Aug 31, 2017 ... their significant other, especially those in the U.S. and to live near their job/school, both of which are more important for women than men. Another 60% of youth say it is/will be important that they live within walking distance of grocery stores, especially those in the UK, and public transportation. Most also want to live near their friends and family and public parks/green space. For women, more so than for men, it’s more important to live near family, while for men it’s more important to live ...
Brands & Marketing Mar 02, 2017 ... their ads, as most young adults, especially Trendsetters, feel that athletes have become walking billboards, and 43% in both countries go so far as to say that brands shouldn’t use athletes in their messaging at all. Moreover, more than half of young people say brands will sponsor anything just to be associated with sports and athletes, and brands are too involved in sporting events. Young people in both countries think that sports are becoming too commercialized and that ads and sponsorships are ...