Kevin kelly microsoft




















Research shows people would rather have attention than money. For the past three decades, Kevin Kelly has surfed these waves of change and advised some of the top brands on the planet to sell and excel in changing times. Kevin understands these challenges more than most having sold across cultures and industries over the years.

Kevin gave the audience an abundance of energy, enthusiasm and practical take-away messaging that our members can immediately apply to their lives. He managed to increase the energy level in the room after a long day of information.

Personally I like the fast change between storytelling and engaging the audience.. The sales environment has changed — more often than not several people have an influence on the buying decision eg purchasing, IT, department head, digital etc. The sales role has also evolved from a transactional focus to consultative. Meanwhile with attentions spans shortening and competition increasing, making your message stick is a massive challenge.

But amidst all the changes, one thing remains the same — any successful sales campaign has to be based on one key building block — delivering quality attention to customers and co-workers. Attention is the most powerful sales drug in the world with no side effects. The virtual world constantly grows and evolves based on the decisions and actions of the society within it.

Eventually, people will be able to enter the metaverse, completely virtually i. Just like social media revolutionized the online marketing landscape, so too will the metaverse.

Fortnite, Minecraft, and Animal Crossing are games now but they already have big user bases, detailed worlds, and user-generated content. Facebook is also positing itself towards the metaverse with its virtual reality social media platform, Horizon currently in beta , and Live Maps. Niantic, Magic Leap, Microsoft and many others are working on it too. The pandemic too has shifted culture online. Family reunions on Zoom, weddings relocated to Animal Crossing , graduations on Minecraft and virtually trying on clothes have all become common practices.

Companies will need to transition their marketing strategies from online ad buys to existing in a shared, virtual economy. Companies will need to do market research on their new customers in the metaverse. How people act and what their preferences are in the metaverse could be totally different than how they behave and what they shop for in real life.

Add to that the layer of business to robot to consumer, where virtual assistants and robots own the relationship with the consumer and it all starts to make sense. While there are sure to be ads in the metaverse, brands can actually be part of creating the metaverse itself.

It will be all about the act of creation. This is of the utmost importance. Like the real world, CMOs must have an awareness of the culture inside the metaverse.

Digital clothing, world-building, or marketing can have a real impact on brands. Chinese players took notice, dressed their characters up as police, and fought back against the gamers dressed as protestors. They will have friendships, relationships with autonomous NPCs, holograms or other people who will affect their decisions. Brands will need to continue adapting to relationship styles of play and interactions.

He is now Senior Maverick for Wired. From to Kelly was publisher and editor of the Whole Earth Review , a journal of unorthodox technical news. The non-profit Whole Earth Review formerly called Co-Evolution Quarterly was a small, yet influential, journal that consistently published trend-making topics years before other publications noticed them.

In the late 80s, Kelly conceived and oversaw the publication of four versions of the Whole Earth Catalogs. Over a million Whole Earth Catalogs have been sold. The kind of tools reviewed include hardware, power tools, books, and software — anything that leverages power to individuals. In Kelly edited, published, and wrote much of Signal , a Whole Earth Catalog of personal communication tools, which evaluated the technologies of faxes, satellite TV, cellular, digital retouching, online systems and the whole emerging world of digital technology.

Signal was a precursor to Wired magazine. In Kelly launched the Cool Tools website to review one tool daily. In he published the best from 11 years of reviews as a large, oversized, page Whole Earth Catalog inspired book in paper.

The Cool Tools book was a 15 bestseller on Amazon. Kelly was a founding board member of the WELL, a very early online service started in by the Point Foundation Kelly was director of Point from The WELL is considered to be the pioneer in developing online communities and social networks, and it influenced other early online companies such as AOL. As director of the Point Foundation, Kelly was involved in initiating several techno-culture experiments.

He launched Cyberthon in , the first round-the-clock virtual reality jamboree. This brought together for the first time, all existing virtual reality prototypes and allowed invited guests to try them out. It was the first chance the lay public had to try VR.

This wide-ranging book is about how machines, the economy, and all large human-made inventions are becoming biological. What Technology Wants , published in , offers the first theory for technology, defining the nature of this force in the universe. His most recent book is The Inevitable , about the unavoidable trends in the next 20 years. His photographs have appeared in LIFE and other national magazines.

For speeches he is represented by Stern Speakers. Kelly is a founding member of the board of The Long Now Foundation , which is a group of individuals encouraging long-term thinking. The Long Now is building a clock and library that will last 10, years.

The first 10,year clock is now being built inside a mountain in western Texas. The purpose of the project is to foster long term responsibility. Before taking up the consequences of technology, Kelly was a nomadic photojournalist.

One summer he rode a bicycle 5, miles across America.



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