Digital natives are among us, they use the tablet even before learning to read and grow up in a world where digital technologies are an integral part of their life. Being unable to read hence to think as well, the aforementioned digital natives are unaware of the fact that they actually are the ones being used by uselessly expensive disposable gadgets, and that their role in the modern technology world mainly is to behave like idiots and waste money when there is a new trendy toy to purchase whatever it takes.
There is recurrent thinking going for a while, within the video games world, a thinking that sentences to death the “traditional” way of selling, playing and doing business while serving a completely changed audience. The future of gaming will be streamed, that thinking says, it will be “social”, “free-to-play”, purely and simply in digital delivery. So let’s try confronting what certain interested thinkers describe as clear trends with some factual data of the videogaming business.
It always happens like this: technology evolves, newer computer tools become more and more widespread and I am forced to change idea or conform my opinions to the present time rather than keeping them tied down to the past. I hated (Windows) Vista, now I use Vista (waiting to upgrade to Win7), I hated Twitter… And I still hate Twitter, in very truth, but I can’t help acknowledging its usefulness beyond the foolish use made by dickheads thinking with their smartphone instead of their brain.
Trend Micro, a Tokyo-based security enterprise with over 4,000 employees in more than 30 countries, has recently asked the experts from TrendLabs (its global research organization) to make an updated list of the worst computer plagues ever. The resulting list includes 5 noteworthy examples of widespread infections which represented, during their respective period of wider circulation, the most dangerous security threats users and companies could have faced.