Statistics from the US tell us that more than half of women in STEM leave around the 10/15 year mark. Specifically within the tech industry 40% drop out within 10 years of graduation. The problem is mirrored here and is problematic on a number of counts, especially as both the US and the UK face shortages of technical people.
When we think of apps, Fruit Ninja or Angry Birds might first spring to mind. Many of us consider apps to be the perfect tool to indulge our playful sides and certainly not something that should be encouraged during working hours. Because of this association, apps have often been perceived as things that waste employee time.
I connected to YouTube on a new device recently, so a device without the vast user history Google likes to collect. I noticed at the top of the screen were the top 5 'Most Popular Right Now' videos for the UK. What struck me was that 4 out of 5 were video games. The only non video game offering was a Beyoncé video in second place.
A lot has been said about how technology is changing and the impact that is having on the way businesses operate and the way we live our lives. We're more mobile, we have the world's information available to us at the click of a button and our data is stored on interconnected servers spread throughout the world.
In the U.K., pre-roll video inventory grew 118% from Q4 to Q1; mobile inventory grew 154% over that same time - the U.K. was the only region with triple-digit growth in both inventory types. The universal growth indicates a growing recognition of programmatic's benefits for marketers with branding objectives - automated buying isn't just a direct response thing anymore.
Through social media ,making friends and meeting new people has never been easier. Yes, critics cry boo at my generation tweeting and posting while we could be having real human interaction, but it is a great way for us outsiders to become part of an exciting online community and give us a sense of belonging, something all of us ultimately crave.