“The goal of forecasting is not to predict the future but to tell you what you need to know to take meaningful action in the present.” – Paul Saffo, futurist
Museums are often viewed as conservators of the past, but some have always been in the business of the future—even going so far as to enshrine it in their mission statements
But what will the future look like? How much can we really anticipate about the world of 2034?
To address those questions, Reach Advisors pored over nearly
a thousand articles, data sets, interviews and
discussion forums to identify
the
trends that are most
likely to
change
Of course, there will be other trends that impact the future of museums. But some of these trends might not be apparent yet; others may have a huge impact on some museums but not a broad cross-section of the field; others might have profound impacts on museums if they come to pass, but the likelihood of that happening is low. This report focuses on demographic trends, changes in the geopolitical and economic landscape, shifts in technology and communications, and the rise of new cultural expectations.
To assess how each of these trends might shape the future,
we start by stepping back 25 years to 1984, to
identify some of the
emerging
structural shifts that shape
what we see today. With the full benefit of
hindsight, it
becomes clearer
which of today’s emerging trends are most likely
to shape
the world of
2034.
IV. myCULTURE
A. A
creative
renaissance
Along with increased computing power and the decreasing costs of technology came the advent of the personal computer as a recording or animation studio, movie-editing suite and publishing house. That was just the beginning. With increased digital connectivity came the advent of much more effective town squares and marketplaces, providing creative participants places to access better tools and information, and enabling creative producers to share and sell their output more efficiently.
Based on Reach Advisors’ national survey work with young
adults on issues outside of the museum field, we are
seeing the emergence of a
cultural
shift that may prove to
be a
full-blown creative
renaissance.
The
result will be a
generation of
young adults with more extensive
creative
pursuits than any other
recent generation. This
generation
grew up with a broad
palette of digital tools
and
creative resources; as a result,
they are
demonstrating
an
extraordinarily high level of creative output
What this means for
society: We project
that significant new
economic value
will be produced
by
these pursuits, thanks to a far bigger
base
of creative
producers, a wider
range of creative
output (including forms that
we can’t
even envision today) and significantly better
distribution
opportunities for their
creative product —
matched by a
broader base of
creative consumption. Already,
marketplaces such as Etsy are supplanting the
need for
artisans to travel to
sell their handmade works, and creating an
audience of
consumers who are used
to looking for
distant artisans
before they
turn to mainstream
retailers.
What this means for museums: Museums have traditionally served as incubators and repositories of creative expression. While many of the trends discussed in this report present significant threats to museums, this is one shift that will allow museums to flourish as facilitators of the emerging creative renaissance.
B. Shifting
conceptions of
narrative
For most adults over the age of 30, “narrative” is a passive
experience. To be sure, there have been models of
self-directed narrative in a
wide
variety of media, from
interactive
Star Trek games on
mainframe computers
in the
1970s to
fanzines, mix-tapes, the Choose
Your Own
Adventure book series, even The
Matrix movies,
but these were mainly consumed by small groups
of
connoisseurs. For Americans under
30, there’s an
emerging structural
shift in
which consumers increasingly
drive
narrative.
A key factor has been the expansion of video gaming, now approaching almost universal consumption by American teens. And gaming is now more likely to be about the user as protagonist, driving the narrative. Some games are simply structured that way, while others enable modding (modifications of the software or hardware for unintended purposes driven by the user), and on the edge lies Machinima, virtual gaming worlds where players collaborate in person or online to produce and record their own narratives.
Moving one step younger, Scholastic has been shifting many of its new series of books (e.g., The 39 Clues for children ages 6–14) in the direction of enabling the reader to serve as the protagonist through websites and games that extend the experience with readers driving their experiences with the book series.
Once again, we’re seeing an emerging structural shift where technology is fundamentally enabling and wiring expectations differently, particularly among younger audiences, this time when it comes to the concept of narrative.
What this means for
society: One of the
fundamental concerns is how
the core
driver behind this
shift, video gaming, affects the
development of
children
and young
adults. On one hand, there
is an uncannily
strong
correlation
(although not necessarily causation)
between the increase
in video
gaming
and the decrease in
school test score performance of boys
over the past
15
years. On the other
hand, video
games have become increasingly complex,
with
engaged role-playing,
complicated problem-solving and
components that players
can design
themselves. It’s
likely
that this shift in narrative
structure and
expectations
will drive
a lot of how the next
generation of adults expects
to
engage in the world.
What this means for museums: Over time, museum audiences are likely to expect to be part of the narrative experience at museums. While the overall story might not change, how it is presented may change to allow visitors to take on a role as a protagonist themselves. While this is a dramatic departure from how some museums structure narrative, it provides an opportunity to create deeper, more immersive experiences for visitors. For a glimpse of the future, an intriguing example of the emerging you-as-the-protagonist concept can already been seen at Conner Prairie Living History Museum’s “Follow the North Star” program, where participants play the role of a fugitive slave on the Underground Railroad over the course of a mile of rough terrain at night, constantly confronted by friend or foe. We project this kind of immersive, interactive programming will be more of the norm than the exception as the generation coming of age now has brings its own children to museums.
C. Respite
and
retreat
During Reach Advisors’ interviews with technology
visionaries across the country, it became
evident to us that the
What this means for society: While technological progress has brought much value to society, one byproduct of these emergent structural shifts in communication technologies is almost certainly going to be a world with fewer and fewer places where the public can find respite and retreat.
What this means for museums: At the same time, we’re also seeing increasing backlash to the proliferation of technology in our research for museums and among the general public. Instead, our consumer research is finding indications of a longing for a retreat, particularly among women over 50 years old, a sentiment that we expect to expand as technology advances. The challenge will be the balancing act of positioning museums as exciting and engaging places to go, while providing a special spot to disengage from the day-to-day.
© 2008, 2009
American
Association of Museums
This is part of a larger report
available for download
at http://aam-us.org/upload/museumssociety2034.pdf.