payday loans no credit checkal Consumer” src=”http://www.ethosinteract.com/wp-content/uploads/2012/02/digital-consumer-large-300×231.png” alt=”Generation C- Digital Consumer” width=”300″ height=”231″ />

By Nielsen

Born sometime between the launch of the VCR and the commercialization of the Internet, Americans 18-34 are redefining media consumption with their unique embrace of all things digital. According to Nielsen and NM Incite’s U.S. Digital Consumer Report, this group—dubbed “Generation C” by Nielsen—is taking their personal connection—with each other and content—to new levels, new devices and new experiences like no other age group.

The latest Census reports that Americans 18-34 make up 23 percent of the U.S. population, yet they represent an outsized portion of consumers watching online video (27%), visiting social networking/blog sites (27%), owning tablets (33%) and using a smartphone (39%). Their ownership and use of connected devices makes them incredibly unique consumers, representing both a challenge and opportunity for marketers and content providers alike. Generation C is engaging in new ways and there are more touch points for marketers to reach them.

Who is Generation C

No, this is not about a new niche generation of youngsters born between March 12, 1988 and April 24, 1993; the C stands for CONTENT, and anyone with even a tiny amount of creative talent can (and probably will) be part of this not-so-exclusive trend.

So what is it all about? The GENERATION C phenomenon captures the an avalanche of consumer generated ‘content’ that is building on the Web, adding tera-peta bytes of new text, images, audio and video on an ongoing basis.

The two main drivers fuelling this trend? (1) The creative urges each consumer undeniably possesses. We’re all artists, but until now we neither had the guts nor the means to go all out. (2) The manufacturers of content-creating tools, who relentlessly push us to unleash that creativity, using — of course — their ever cheaper, ever more powerful gadgets and gizmos. Instead of asking consumers to watch, to listen, to play, to passively consume, the race is on to get them to create, to produce, and to participate. Read more here.