Dictionary.com named '67' as the 2025 word of the year, highlighting its viral spread among youth and its lack of a specific definition, symbolizing the rapid evolution of online language and social trends.
Grow a Garden, a Roblox farming game, has surpassed 16.4 million concurrent players, beating Fortnite and setting a new record for the platform, driven by its simple gameplay, offline growth features, and appeal to younger audiences, especially Generation Alpha.
Generation Alpha, kids born between 2010 and 2024, are becoming a significant target for marketing as they display brand awareness and influence from a young age, with many requesting products by brand name. They are highly online, spending significant time on smartphones and tablets, and are influenced by creators and influencers on platforms like TikTok and YouTube. This generation's parents, primarily Millennials, involve them in financial decisions and are raising them with a focus on brand selectivity, potentially impacting future consumer behavior and the economy.
A 20-year-old mother shocked her family by naming her newborn daughter 'Harlotte', a blend of her grandparents' names Harvey and Charlotte, unaware that it sounded like 'harlot', an old-fashioned term for prostitute. The family's reaction was one of shock and concern for the child's future, with many suggesting alternative name combinations. The incident sparked a discussion on baby naming considerations and trends, as experts predict the extinction of certain names and the unique characteristics of Generation Alpha.
The Super Mario Bros. Movie has become the most successful global opening ever for an animated film, overtaking Frozen 2, and is likely to remain the highest grossing film of 2023. The movie functions as an advertisement for the games, drawing audiences back to its original products. The success of the film offers insight into future corporate strategies for video game adaptations, but few, if any, will replicate what this one has done. Ultimately, The Super Mario Bros. Movie is for the children and its success is a testament to the profound and inalterable effect that games have had on world culture in the past 30 years.