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Early Gen Z (also known as Older Gen Z) is a term used for the first cohort of Generation Z, comprising, in this definition, people born between 1997 and 2003. The cohort is chronologically characterized by having spent its childhood primarily during the 2000s, its adolescence primarily during the 2010s, and its transition into adulthood between the late 2010s and early 2020s.
The year 1997 is used by the Pew Research Center as the beginning of the generation following the Millennials. Pew defines Millennials as those born from 1981 through 1996 and places those born from 1997 onward in the following generation.[1]
The 1997–2003 interval has also been used by Gallup to represent the adult portion of Generation Z in research conducted while later members of the generation had not yet reached adulthood.[2] The term Early Gen Z has specifically been applied to people born approximately between 1997 and 2003 in cultural analyses of the generation.[3]
Early Gen Z is therefore represented by a cohort whose formative memory is situated in the 21st century. People born from 1997 onward generally have no conscious memory of the transition into the 21st century in 2001 or of the 20th century itself, and the September 11 attacks do not occupy the same place in their collective memory as they do for Millennials. Pew specifically identifies memory of September 11 as an experiential distinction between Millennials and the generation that followed them.[1]
For Early Gen Z, the 2000s constituted fundamentally a decade of childhood. Technologies, media and entertainment such as DVDs, CDs, the PlayStation 2, Nintendo DS, Wii, Windows XP, family computers, browser games, Disney Channel, Nickelodeon and Cartoon Network formed part of the cultural environment of those childhood years.
The chronological position of Early Gen Z placed its childhood during a major transition in consumer technology and media.
The Internet was already an established and expanding part of everyday life during the cohort's formative years, while smartphones had not yet become the dominant personal gateway to digital media.
The first iPhone was released in 2007, when the oldest members of Generation Z were still children. By the time Early Gen Z reached adolescence, smartphones, Wi-Fi, high-speed mobile Internet and social networking had expanded considerably.[1]
Academic research has similarly distinguished older members of Generation Z by their technological childhood. A study published in Frontiers in Sociology described older Gen Z members as having experienced substantial childhood years with pre-smartphone technology and having witnessed the transition from earlier forms of the Web toward Web 2.0.[4]
Early Gen Z can consequently be characterized by a digital but predominantly pre-smartphone childhood. Contemporary American data illustrate this transition. In 2008, 71% of American teenagers owned a mobile phone, while mobile Internet access remained considerably less established than it would become during the following decade.[5] Even by 2011, 23% of Americans aged 12–17 reported owning a smartphone.[6]
The technological trajectory of the cohort therefore extended from a childhood in which television, computers, physical media and dedicated gaming devices remained prominent toward an adolescence increasingly shaped by smartphones and mobile social media.
The 2000s constitute the central childhood decade associated with Early Gen Z.
Children growing up during this period experienced an environment in which physical and digital forms of entertainment existed simultaneously. DVDs remained a common way to watch films and television programs, CDs remained relevant to music consumption, video game consoles occupied a prominent position in home entertainment, and computers increasingly provided access to games, communication and the Internet.
At the same time, online activity was generally centered on desktop and laptop computers rather than permanently connected personal smartphones. The result was a childhood environment in which offline and online media frequently coexisted.
This period encompassed the rise of several technologies that became highly visible during the decade, including the PlayStation 2, Nintendo DS, Wii and iPod, alongside the continued presence of television and physical media.
Television remained one of the principal forms of children's entertainment during the 2000s. In the United States, Disney Channel, Nickelodeon and Cartoon Network formed particularly recognizable parts of children's and preteen television.
Disney Channel experienced a highly visible period of children's and tween popular culture during the 2000s.
Television series associated with the period included That's So Raven, The Suite Life of Zack & Cody, Hannah Montana, Wizards of Waverly Place, The Suite Life on Deck and Phineas and Ferb.
Hannah Montana, which premiered in 2006, became one of the most visible tween franchises of the late 2000s. Its success transformed Miley Cyrus into a major youth celebrity and expanded beyond television into music, concerts, merchandise and film.
Disney Channel Original Movies were similarly prominent within children's and tween culture. High School Musical became a particularly large phenomenon after its 2006 premiere. CBS News described the film as a phenomenon among the 9–14-year-old tween audience and reported that repeated Disney Channel broadcasts had accumulated tens of millions of viewers within months of its debut.[7]
By 2007, CBS described High School Musical as a global entertainment phenomenon; its soundtrack had reached number one in the United States and the franchise had expanded into DVDs, concerts, stage productions and other media.[8]
Other Disney productions encountered during the period included High School Musical 2, Camp Rock and later Camp Rock 2: The Final Jam. The resulting Disney-associated youth celebrity culture prominently featured Miley Cyrus, Selena Gomez, Demi Lovato, the Jonas Brothers, Ashley Tisdale, Vanessa Hudgens and Zac Efron.
Nickelodeon represented another major component of American children's television.
Animated programming encountered during the period included SpongeBob SquarePants, The Fairly OddParents, Danny Phantom and Avatar: The Last Airbender, while live-action programming included Drake & Josh, Zoey 101, Ned's Declassified School Survival Guide and iCarly.
iCarly, which premiered in 2007, coincided particularly closely with the increasing presence of participatory Internet culture in children's media. At its premiere, the Los Angeles Times emphasized the series' integration of television, the Internet and audience participation in the emerging YouTube era.[9]
The Washington Post similarly described iCarly in 2007 as a television, website and webcast project situated within the expanding multimedia environment of youth popular culture.[10]
At the beginning of the 2010s, Victorious became another prominent Nickelodeon series as Early Gen Z moved through later childhood and adolescence.
Cartoon Network also formed a major component of children's television during the period.
Programs associated with the 2000s included The Powerpuff Girls, Ed, Edd n Eddy, Codename: Kids Next Door, Teen Titans, Foster's Home for Imaginary Friends, The Grim Adventures of Billy & Mandy and Ben 10.
Ben 10, which premiered in 2005, expanded into a multimedia children's franchise encompassing sequel series, toys, games and other merchandise.
Around the transition into the 2010s, Adventure Time and Regular Show became prominent as the cohort moved through later childhood and early adolescence.
Video games constituted another prominent component of the childhood entertainment environment of the 2000s.
The PlayStation 2 became one of the most commercially successful consoles of the decade. Games and franchises available during the period included Grand Theft Auto: San Andreas, Kingdom Hearts, Guitar Hero, Sonic the Hedgehog and Need for Speed.
Nintendo hardware was similarly prominent. The childhood years of Early Gen Z overlapped with the Game Boy Advance, Nintendo GameCube, Nintendo DS and Wii.
The Nintendo DS became a major handheld platform during the second half of the decade. Its library included Nintendogs, Mario Kart DS, New Super Mario Bros., Animal Crossing: Wild World and numerous entries in the Pokémon franchise.
The commercial scale of Nintendo's platforms made them highly visible components of gaming culture. By March 2009, Nintendo announced that it had shipped more than 100 million Nintendo DS systems worldwide.[11]
The Wii, released in 2006, likewise became a major platform. Titles such as Wii Sports, Wii Play, Mario Kart Wii, Super Mario Galaxy, New Super Mario Bros. Wii and Wii Fit reached large audiences. Nintendo reported in March 2009 that worldwide Wii shipments had surpassed 50 million units.[12]
The Xbox 360 and PlayStation 3 expanded during the same period, while the beginning of the 2010s saw games such as Minecraft and Angry Birds become increasingly prominent.
Early Gen Z experienced the Internet as an established part of childhood while growing up during a period in which Internet access was still primarily associated with computers rather than smartphones.
Windows XP, released in 2001, became one of the most recognizable operating systems of the decade. Desktop and laptop computers were used for schoolwork, games, websites, online communication and media.
Browser-based entertainment formed a distinctive component of children's Internet use. Adobe Flash supported a large ecosystem of games and animations, while websites such as Miniclip offered collections of browser games.
Online gaming became a particularly prominent component of youth Internet use. In 2009, the Pew Research Center reported that 78% of American Internet users aged 12–17 played games online, making game playing the most popular online activity measured among teenage Internet users.[13]
Virtual worlds aimed at children also expanded rapidly. In 2007, The Guardian described children's virtual worlds as a growing Internet phenomenon and reported that Club Penguin, aimed at children aged 6–14, had more than 700,000 paying subscribers.[14]
Other virtual worlds and online games associated with the period included Webkinz, Neopets, Poptropica, RuneScape and Habbo.
Webkinz particularly illustrated the overlap between physical and digital children's culture by combining plush toys with access to an online virtual world. In 2007, The Washington Post described Webkinz as sought-after products among technology-oriented tweens and discussed the movement of children's play between physical toys and online environments.[15]
The second half of the 2000s also coincided with the emergence of YouTube. Online video, music videos, viral clips and eventually gaming content increasingly formed part of the youth media environment.
The childhood of Early Gen Z occurred during a period in which physical media remained a major component of everyday home entertainment.
DVDs were widely used to watch films, cartoons, television programs, concerts and other audiovisual content. Children could repeatedly watch individual discs, in contrast to the later model of large on-demand streaming libraries.
Video rental stores also remained visible during the 2000s. In the United States, Blockbuster remained a recognizable part of home movie consumption during much of the decade.
CDs remained important to music consumption. Home stereos, portable CD players and car CD players existed alongside the growing market for digital music.
The iPod became one of the most prominent consumer electronics products of the decade and represented the transition from physical music collections toward portable digital media. In April 2007, Apple announced that it had sold its 100 millionth iPod, five and a half years after the first model had been released.[16]
Devices such as the iPod Nano and later iPod Touch therefore existed alongside CDs during the cohort's childhood, illustrating the broader transition from physical toward digital media consumption.
Early Gen Z childhood coincided with a highly successful period of computer-animated family filmmaking.
Pixar films released during the period included Monsters, Inc., Finding Nemo, The Incredibles, Cars, Ratatouille, WALL-E, Up and, around the transition into the 2010s, Toy Story 3.
DreamWorks Animation releases included Shrek, Shrek 2, Madagascar, Over the Hedge, Kung Fu Panda and How to Train Your Dragon.
The Ice Age films likewise became prominent family releases during the decade.
The Harry Potter film series extended throughout most of the 2000s and became one of the major global entertainment franchises encountered during the cohort's childhood years.
The Barbie franchise had an extensive presence in children's home media during the 2000s.
A succession of computer-animated Barbie films was released primarily for home video, beginning with Barbie in the Nutcracker in 2001.
Other films released during the decade included Barbie as Rapunzel, Barbie of Swan Lake, Barbie as the Princess and the Pauper, Barbie: Fairytopia, Barbie and the Magic of Pegasus, Barbie in the 12 Dancing Princesses and Barbie as the Island Princess.
The franchise illustrates the importance of DVD-based children's entertainment during the period, when films could become recurring components of home viewing through individually owned physical copies.
The material culture of childhood during the 2000s included major toy and entertainment franchises such as Barbie, Bratz, Polly Pocket, LEGO, Hot Wheels and Pokémon.
The decade also produced products that connected physical toys with emerging forms of digital entertainment. Webkinz combined collectible plush toys with online accounts, while Tamagotchi and other electronic toys remained recognizable components of children's culture.
Children's publishing included the continuing popularity of Harry Potter and the emergence of Diary of a Wimpy Kid. The first Diary of a Wimpy Kid book was published in 2007 and subsequently developed into a major children's media franchise.
The later childhood of Early Gen Z coincided with an especially visible period of American tween popular culture.
Hannah Montana, High School Musical, Camp Rock, the Jonas Brothers, Miley Cyrus, Selena Gomez and Demi Lovato became major elements of youth entertainment during the second half of the 2000s.
These franchises extended beyond television and film into CDs, DVDs, magazines, merchandise, concerts and toys.
The cultural environment therefore reflected the continued importance of mass children's television while simultaneously moving toward the Internet-centered celebrity culture that would become increasingly prominent during the 2010s.
The Twilight phenomenon emerged during the later childhood and early adolescence of the cohort.
The first film in The Twilight Saga was released in 2008 and was followed by a large international youth fandom surrounding the franchise and its stars, including Kristen Stewart, Robert Pattinson and Taylor Lautner.
The franchise formed part of the broader late-2000s and early-2010s youth culture encountered as Early Gen Z moved from childhood toward adolescence.
The popular music environment encountered during later childhood and early adolescence included artists who became major figures of late-2000s and early-2010s popular culture.
These included Miley Cyrus, Taylor Swift, Lady Gaga, Katy Perry, Rihanna, Beyoncé, Kesha, The Black Eyed Peas, Britney Spears, P!nk, Flo Rida and Jason Derulo.
Music consumption itself reflected the technological transition of the period. Radio and CDs remained present while digital downloads, iTunes, iPods and YouTube increasingly changed how music was discovered and consumed.
At the transition into the 2010s, Justin Bieber became one of the most visible teen pop phenomena associated with the cohort's later childhood and early adolescence. In early 2010, CBS News described the 15-year-old singer as a worldwide tween pop sensation and noted that he had originally been discovered through YouTube.[17]
Later that year, the music video for "Baby" overtook Lady Gaga's "Bad Romance" to become the most-viewed video on YouTube at the time, exceeding 246 million views by July 2010.[18]
Artists such as Bruno Mars, One Direction and Ariana Grande subsequently became increasingly prominent as the cohort entered adolescence during the early 2010s.
The transition between the late 2000s and early 2010s represents an important cultural period for Early Gen Z, corresponding to later childhood and the beginning of adolescence.
Phenomena such as Minecraft, Angry Birds, Adventure Time, Regular Show, Victorious and the expanding culture of YouTube became prominent during this transition.
At the same time, several technologies strongly associated with the 2000s began losing their central position. DVDs increasingly competed with streaming media, digital music displaced CDs, Flash-based websites eventually declined, and smartphones increasingly consolidated functions that had previously belonged to computers, cameras, MP3 players and conventional mobile phones.
This produced a visible contrast between the technological environment of the cohort's childhood and that of its adolescence.
The cultural identity associated with Early Gen Z is strongly connected to the experience of having the 2000s as a childhood decade and the 2010s as an adolescent decade.
For You Agency identifies Early Gen Z as those born roughly between 1997 and 2003 and associates the cohort with familiarity with DVDs, CDs and Habbo, together with memories of life before constant online access.[3]
The publication describes Early Gen Z as a "bridge generation", having experienced childhood before permanent mobile connectivity while later adapting rapidly to contemporary social media and Internet culture.[3]
The broader historical record of children's media and technology during the 2000s reflects this transitional environment: children's virtual worlds expanded,[19] Nintendo DS and Wii reached mass-market scale,[20] digital music players became mainstream,[21] and television franchises increasingly incorporated Internet participation.[22]
Consequently, references such as Windows XP, PlayStation 2, Nintendo DS, Wii, DVDs, Disney Channel, Nickelodeon, Cartoon Network, Hannah Montana, iCarly, Ben 10, Phineas and Ferb, High School Musical, Camp Rock, Barbie films, Club Penguin, Webkinz, Miniclip, Flash games and early YouTube situate the childhood cultural environment associated with the cohort.
One of the principal distinctions between Early Gen Z and Millennials is the stage of life during which the cultural and technological transformations of the 2000s were experienced.
For Early Gen Z, the 2000s constituted fundamentally a childhood decade. Children's television, DVDs, video game consoles, family computers, browser games and the expansion of home Internet formed part of the environment in which the cohort grew up.
Pew defines Millennials as people born between 1981 and 1996.[1] Members of that generation therefore experienced the 2000s at later stages of life. Many of the products and technologies that occupy the place of childhood culture for Early Gen Z became prominent while Millennials were already adolescents, young adults or adults.
The distinction is particularly visible in the role of digital technology. Early Gen Z encountered computers and the Internet as ordinary parts of childhood while experiencing the smartphone revolution later, producing a childhood environment that was digital without yet being centered on constant mobile connectivity.[4]
Although the oldest members of Early Gen Z were born during the 20th century, the cohort's formative autobiographical and cultural memories are situated overwhelmingly within the 21st century.
The 20th century ended on December 31, 2000, and the 21st century began on January 1, 2001.
Those born between 1997 and 2000 were infants or very young children when the century ended, while those born between 2001 and 2003 were born entirely within the new century.
Early Gen Z consequently represents a cohort whose shared childhood culture and principal formative memories are centered on the world of the 2000s rather than the 20th century.
The September 11 attacks constitute one of the clearest historical distinctions between Millennials and Early Gen Z in the United States.
When explaining its use of 1997 as the beginning of the generation following Millennials, the Pew Research Center specifically identified memory of September 11 as a generational marker.
Pew observed that most Millennials were old enough to understand the historical significance of the attacks, while many of the oldest members of the following generation had little or no memory of the event.[1]
September 11 therefore does not constitute a shared conscious childhood memory for Early Gen Z in the same manner that it does for many American Millennials. The event instead belongs to the period immediately preceding the development of the cohort's principal shared autobiographical and cultural memories.
Following childhood in the 2000s, Early Gen Z experienced adolescence predominantly during the 2010s.
This period produced a major transformation in the cohort's relationship with technology. Computers remained present, but the smartphone progressively became a central personal device for communication and Internet access.
Social networking likewise became increasingly mobile. Platforms such as Facebook, Twitter, Instagram, Snapchat, Tumblr and Vine formed part of the online environment encountered during the cohort's teenage years.
The technological trajectory of Early Gen Z can therefore be summarized as a transition from a childhood centered on television, physical media, video game consoles and computer-based Internet to an adolescence increasingly centered on smartphones and mobile social media.
This transition between two technological environments forms a central component of the cultural identity attributed to the cohort.[3][4]
The COVID-19 pandemic represented another major historical event in the life course of Early Gen Z.
When widespread pandemic disruptions began in 2020, people born between 1997 and 2003 were approximately 16 to 23 years old. The cohort was therefore situated across late secondary education, college, university, early employment and young adulthood.
Gallup used the 1997–2003 interval when analyzing the adult portion of Generation Z in survey data collected while younger members of the generation had not yet reached adulthood.[2]
The pandemic consequently became one of the first major global historical events experienced by the entire Early Gen Z cohort at ages capable of producing substantial conscious autobiographical memories.
For members of the cohort, the pandemic coincided with different parts of the transition into adulthood, including completion of secondary education or university and the first years of employment.
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