Nice post by Odyssey about the problems associated with finding a way to "appeal to the masses of tweeting, texting, facebooking teens who barely have time to sit still to eat breakfast let alone play a 4 hour game of D&D on a regular basis".
She's right on the money; all I'd add is that I personally hate the perception of the world which says that in order to appeal to young people, a hobby or pastime has to embrace new technology. At 28 I still like to think of myself as at least reasonably young, but even when I was properly young (14-24, say), almost none of the things I enjoyed doing - going clubbing, drinking, hanging out with friends, playing Warhammer, playing football, playing cricket - had anything whatsoever to do with technology. The sole exception was playing computer games.
Radical concept: like old people, middle-aged people, or indeed any sort of people, young people like to partake in pastimes that are enjoyable. Technology sometimes plays a part in that and more often it does not, but it is essentially irrelevant. A percentage of kids, probably a small minority, will always be both imaginative and nerdish enough to get a kick out of D&D, and whether twitter and facebook are involved won't make the blindest bit of difference.
It's my opinion that the whole "we need to make D&D high-tech to appeal to young people!" argument is actually indicative of a genuine problem in Western society; namely that adults these days seem to have lost all confidence to engage with youngsters. Young people have always been seen as different, alien and unpredictable, but the extent to which this applies today is astonishing. It is almost as if the population above 30 believes "young people" to be a different species. They aren't. Kids have always been kids, just like we were, and what is or isn't fun never changes.