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video killed the internet star…

11 Apr

the dea skinny on what’s happening:

if video killed the radio star, as the buggles 1979 song noted, it will also kill the free internet as we know it today. perhaps one of the most frustrating things we see is the telecom industry self-disparagingly blaming and flagellating itself for their “telco-head” slow innovation mentality. go easy on yourselves. we don’t even remember that stupid isdn idea from decades ago. we forgive you that. unlike 2-person-inked-hipster-social-video-internet startup types who can move quickly in their studio apartment virtual world-is-flat businesses, telcos have major constraints for good reasons. we all need to get that.

it is a simple fact that telecom companies are huge, their employees numbering in the many hundreds of thousands of people, who deploy billions of dollars of network infrastructure comprised of expensive switches, fibre-optics, cell towers, transmitters, microwave, and yes, miles of conduits and telephone poles. did we mention software?  read their balance sheets. these are BIG players. you try doing it. and try doing it quickly. plus they have to deal with pain-in-the-neck regulators in a million different jurisdictions who sometimes want pie-in-the-sky open everything for nothing. in the end, if you want a simpler business to run, buy a large international airline – it is child’s play by comparison. and telcos are the people who supply you your life’s blood: the internet.

to add insult to injury, we all expect it from them for free. like free video. facebook,  webex, youtube, netflix, hulu and The Content Which Cannot be Mentioned, porno, which some estimate already consumes almost 30% of the internet at any given time and is video-bandwidth intensive in nature.  video, unlike “bursty” interactive traffic which is more easily multiplexed for which the telco nets were originally designed (voice and now data), is long content, persistent in duration and session length and THE ultimate major bandwidth hog which multiplexing technologies cannot help as a “biggest loser” medium as easily. there is short and long form video and the long form is REALLY long.

on video traffic growth, ask the whizzes at cisco if you don’t believe us nor trust what the telco engineers have been saying for ages. the recent cisco visual networking index report  which tracks visual networking traffic stats that by 2015, video traffic on the internet will be 70% of all consumer traffic. sure, this is a self-serving vendor forecast (man, did they blow their e-learning traffic growth projects in the past!) but you catch the general drift so go with us on this. they are directionally dead-on. in the ballpark. no one is arguing against their general case.

for a telcom provider, the arithmetic for all this stuff adds up. adds up big. adds up huge. as in billions and trillions of dollars world-wide. by 2015, some projections say worldwide capital spending will reach $225 billion dollars per annum. but we are a spoiled “trophy” generation who expects its sushi and creme brûlée just so and we therefore naturally expect free bandwidth because we are “digitally entitled”, having grown up and actually gotten used to the freemium freakonomics of internet access. the era of over-investment and global crossing and worldcom and excess bandwidth is long over. video ate it up while you were grooving out on youtube videos of singing cats and your company’s mind-numbing webex meetings. but if you do the math kids, you will see the party is over and you need to grow up. video is here to kill it all for all of us.

the stakes:

trillions of dollars over decades in capital expenditures and at least $225 billion/year worldwide by 2015. we said that already. did it sink in? you don’t need a nobel prize in economics to figure out “free internet video” is over. but  who will pay? you. many telecom players will start taking it out of your pockets. they have to….it’s only business to quote michael corleone in the godfather. the recent att kerfuffle around “cramming” your cell bill with extra “value added network” charges is only the beginning. 

the dea takeaway:

if you are a telecom service provider, consider handling demand with special video rate schemes. yes, we know the natives will revolt and everyone will hate you but somebody has to pay for this. the airline seats are packed to the gills now and airfares are high, but at least, for now, they are temporally profitable. you are already working with the major bandwidth hogs for revenue shares, when they will take your calls, at youtube, hulu, netflix and the porno industry (we have no idea how to contact that last group) as well as the networks. so you have 5 simple alternatives: 1.) revenue sharing with the IP video providers (and that is chump change relative to your future build-out costs) unless you share rev with google, et al. 2.)  dampen video demand through new revenue streams a/k/a higher prices, a blunt instrument which works well (aka tariff play) at the access & service layers and then tango dance with regulators to do this as only your century-experienced clever rates & tariffs people and lobbyists know how to do so well, 3.) partner again or re-think cable franchise deals/acquisitions Justice Department be damned, 4.) develop new bundled services like att’s U-verse,to offload it and charge value-add as you are doing now, or 5.) and this is the least attractive, suck it up and build massive parallel new infrastructure and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access.

if you are a video IP TV content provider or content-producer or anyone else creating services, applications and, most importantly content, get used to the idea that you will need to bake increased IP video network telco access, transport and costs into your models now. don’t act shocked or angry when the telcos start to tell you this stuff costs money and that you have been getting a free ride for years. them days is over.

if you are a network-centric hardware, firmware or software infrastructure or service player, start innovating faster. you can make a ton of money if you continue to find new ways to compress, compact, route and shrink down bandwidth-consuming fat into nothing. this will take decades.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

augmented reality: sell your cleverness and buy bewilderment.

10 Apr

the dea skinny on what’s happening:

reality is bad enough at times without bloody augmenting it, you say. agreed. now get over it. we get you don’t need more stuff to follow in this digitally cluttered world. but suddenly there is a rash of new augmented reality (AR) mobile applications on the street which actually work. these aren’t science experiments nor expensive either. most are offered on a lite/freemium software download biz model basis for mobile apps from the apps stores out there at apple and google as well as the vendor’s own sites. there’s an avalanche of them… with a zillion of cool to gimmicky potential ways to use it them all. it is early days yet on great uses for this but it’s here to stay so get with the program. we will only discuss a few here. that’s why god invented google… you can track the others… unless you are clever. if you are “clever”,  you probably also walked out on minority report.

mobile AR apps work by recognizing a pre-established pattern you design or select using your mobile, tablet or laptop camera and “trigger” what we have termed a rich media “overlay.” it can augment the image you are pointing your camera at in ‘real time’ through your mobile camera with a video clip, a 3d image, animation, or architectural model  etc. on the scene on which you are focusing  your mobile or tablet or laptop camera. point, click and augment it… snap! you have mobile AR!

the stakes:

the future of the human/machine interface is changing very quickly whether it’s apple’s siri voice app or microsoft’s kinect gesture metaphor. now comes mobile AR for mobile & tablet apps. this new mobile AR stuff lends itself to a wide range of mobile and geodetic advertising/marketing and business applications to entertainment, gaming, interactive, mobile-specific, education, and government and military mobile applications. one of the coolest entertainment apps is action movie from bad robot which allows you to overlay special effects from mission impossible onto your relatively boring life to blow things up, crash cars and helicopters and place tornados on, well, anything. on the geek front, you already know that Google’s project glass is playing with an AR glasses prototype so we can all possibly become uber-geeksters. (remember, “can’t hit a kid with glasses!”)  Googles goggles are not commercially  available however. sighs. 

one small company doing interesting AR overlays is total immersion who did rayban’s virtual mirror site where you can try on cool rayban shades with AR using your laptop, tablet or mobile phone camera. this is great for lots of cool game apps and marketing brand applications. we also like one of the newest yet most well-backed kids on the block for advertising applications – aurasma. they debuted at sxsw a few weeks ago and are owned by autonomy who, in turn, are owned by hewlett packard.  there is new york city-based goldrun which develop rich media overlays for marketing and other promotional campaigns. one of the coolest companies we have found is metaio, a german company who has built stuff for mercedes benz and others. metaio seems to be trying to position themselves as the apple of AR and have a wide range of applications from marketing to architecture and industrial applications which you need to see on their site where you can download the software SDK for free.

the dea takeaway:

in a mobile world of apps vying for attention, AR promises to provide a huge range of useful and fun applications across an entire spectrum of uses where a visual real world environment can be augmented with a rich media overlay. and isn’t that, in the end, all we are all really looking for in life? stay bewildered… it is early days on all this. if not excited by it, listen to france’s magician version of david copperfield, marco tempest at TED this last month.

full disclosure: we have no business or economic interests in any of these companies.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

trans-media is a confusing term: let us explain… although we get you may not care ;-)

17 Jan

(eyeball time: 45 seconds  but you might read much faster if you took evelyn woods’ speed reading course in 1957 like president kennedy did…)

our map of the world: the dea trans-media framework (with a nod to dr. jenkins) (c) 2011

 we hate doing this but think it is important to say what we mean by “transmedia”. when we use the term we mean “going across different media at different business layers and building an experience ecosystem.”  this is the opportunity for fortune 500 companies as well as entertainment companies as we see it. it is what we help them do.  here is what we don’t mean: “trans-media narrative” or “convergence.” we feel compelled to state this because we see so many things flying around twitter and elsewhere on “trans-media” that chiefly seem to define the trans-media space in terms of “narrative trans-media.” ditto for the “convergence” term.  for us, (and with a generous and obligatory nod to professor jerkin’s seminal work on this topic in his book convergence culture)  we think about trans-media and design and develop experiences with clients in much broader terms than just “trans-media narrative” experiences. we have avoided the term “convergence” because for us, nothing is converging at all, and therein lies the opportunity. also because many large media companies lost billions betting on things coming together in the media space, e.g., major roadkill: time warner/aol.  there are many other failed convergence business models out there as well. we have issues with both these terms and here’s why.

“trans-media narrative” means telling stories across media. And it is limited to story telling. For us, therefore, “trans-media narrative” is a subset of the trans-media metaverse.

“convergence” is term which has been used over the last decades and became a pejorative term due to the broadcast industry’s major failures in making it happen. but the larger and more major issue we have with the “convergence” term is it implies that things are coming together and converging but they are not. just look at the number of television and vcr controllers you own. 

 so… for us,  “trans-media” is a media mashup or experience ecosystem across a broad framework of content, context, applications, services and infrastructure. we use it to refer to a large space where this is happening, including but not limited, to digital television, social networking, electronic gaming & immersive worlds, interactive advertising, mobility & communications, digital film, digital music, and animation. that is our map of the world. got it? we hope this helps and apologize in advance for a seemingly academic rant. but maps show the road to the new world and the riches therein.

check please…mobile electronic payments are the missing plumbing we need

8 Dec

(eyeball time: 2.2 minutes unless you fast-scrub the video)

the dea skinny on what’s happening:

www.google.com/wallet

by now you know we are not anybody’s lapdog (we tastefully forgo using the rap music alternative submissive relationship adjective here so please note our class).

look, you have lots of stuff to track and worry about out. so we bring this to your attention because it is one of the most non-glamourous but important things you need to track so pls listen up:  it’s how you get paid. we have discussed micro-payments and all the other plumbing needed to power games and all other forms of digital entertainment. but let’s get real. digital entertainment isn’t a big enough tail to wag an electronic commerce payment solution dog. even with facebook credits. but retail business-to-consumer sure as hell is…but you already knew that. besides amazon’s, apple’s, ebays’s and paypal’s legendary contributions in the digital payment space, google now makes it possible to purchase stuff on a mobile basis in physical retail outlets with their initial wallet offering.

google, with mastercard, is blazing a trail here with no help from our friends at the telcos. verizon just delayed allowing google’s electronic wallet solution on the samsung galaxy phones. we won’t waste your time or your pixels on a deep dive on this, the la times already did a brilliant job so check this if you need more.

the stakes:

think of it this way. basic trans-platform digital currency. digital currency which works the same in ALL worlds…on all devices and all services the same way: game worlds, movie worlds, tv worlds, music worlds, real world restaurants, stores and any point of sale. the same consolidated financial transaction records and interconnected devices. beyond paypal, ebay, second life world lindens or game coins, frequent flyer points,  way beyond amex, visa or mastercard or even square up. the ancient long-gone roman empire sorta pioneered this concept with the “coin of the realm” idea. the euro, which ain’t so hot these days, is a build on it since charlemagne.  the stakes are so huge it would be an insult to even try and convince you because you are already there.

we believe telcos are in a unique position to move the mobile payment world forward, despite the vision-impaired executives at verizon (who would now go work in the netflix marketing department where they belong). players like sprint already are leading as a small mighty mouse as usual in this area,  but asia, as with most things, is way ahead of the u.s.a. on this. so we don’t see them doing it in the u.s.a. we believe all new digital payment innovation will come from asia, driven by a.) smart innovators, b.) a mobile computing-based population of 4 billion people, c.) lots of great mobile device manufacturers who work well with infrastructure players like telcos.

the dea takeaway:

if your are a creative industry content creator or publisher, get educated fast in this area and built these digital payment solutions into everything you build at the service layer. bet on multiple tables and allow your customers multiple payments options. don’t worry about accepting diners club though. we think that is over. (as they say in japan, “we just told a joke to you [now laugh or I lose face]”

if you are a telco executive, try and forget that fact, “think differently” to quote our patron saint steve jobs, and do something your industry never does: innovate. no more excuses about massive capital deployments, security, etc. that is just too lame a set of luddite excuses. all cell phones now have security built in and players like google have baked it in already. wake up and answer the phone! hellooooo! you guys need to lead. you finally woke up to the net at the turn of the century, after pushing stupid failed isdn concepts for decades, don’t make us wait on this for pete’s sake! this is huge! what are we missing here? and revise your tariffs now to make it work and don’t be so greedy like you have been with sms fees which are so high they have completely stifled innovation.

if you are a credit card player like mastercard, visa, amex, etc. continue to make the smart moves you are making with micropayment and mobile payment companies. if you don’t, risk adjustment notwithstanding, you will lose. but the good news is that you guys get it. sorta. keep pushing and spending. this is the future and you know it.

if you are a retailer, check out new alternatives in the payment space. small businesses are loving square up despite some of its severe limitations. monitor google and the phone companies if the later ever start elephant-lumbering forward soon.

social networking is not a business, it’s a feature

20 Oct

eyeball time: 2.5 minutes but you might read faster…)

apple's ping...a social network for music

the dea skinny on what’s happening:

the world has gone gaga over social networking, thinking its a business. yeah, we get facebook. but ask rupert murdoch who bought MySpace in 2008 (News Corp.) for $580 million if he would buy another. despite it’s “now uncool to use” factor, he bought a business that has fallen to the #3 position in the social networking word…with facebook, twitter and youtube fighting for the top position above MySpace. now comes google. and apple just released its iTunes-centroic social networking offering called “ping”…which is built into iTunes…and points to the future of social networking.

the stakes:

the undocumented “law of markets” says that once a market is stable, it generally can only support 3-4 major players. this “law” is wildly disputed but go with us on this. there are dozens of social networking sites attempting to be stand-alone businesses. we won’t waste time on listing them all or their issues…we have a white paper on that we can give you, “social networking 101″…what is important is how digital entertainment businesses approach this space. the value of any social networking business is not just in its revenue model (although these are still very unclear), it is how it leverages other content, context and platforms. and the sustainability of social networking as stand-alone businesses has not yet been established. remember stand alone email businesses when email network email started? where are they now? gone!

the dea takeaway:

social networking is not a business, it is a feature. the big established players will likely co-exist but most will die off or merge. our research shows that users tend to be fickle about social networking usage. when they first sign up, it is like a torrid weekend romantic fling. a few months later, neglected and hardly logged onto. plus age demographics play a huge role. younger facebook users, for example,we have found,  have dropped off in usage now that their parents have discovered it. 45% of facebook users are over the age 45 last time we checked! so the kids migrate from “cool” social network to the next new new thing. they started with friendster, went to MySpace, then facebook. they are registered on all still but use none of them very heavily as before (except that laggard/late-adapters). kids nomadically graze across social networks like buffalo once did on the great western plains of the united states. them’ days is over!

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

micro-payments can make you rich… (when advertising is not enough and you are creative and greedy…)

9 Jul

(eyeball time: 2.5 minutes but you might read faster…)

the dea skinny on what’s happening:

asian game companies like nexon have known how to mint money with micro-payments with “free-to-play” games for years. it is their core business model with hundreds of millions of users worldwide.  but there is a wider opportunity for social networking, net tv and gaming companies, digital advertisers, content, technology and infrastructure companies to leverage micro-payments for enhanced revenues. advertising revenues can’t pay for everything in the universe. even product placement has limits – last year only $25B us was spent on them. thinking creatively about micro-payment strategies on a much wider basis across content types, applications, technologies and infrastructure could pave a road to riches for many, if everyone can just shed their very provincial and limited thinking on the matter all can get rich. maybe, if you read this.

the stakes:

billions of dollars (or second life lindens if you prefer). free-to-play gaming companies have made millions using micro-payments. we are thinking of games like nexon’s dungeon fighter, maple story, zynga’s farmville on facebook, lord of the rings online, and even small linden lab’s second life. while they have pioneered the field (although porno probably leads in this area with video chat and “dating and mating” services), there is a huge opportunity for many companies to enhance revenues by using micro-payments. it is very simple. think of anything you can sell in small amounts, say $1 to $50. in games it typically objects players need like cars, guns or clothes. but in social network, gaming  and net tv environments it could be anything you can think of…say…an old yearbook picture, an object related to an organization like a t-shirt, any object you want to gift a friend from a book to a song or food, a coupon, a promotion, household or pet products…just about anything you can sell on the net. and all within the context of specific content or context situation while another activity is underway (e.g, a game, a social network conversation, a net tv viewing experience, a document, email, etc.).

the processes. well, you need to be able to do a number of things: users & subscription management, inventory, offer and store management, offer presentation & discovery, auctioning (optional), transaction management, wallet, payment, delivery, clearing settlement invoicing, and reputation management. those are just a few areas you should be thinking about.

the plumbing. while you can build and roll-your-own micro-payment environment on your own with the usual suspects (i.e., credit card companies, paypal, banks, etc.) there are several global full service providers who can help as well and this is a very partial listing at best from the gaming world but plumbing is plumbing. [nb: we don’t have a dog in this fight or any interests in any of these companies. we are independent.] but these companies have figured out how to integrate micro-payments in context of an another simultaneous interaction which is going on with the purchase/payment transaction. they all do different things but check them out to get going. in europe, check out digital river’s fatfoogo, zaypay international, and dialxs. in asia, try ppay .and in the usa/canada, check out usemyservices, instapayment, live gamer, mochi media, livegamergamersafe. we don’t vouch for any of them but that a start for you. you want more info., hey, call us.

the dea takeaway:

most usa gaming companies with some minor major exceptions, have their heads in their heads in the sand on this. as usual, asia leads on the and most americans don’t get out very much and don’t understand they don’t lead here. asians get it big time. many usa game companies say they have studied the mirco-payment opportunity casually but have convinced themselves that the audience will feel exploited and that “hard core gamers” will feel ripped off; “it’s for casual gamers only” they tell themselves. they have also convinced themselves they can’t make money on mobile phone platforms with high SMS payouts. although many are open to the idea, they not attacking it aggressively or creatively. message to game companies: wake up and smell the coffee! it’s ready!

for social networking companies, there is a huge opportunity that goes way beyond anything facebook has done with zynga and the farmville-style franchise. there are a million things that could be turned into micro-payment revenue sources. as yoda says in starwars “do or do not, there is no try.”

for content, context, service, application, technology and infrastructure players, think about how you can build the relevant features into your offerings. get moving now.

ditto for net tv and digital advertisers. it turns out that when a customer is provided a micro-payment offer, it increases interactivity, “stickiness,”, “dwell time,” and “virality.” customers don’t see this as a “rip-off”. if they did nobody would be using gmail with its ads or any other site on the net with any kind of promotion. throw away your old assumptions and explore this space.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!


e3 and the future of gaming (for maybe the next 12 months or so ;-)

15 Jun

(eyeball time: 3.0 minutes but you might read faster…but if you check the cool video links which take forever to load…god only knows… you are on your own…)

e3 los angeles 2010

dea is LIVE FROM E3 in la

the dea skinny on what’s happening:

http://www.e3expo.com

in case you didn’t get the tweet, e3 is the big momma of all industry gaming shows in the usa. every major game developer, hardware platform provider and distributor shows up at this huge industry show in los angeles each year to show their wares. this week, we attended e3 and notice several longer term patterns in the video game industry. overall e3 looks like a 1950s automobile show in detroit. mostly all men with scantily clad blonde barbie dolls doing demos. ironically, women are the fastest growing segment of the gaming market but the testosterone geeks don’t get this in the industry. (check out www.womeningamesinternational.org) and because we are americans, the shooter/killer games rule. but there are amazing new directions starting to emerge (check out the flower video and interview with kellee santiago, ceo of thatgamecompany in our video gallery…that is where it is going!)

what is most notable also was the absence of zynga, the popular facebook provide of social networking games like farmville, mafia wars, etc. this show is very old school, mainstream industry, brought to you by the entertainment software association.

also duly noted as missing-in-action were all the mobile game players – publishers and cell phone, tablet and mobile device industry players. just not there and they represent the fastest and largest gaming platforms out there…according to the un’s itu, there are nearly 5 billion mobile phones worldwide. and not a single vendor of note at e3!

1. major publishers continue to take names and kick ass with mega titles in hd

you need to see the new games being rolled out..they look like movies you control. take the time and click on some of the links…(the commercials are a pain but the demo’s worth it) the use of hd tcnology makes old time game look obsolete. we are on the primitive edge of full simulation machines. check out lucas star wars II: force unleashed, (you remember the film maker…now games are his main activity), activision’s call of duty: black ops, or square enix’s the third birthday (featuring a new woman here ala lara croft but realistic). Yeah, they are all killer games but that misses the point about the technology and the direction simulations are taking. reality is really real these days…

2. user interface experience is morphing

ok, so the big headline at e3 is microsoft’s xbox 360 release today of its new interactive user interface called kinect (project code name “natal”). this is redmond’s answer to nintendo’s wii interface except it is more revolutionary….no devices! users simply move in front of the set and infrared sensors pick up movement and are incorporated into the game. it is pretty primitive  today but one can see where this is leading. sony playstation 3 is appealing to hard-core gamers with 3d technology although the jury is still out on 3d displays (due to side effects of headaches, etc.) and tv content producers and networks are dragging their feet on 3d programming which will affect adoption. but these are the first primitive steps into immersive user experiences at low price points (kinect is $150) and have deep implications across all industries for applications involving interactive use experiences from product sales and customer experience to education.

3. the network is the game not the box now

“the network is the computer” sun microcomputer’s then-ceo and founder scott mcnealy prophetically stated well over 30 years ago. well, it is true now. the game console is slowly going the way of the doodoo bird. even giant activision get 70% of it net operating profit games from non-console games. new companies are rolling out network device independent online gaming platforms where you simply buy a subscription for multiple  gaming experiences, much like buying a movie ticket. check out onlive.com for an example of one of the new players….and they are cross-promoting with at&t…why? because scott mcnealy was right. online gaming has HUGE implications for network providers as well as all pc and chip makers…

4. the asians are doing amazing things but the gringos don’t get it (as usual)

ironically, the biggest publisher at e3 is a korean company named nexon. they dwarf everyone else in terms of users and represent the future of the gaming, social networking, promotion, advertising, micropayments, branding and the attendant infrastructure for years to come. how big?  try this: today microsoft brags it has 20 m users worldwide on xbox 360. nexon has a huge portfolio of “free to play” games (you play free games and make small payments of $1-3 us for accessories like clothing, cars, etc.) one of their games, dungeon fighter has 200 million subscribers and 2.5 million simultaneous users. their second biggest title maple story has 100 million subscribers with 1.5 million simultaneous online users. american game executives right this off saying it is china which is in one time zone and doesn’t matter. hey dudes, the world is flat and nexon is making billions of dollars and growing exponentially in a market whee us gaming was down 10% – 20% and it wasn’t the recession that did this. wake up and smell the coffee you auto-centric americanos. to dismiss this under the banner of different cultural adoption and usage patterns misses the point completely.  you need to get out more and see the world. something is going on and you don’t know what it is…ok…rant over…you get the point. asia is driving gaming innovation ni this space. check out tainengmiao.com, d2home.com, and cddmb.cn to get  a sense of this. there is a major game industry in chendu, sichuan province and all over china, as well as nexon’s native korea.

the stakes:

huge. billions. and the biggest thing is that the us gaming industry is a laggard. there are major opportunities in all segments for layers within the traditional gaming inustry and outside it….advertisers, sponsor, hardware and communications infrastructure and more…in all the categories above.

the dea takeaway:

1. major publishers continue to take names and kick ass with mega titles in hd

the increased use of high rez image and motion means major opportunities not for just chip makers like intel, amd, and nvidia, but also for all processor-related industry players at the hardware level. for network service providers it is a double edged sword..more revenues for more bandwidth-management players like cisco (good) but more major capital spending for players like telcos such as verizon, at&t, sprint, t-mobile, etc. (bad for telcos but good for cisco).  for content players like major film studios, there are obvious trans-media tie-in’s and licensing plays (see “prince of persia” piece we did on this). ditto for brands, advertisers, etc. and there are myriad niche service and digital advertising integration lays as well too numerous to go into here.

2. user interface experience is morphing

this area is very exciting and has deep implications for game industry developer and hardware and chip manufacturers. but the largest and most interesting opportunities lie in adapting his technology for new customer experience and cross-industry applications. imagine an atm or online service experience where you interact virtually as one of a set of optional user interfaces. microsoft’s kinect (based on the root words ‘connect’ and ‘movement’) says it all. citibank already uses video conferencing at its drive through branches. this could be the next wave and applied for many net-based interaction applications. 3d…not ready for prime time.

3. the network is the game not the box now

game over. the net wins. if your business is console based, those thin, cloud-based client interfaces spell the inevitable day your consoles will not be needed except as game controller interface hardware devices and that, my friend, is a zero-margin business over the long haul. with all respect to everyone from activision to ubisoft, get in gear to transition. this has radical implications for our product distribution strategies. now you can go distribute directly over the net to millions of subscribers worldwide like nexon already does and cut out your distributors! it is a scary world out there! the network providers need t be ready for this growth and for mobility, in particular.

4. the asians are doing amazing things but the gringos don’t get it (as usual)

hey, get out and get educated. book a trip to china, korea, japan, and india. ’nuff said. monitor developments in these countries even if it is difficult and things look too “hello kitty” for you at times. hey, we told you about nexon. this is truly where the innovation is taking place, not the usa. we will try and help there also.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

google tv launch and intel and others…the next network?

20 May

(eyeball time: 1.5 minutes but you might read faster…)

the dea skinny on what’s happening:

http://googleblog.blogspot.com/2010/05/announcing-google-tv-tv-meets-web-web.html

looks like Oprah isn’t the only one attempting to break into the net tv space. google and intel are expected to announce a breakthrough technology into this space with the unveiling of its “Smart Tv” platform. this new platform will feature an intel atom microprocessor running the google android operating system on a sony bravia television set. this isn’t the first attempt of technology companies to penetrate the tv industry, however, as traditional television companies scramble to add web capabilities and content, google and intel are poised to benefit from such an opportunity.

the stakes:

the net tv trans-media craze is not a new concept. first attempted in 2008 and again with sony’s recent bravia television set, the market for this type of marriage has yet to really catch on. incumbent devices, such as apple’s tv or even gaming systems such as microsoft’s Xbox, continue to lead in delivering Internet content to the home. the digital living room is definitely on the horizon. will google and intel lead us to the promise land? nobody is entirely sure. there are several factors yet to be addressed such as:

  • price points: traditionally, sony’s products are priced on the high-end. with the use of intel’s atom microprocessor, perhaps the prices will become more affordable.
  • learning curve: while google maybe a staple in our vocabulary, adoption of the android platform has yet to become mainstream. adjusting to the operating system may be a deterrent at the beginning for the general public.

the dea takeaway:

this is great news for google developers. the company is expected to call on its android developer community to create applications for tv’s. this is also a great opportunity to showcase that its software could become popular while once again boosting advertising revenues for both online and tv manufacturers. google’s entry into the consumer electronics space adds yet another foot onto their already huge footprint. as the company continues to grow, it will be essential for their competitors to recognize either ways to disrupt its growth or ride their coat tails by getting with the program.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!