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Tom Dunmore Stuff Magazine
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The rise of the gadgeteer The personal tech revolution, and its implications for in-flight entertainment
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The success of Stuff Two years ago, selling just above 60K with 5 international licensees Now selling nearly 100K a month, with 21 international editions Dec 2000 47,450 Dec 2005 90,540 UK sales
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Mainstreaming of tech Gadget Show on C5 - 1m viewers Tech pages in newspapers & magazines - from Zoo to Eve Increasing interest beyond core male ‘early adopter’ demographic
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So what’s changed? Price & reliability Design & user interface ‘Special edition’ gadgets - targeted Digital content readily available
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The iPod effect Success due to: Design Capacity Connectivity
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Capacity “bigger pockets…” 4 months music 2 weeks video 2.7 days of music 41 days music 4 days video 2 months music 1 week video
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Connectivity Wi-Fi now standard in computers Increasingly featured in mobile phones, games consoles, digital cameras Bluetooth getting better - stereo music Peer-to-peer ‘digital gifting’ Bluespamming: geek marketing
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Internet everywhere Broadband penetration 3G Wi-Fi clouds WiMax
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Digital distribution Success of iTunes Mobile downloads …end of software disc (PSP)?
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Next: iPod video? First video-playing iPod on the market Widescreen iPod expected soon First iTunes Movie download available BUT DRM issues – is the user in control?
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Personal video Hard drive PVRs Location-free TV Mobile phone TV
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Consumers take control myBBC BT Vision - your own TV channel Ubiquitous cameras - You Tube MySpace & webcasting - Sandi Thom Online worlds - gaming
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Gaming 2006 is the year of gaming - adults too!
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What’s next? Screen technologies Better connectivity Digital gifting - exchanging content between users and devices Mobile me
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Challenges High expectations Total control of scheduling - ‘on-demand’ Varied content Interactivity Connectivity Digital Rights Management
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Opportunities Understanding Personalisation Viral marketing Connectivity: make your in-flight kit work with your customer’s in-pocket kit
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