Abstract
About this report
Consumers live in a world where virtually all content is available in a digital form, from newspaper articles that can easily be read online, to affordable MP3 downloads that can be played on any PC or portable player; to user-generated videos as well as full-length TV episodes and movies that can be streamed or downloaded for free or on a rental or purchase basis from a variety of different sites.
Yet even as consumer interest in digital content has skyrocketed, the hardware and services used to access, consume, manage and share this content has not always kept up. For example, PCs remain the central hub for much digital content, even though these devices were initially designed for work rather than play, and have proven an awkward fit into living rooms. Meanwhile, few consumer electronics devices can match the PC' s versatility and seamless interaction with peripheral devices, forcing consumers to use multiple devices - for example, stacking a DVD player, DVR and gaming console by their TV, or carrying both an MP3 player and a cell phone while on the go.
As consumers increasingly seek simpler and better ways to interact with digital content, the consumer electronics and PC industries are facing a time of great change - as well as great opportunity.
From this report the reader will learn:
- Potential usage models that could prevail in the future
- Understanding of growth trends and opportunities within each sector
- How trends such as the current economic recession and consumer interest in digital media will shape the sector
- How marketing and advertising campaigns are playing an important role in educating consumers about new product offerings and capabilities
- An understanding of how consumers are using digital media products and what they expect from these products
|