Thursday 30 May 2013

The battle for the living room


This article (ReadWriteWeb) makes a good case for the next big consumer electronics battleground being in the living room.

It mentions, but doesn't really expand on, the key success criteria too: content, intelligence and user experience. Two of these are radically from traditional media. User experience is generational: older generations are used to being served content, to 'tuning in' to a broadcast. Whereas kids these days are very selective, and fickle about their content - they have to be because there's so much of it. So how to find the middle ground? That will be the critical challenge, and I suspect Apple will crack it first because that's what they excel at.

Intelligence on the web is massive, literally: every click or tap you make is tracked by something, somewhere. At the very least, it's the site you are on, more likely it is tracked by Facebook (if you browser is aware of your Facebook account), Google (ditto) and a few of the common advertising cookie trackers. Attach that to your TV and movie watching habits and that's a considerable portion of peoples' lives fully mapped. But data capture is only half the story. To engage and monetize you have to use the data intelligently. That's where Google have the advantage.

Content (which the article mainly focuses on) is the same issue as traditional media: it is still king, but cheaper to produce than ever. Sure, good stuff is still expensive, but that's about production, not distribution.

There's one other aspect that the article does not mention, but that I think will be vital: social.  Sharing content is a big thing already, but there's still some friction when you do it. Imagine a monetized version where you get a micropayment whenever you successfully share a piece of content (like, say, a movie trailer). There's also the participation aspect of social: gaming. Currently, there are very few multi-platform online games: an Xbox player cannot play with a Playstation player online. On some games they can play against PC players, but for quick reaction games the PC players have the advantage of a richer, more responsive interface (a mouse has a greater more accurate range of movement, plus a keyboard has more programmable combinations than a gamepad). This limitation is tolerable because consoles are primarily about games, with media playing being a bonus feature. In the future living room, audiences will not tolerate being restricted to sharing only with others on the same platform.

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