• DocumentCode
    1060178
  • Title

    The digital world´s midlife crisis

  • Author

    Macedonia, Michael

  • Author_Institution
    Georgia Tech. Res. Inst., Atlanta, GA, USA
  • Volume
    37
  • Issue
    8
  • fYear
    2004
  • Firstpage
    100
  • Lastpage
    101
  • Abstract
    We are in the midst of convergence between high definition television and game consoles and between handheld game machines and mobile phones. This market shift creates both big losers and big winners. IBM occupies the most favorable position with chip designs for all three next-generation consoles. But all the contenders find themselves facing an uncertain future. The players in this market are contending with what Clayton calls the "innovators dilemma". Each of the firm is immersed in an internal midlife crisis to redefine its identity so that it can triumph in the external struggle against its rival in the game market.
  • Keywords
    DP industry; digital versatile discs; entertainment; mobile computing; mobile handsets; digital entertainment; digital versatile discs; digital world midlife crisis; game market; mobile computing; mobile handsets; Cables; Cellular phones; Games; Graphics; IEEE news; Internet; Manufacturing; Marketing and sales; Motion pictures; Switches;
  • fLanguage
    English
  • Journal_Title
    Computer
  • Publisher
    ieee
  • ISSN
    0018-9162
  • Type

    jour

  • DOI
    10.1109/MC.2004.107
  • Filename
    1323032