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
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