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
Link To Document :
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