Internet of Things
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At E3 in Los Angeles this week, in addition to a number of interesting announcements around VR titles and new games, both Microsoft and Sony highlighted "new" versions of their consoles – with more processing power, and supporting 4K, HDR, UHD Blu-ray (confirmed in Microsoft's case at least) and better VR. This is markedly different from other mid-generation announcements in that the hardware will be more powerful, with additional functionality, not just cheaper and in a smaller box (as was the case with Xbox 360, PS3, PS2 etc). In a shrewd move, Sony actually talked about "Neo" prior to E3 as both a spoiler tactic and a way to not draw attention away from current offerings on the E3 main stage.
In Microsoft's case, Project Scorpio could almost be viewed as a new "generation," but was announced just 2.5 years after the Xbox One release. This paints a future in which the concept of console "generations" – the five-year minimum static target for both developers and buyers – ceases to exist, replaced by a more fluid hardware more reminiscent of PC gaming and smartphones. Nintendo, naturally, moves to the beat of its own drum, but now looks even more isolated with its NX console due in 2017. This move by Microsoft and Sony has both positive and negative connotations for console gaming.
One of the problems with a hardware architecture that is fixed for five or more years is that it's bleeding edge at release, but long in the tooth by the time there is a massive installed base and developers have mastered its nuisances.
One of the main promises of consoles has always been that stability – buy (or develop for) a console today and you're guaranteed three to five years of all games working and a constantly increasing community of owners. Taking that away removes one of the console market's few remaining USPs.
Videogame Revenue Forecast Report: 2015–20, ME0002-000588 (July 2015)
VR Headset Unit Sales, Installed Base, and Hardware Revenue Forecasts: 2015–20, TE0004-001080 (May 2016)
"While VR offers opportunities for digital media firms, AR may also be a good long play," ME0002-000650, (April 2016)
2016 Trends to Watch: Videogaming, ME0002-000634 (December 2015)
Innovation Primer: Virtual Reality, ME0002-000563 (March 2015)
Paul Jackson, Principal Analyst, Digital Media
Consumer & Entertainment Services
By Adam Thomas 28 Mar 2018
With US pay TV having endured the worst year in its history, thoughts have inevitably turned to the future. The likelihood remains that the immediate future will remain highly uncomfortable for everyone except the scaled multinational digital platforms.
By Evan Kirchheimer 26 Apr 2018
Service provider interest in justifying 5G investment through its potential to open new revenue streams from the enterprise segment is growing ever greater.
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