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U.S. Market & Industry

Computer Company Strategy & Their New Developments in the Digital Consumer Electronics Market
June 2004    $998.00 (Japanese or English Version)
362 pages


Executive Summary
At first glance, the incursion of the computer industry onto the turf of mere gadget makers would seem to violate most of the strategic tenets expounded by business-school professors, management consultants and other marketing gurus. Doesn't this represent a move "down the value chain" into less sophisticated and more commodity-like products? Aren't corporate managers supposed to stick to businesses in which they can be either No. 1 or No. 2? Why, after slugging it out in the PC wars, would Hewlett-Packard, Apple, Dell and Gateway now seek to poach from the likes of Sony, Panasonic and JVC?

Computer-industry executives insist their embrace of consumer electronics is a bold move aimed at hastening the convergence of media, especially now that devices and data both speak the same language, the zeroes and ones of digital code. Besides, the PC makers note, they already have vast experience in markets that feature relentlessly declining prices and frequent product-upgrade cycles. They're adept at sourcing and assembling components abroad for resale at home and boast well-developed distribution channels through which to pump wondrous new assortments of silicon-powered products another, darker truth prevails: The PC business is mature and its biggest players are desperate for new sources of growth, even if that means taking on entrenched players in an equally cutthroat business. There is no strategic logic or technology logic. PC companies just have to go somewhere.

Much of the talk about growth opportunities in consumer electronics is aimed at masking the slowdown in sales of PCs and peripheral products. The computer industry does not see a lot of transforming technologies" that could bail it out. The announcement that Dell and H-P have joined the Blu-ray group also underscores how aggressively computer makers are forging into consumer electronicsq-even in standard-setting.

Consider these statistics: US household penetration of PCs has reached nearly 80% and isn't likely to grow much more, even by the industry's own reckoning. Gartner Group predicts global PC sales will rise 13.9% this year, to 187 million units. That follows increases of 11% last year and 2.7% in 2002, and a decrease of 4.6% in 2001. Factor in persistent price declines, and the four-year record suggests PCs hardly are a robust business.

Meanwhile, dollar sales of all consumer electronics are projected to rise by a scant 5% in 2004, versus 2% last year, according to the Consumer Electronics Association. And that's despite the relative infancy of newer products such as plasma TVs, MP3 players and digital cameras.

Gateway has gone furthest in introducing its own line of non-PC products, perhaps because of its persistent loss of PC market share and its mixed success to date with retail stores and online sales. The company, which lost $526 million, or $1.62 a share, last year on sales of $3.4 billion, has introduced more than 100 new products, including 11 plasma or liquid-crystal-display televisions, several digital cameras, camcorders, MP3 music players and DVD player-recorders.

Hewlett-Packard last August declared its heightened interest in consumer electronics with a rollout of 158 products grandly dubbed "Big Bang 2." The strategy is heavily tilted toward H-P's strength in imaging and printing, and is designed to drive further use of consumables such as paper and toner. In other words, the effort extends the H-P brand but fits snugly within the company's existing business model.

But its foray into consumer electronics has been more dramatic, relative to both the size of the company.

Notably, all four PC makers have relied on a retail presence to raise customer awareness of their innovations. Gateway opened its first store in 1996 and later expanded to more than 300 units before paring back to a current 190 locations then shuttering those after the eMachines acquisition, which should allow it to secure shelf space at electronic retailers.

Apple has a handful of stores, mostly in malls that cater to affluent shoppers, that are Meccas for Mac-heads. The stores celebrate and promote the company's hip, sleek products. Dell has placed demonstration kiosks in selected malls for several years, and H-P has joined with Microsoft to create displays in certain electronics stores to spotlight its line of "Media Center PCs."

Many PCs made by Dell, H-P, Gateway and others run on Intel Pentium 4 processors and Microsoft's Windows XP Media Center system. They enable live-TV viewing and include DVD players, TiVo-style personal video recorders and software for digital-music downloading and photo management.

The media PC-a middle ground between standard PCs and consumer electronics -- could be where the PC giants are pinning their hopes. The media-center PC is the key devices of the conflict between traditional CE companies like Sony and Philips and the traditional computer-box makers. Indeed, the Silicon Valley has prophesied about the coming convergence of PCs and TVs, not to mention other data-delivery devices.

But the evidence suggests that media heaven will have to wait. The day won't come when you don't need a PC. Apple CEO Steve Jobs also is on record stating his disbelief that the PC and TV eventually will meld into a single product. Nor have consumers shown much interest to date in "single-box, single-brand" solutions, which could pose an obstacle to broader acceptance of media PCs.

In their headlong rush to seize market share from traditional consumer-electronics firms, the PC makers face another, more immediate obstacle: A Windows-based machine must be booted up, more often than not, a time-devouring process. Too, PCs -- ours, anyway -- are prone to crash, rarely a problem with TVs and DVD players.

PC-component makers are apt to benefit under almost any scenario. "Regardless of how content is delivered. That means semiconductor chips, storage technology and operating systems will be in growing demand, at least in the short term.

Apple's biggest advantage is its knack for making products that are easier to use than the competition's, a desirable skill in the mainstream consumer market. Apple seems to have hit upon an excellent strategy, virtually creating two new businesses in iPod and iTunes, though its ultimate success will depend on the company's ability to drive sales of Macintosh computers and its OSX operating system.

Ultimately, there's no good way to handicap a contest in which so many companies are poaching each others' markets in search of incremental growth. Though some might develop more successful products and win more market share, the sum total of new revenue won't be enough to satisfy all contenders.

TABLE OF CONTENTS

1. Computer Companies and Their New Developments in the Consumer
    Electronics (CE) Market

  1.1 Computer Companies Enter the Consumer Electronics Marketplace
  1.2 Summary Table by Industry Segment
      1.2.1 Computer Hardware
      1.2.2 Computer Network Equipment
      1.2.3 Computer Peripherals
      1.2.4 Computer Storage
      1.2.5 Communication Equipment
      1.2.6 Semiconductor
      1.2.7 Software
  1.3 Summary by Product Segment
      1.3.1 Video
      1.3.2 Audio
      1.3.3 Gaming
      1.3.4 Portable
      1.3.5 Imaging
      1.3.6 Storage
      1.3.7 Networking
      1.3.8 Semiconductors
      1.3.9 Software
      1.3.10 Services
      1.3.11 PC
      1.3.12 Other
  1.4 Digital Roadmap
      "Illustration"
        Digital Roadmap: Home Video and Audio
        Digital Media Adapters/Servers
        Networking: Digital Media Distribution in the Home
        Digital Roadmap: Gaming
        Portable: Digital Media Player/Recorder
        Digital Roadmap: Portable Devices (Wireless Phones and PDAs)
        Imaging: Printers and Digital Cameras

2. Current and New Development Activities for Consumer Electronic Devices
      "Common Research Items"
        Consumer Electronics (CE) Business Strategy
        Current Consumer Electronics Products
        New Development and Reasons for New Development
        Strategic Alliances
        Direction for Convergences and New Creations

  2.1 Computer Hardware Segment
      2.1.1 Apple Computer Inc.
      2.1.2 Dell, Inc.
      2.1.3 Gateway
      2.1.4 IBM
      2.1.5 palmOne Inc.
      2.1.6 Xybernaut Corp.
  2.2 Computer Network Equipment Segment
      2.2.1 Asante Technologies Inc.
      2.2.2 Ucentric Systems LLC
      2.2.3 Asoka
      2.2.4 Linksys (division of Cisco Systems)
  2.3 Computer Peripheral Segment
      2.3.1 ATI Technologies
      2.3.2 Creative Technology Ltd.
      2.3.3 DigitalDeck
      2.3.4 Hauppauge Digital
      2.3.5 Hewlett Packard
      2.3.6 I/O Magic Corporation
      2.3.7 Logitech International SA
      2.3.8 SCM Microsystems
      2.3.9 Sigma Designs Inc.
      2.3.10 Smartdisk
      2.3.11 Symbol Technology
      2.3.12 TVPC
      2.3.13 Franklin Electronic Publishers, Inc.
      2.3.14 Eastman Kodak Co.
      2.3.15 Thomson SA/RCA
      2.3.16 Belkin
      2.3.17 Archos S.A
      2.3.18 PRISMIQ
      2.3.19 Cidco Communications Corp.
      2.3.20 Omnifi
      2.3.21 Echostar Communication Corp.
      2.3.22 AVerMedia
  2.4 Computer Storage Segment
      2.4.1 M-Systems Flash Disk Pioneers Inc.
      2.4.2 Maxtor Corp.
      2.4.3 Sandisk
      2.4.4 Seagate Technology
      2.4.5 Kaleidescape Inc.
      2.4.6 Simpletech
      2.4.7 JM Tek LLC
  2.5 Communications Equipment Segment
      2.5.1 Audiovox Corporation
      2.5.2 Garmin Ltd.
      2.5.3 KVH Industries, Inc.
      2.5.4 Motorola Inc.
      2.5.5 Netgear Inc.
      2.5.6 Digital Video Systems
      2.5.7 Fonix Corp.
      2.5.8 Pharos Science & Applications, Inc
  2.6 Semiconductor Segment
      2.6.1 8x8 Inc.
      2.6.2 Adaptec Inc.
      2.6.3 Advanced Micro Devices (AMD)
      2.6.4 Agere Systems Inc.
      2.6.5 Analog Devices Inc.
      2.6.6 ARM Holding PLC
      2.6.7 Brillian Corp.
      2.6.8 Broadcom Corp.
      2.6.9 Cirrus Logic Inc.
      2.6.10 Conexant Systems Inc.
      2.6.11 Cypress Semiconductors
      2.6.12 Genesis Microchip Inc.
      2.6.13 Infineon Technologies AG
      2.6.14 Intel
      2.6.15 LSI Logic Corp.
      2.6.16 Marvell Technology Group
      2.6.17 Micro Linear Corp
      2.6.18 Micron Technology Inc.
      2.6.19 National Semiconductor
      2.6.20 NeoMagic Corp.
      2.6.21 Nvidia Corp.
      2.6.22 SigmaTel Inc.
      2.6.23 Silicon Image, Inc.
      2.6.24 Silicon Laboratories
      2.6.25 Silicon Storage Technology, Inc.
      2.6.26 Skyworks Solutions, Inc.
      2.6.27 SRS Labs Inc.
      2.6.28 Texas Instruments
      2.6.29 Tripath Technology Inc.
      2.6.30 Tvia
      2.6.31 Zoran Corp.
      2.6.32 OmniVision Technologies, Inc.
      2.6.33 Pixelworks, Inc.
      2.6.34 Zarlink Semiconductors Inc.
      2.6.35 Entropic Communications
      2.6.36 DSP Group Inc.
      2.6.37 NUWAVE Technologies
      2.6.38 MIPS Technologies Inc.
      2.6.39 TwinMOS
  2.7 Software Segment
      2.7.1 Microsoft
      2.7.2 Qsound Labs Inc.
      2.7.3 Sonic Solutions

3. Market Size Estimates and Projections for Digital CE Products and Services

  3.1 United States Population Statistics
      3.1.1 US Entertainment Demographics
  3.2 Consumer Electronics Market Size Forecast
      3.2.1 Video
          3.2.1.1 Worldwide Digital TVs Market Size
          3.2.1.2 Worldwide LCD TVs Market Size
          3.2.1.3 Worldwide Plasma TVs Market Size
          3.2.1.4 Worldwide Rear Projection TVs market Size
          3.2.1.5 Worldwide Multimedia Projector Market Size
          3.2.1.6 Worldwide DVR (Digital Video Recorder) Market Size
          3.2.1.7 Worldwide DVD Recorders Market Size
          3.2.1.8 Worldwide DVD Player Market Size (1000s units)
          3.2.1.9 Worldwide Digital Set Top Box/DBS Receiver Market Size(1000s units)
          3.2.1.10 Worldwide DVR/Digital Set Top Box and DVR/DBS Receiver
                          Combination Devices market Size
      3.2.2 Home Audio
          3.2.2.1 US Home Theatre System Market Size
      3.2.3 Gaming
          3.2.3.1 Worldwide Video Game Console Market Size
      3.2.4 Portable Devices
          3.2.4.1 Worldwide Portable MP3 Player Market Size
          3.2.4.2 Worldwide Online Music Download Revenues
          3.2.4.3 Worldwide Cellular Phone Market Size
          3.2.4.4 Worldwide Smart Phone Market Size
          3.2.4.5 Worldwide Digital Still Camera/Cellular Phone Market Size
          3.2.4.6 Worldwide Video Camera/Cellular Phone Market Size
          3.2.4.7 US PDA market Size
          3.2.4.9 Smart Watches
          3.2.4.10 Satellite Systems for Vehicle
      3.2.5 Imaging
          3.2.5.1 Multifunction Printers
          3.2.5.2 Photo Printer
          3.2.5.3 Worldwide Digital Still Camera Market Size
          3.2.5.4 US Video Camera Market Size
      3.2.6 Storage
          3.2.6.1 Worldwide USB Flash Drive Revenues
          3.2.6.2 Portable Hard Drives
      3.2.7 Networking
          3.2.7.1 Worldwide Home/SOHO Wireless LAN Equipment Revenues
          3.2.7.2 North American Bluetooth Users (1000s)
          3.2.7.3 Worldwide Powerline Home Networking Equipment Revenues
      3.2.8 PC
          3.2.8.1 Worldwide Media Center PC Market Size (1000s units)
          3.2.8.2 Worldwide Tablet PC Market Size (1000s units)
      3.2.9 Musical Instruments

4. Summary and Suggestions

  4.1 Current Developments and Promising Products
      4.1.1 Digital Media Servers and Adapter
          What are Digital Media Servers and Digital Media Adapters?
          Windows XP Media Center Edition
          - an OS for a PC Based Digital Media Server
          Windows Media Extender
          Wireless Networking and Other Problems with Media Center Adapters
      4.1.2 Networked CE Devices
          Computer versus Consumer Electronic Companies
          Problems with Wireless Networks for Streaming Digital Media
          Problems and Solutions for Networked CE Devices
      4.1.3 Portable Digital Media Player/Recorder
      4.1.4 Wireless Networking in the Home
          WLAN Standards
          Problems with WLAN
      4.1.5 Smart Phones and Digital Cameras
          Problems with Digital Camera Phones
      4.1.6 Imaging and Digital Cameras
      4.1.7 USB Flash Drives and Combination Devices
  4.2 Future Developments and Promising Products
      4.2.1 Other Networking Technology
          Cable Coaxial
          Intelq«Ô Silicon Modular
          HomePlug
  4.3 Current Developments and Resulting Services and Product Demands Created
      4.3.1 Next Version of DVD Media - Blue Ray and HD DVD
      4.3.2 CODEC and Audio/Video Compression Technologies
      4.3.3 Content Protection Technology and Standards
      4.3.4 Digital Rights Management - Management and Back End Systems
      4.3.5 Newer Hard Drive Technologies for CE Devices
      4.3.6 Digital Music Download
          New Revenue Models
      4.3.7 Direct Sales PC Companiesq«Movement to a retail Store Sales Channel
      4.3.8 New Ways of Marketing and Branding Consumer Electronic Products
      4.3.9 VoIP Telephony
            US Government Regulation of VoIP
  4.4 Future Developments and Resulting Services and Product Demands Created
      4.4.1 Video Download and Portable Devices
      4.4.2 Availability of New TV Audience Viewing Habit Data Through DVR Usage

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