Multimedia Markets

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Added: March 19, 2008 This Presentation is Public 
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Interactive Multimedia Applications/Markets: Interactive Multimedia Applications/Markets EDCI 663


Major Interactive Multimedia Markets: Major Interactive Multimedia Markets Training Education Point of Purchase / Point of Information Home and Entertainment


Training: Training The training market has been and continues to be one of the major users of interactive multimedia


Training: Training Military Training Army Tank Gunnery Simulator Combat physicians’ simulator Aircraft maintenance performance support system Navy sonar technicians’ training EIDS, Electronic Information Delivery System


Training: Training Corporate General Motors videodisc network Actronics CPR trainer Accenture’s representative training and performance support


Education: Education Education has tended to be somewhat slow in adopting interactive multimedia, but growth has been steady. About 50% of schools have (had) videodisc players CD-ROM equipped computers are now commonplace, and 30% of schools report having DVD-ROM drives 99+% of schools report having Internet access


Education: Education Development of Living Things, first educational videodisc Windows on Science, first multimedia package to be adopted as a “textbook” by a state Jasper Woodbury series Reference material, e.g., Encarta Multimedia enhanced CAI, e.g., Carmen Sandiego, Oregon Trail


Point of Purchase/Information: Point of Purchase/Information Interactive multimedia has found a niche as a consumer-oriented tool for sales (point of purchase) and for information delivery (point of information).


Point of Purchase/Information: Point of Purchase/Information Point of Purchase Florsheim Shoes Budget Rent-a-Car Levi Strauss Banks Realtors


Point of Purchase/Information: Point of Purchase/Information Point of Information Walt Disney World Shell Travel Centers St. Louis Zoo Living World Indianapolis Children’s Museum mummy exhibit


Home and Entertainment: Home and Entertainment The home market for interactive multimedia has been up and down. For most producers, the home market continues to be the “holy grail” of multimedia because of the sheer size of the market. However, it is a fickle market that is difficult to predict.


Home and Entertainment: Home and Entertainment Arcade Dragon’s Lair Home Videodisc Criterion Collection movies CD-ROM Home reference/education Games, e.g., Myst


Home and Entertainment: Home and Entertainment Video Games Sony Playstation, Nintendo, Xbox, etc. DVD Movies Next generation DVD Sony Playstation (Blu-ray) Microsoft Xbox add-on (HD-DVD)


End Notes: End Notes Data on the exact size of markets is hard to come by. However, it seems that all four markets are doing reasonably well now. The future is uncertain. Some predict a boom, while others feel the Internet will drive out disc media. We’ll just have to wait and see how things fall out.


The End: The End