Our Digital Life
by Douglas
Dixon
www.manifest-tech.com
Portable
devices and digital media may be
disruptive to established businesses,
but there's no question that consumers
have made their passions clear for these
new modes of storage and entertainment,
voting not only with their actions, but
also with their wallets.
This
excitement is demonstrated by the annual
DigitalLife show, held in the
fall in New York City (www.digitallife.com).
Last year's show in mid-October was the
third annual, and was again crowded with
kids, families, and tech fans of all
persuasions.

DigitalLife is held in the Javits Center
like other trade shows, but unlike
general IT conferences like PC Expo that
have faded in New York, DigitalLife is
unabashedly a consumer show, "dedicated
to educating consumers on what the
digital lifestyle means in every aspect
of life - at work, home and play. And,
how the convergence of affordable,
accessible technologies is enriching and
empowering people's lives."
So there's
a lesson here about the appeal of this
digital lifestyle to a very broad
audience, especially when 50,000 people
show up for DigitalLife in New York,
while the IT-based C3 Expo
(Corporate and Channel Computing) draws
less than 10,000, and a more focused
show like Streaming Media East
draws around 2,000.
Because
consumers are indeed empowered:
attendance at the four-day event
(Thursday through the weekend) grew
another 21 percent to over 53,000, and
the show floor grew 40 percent, with
over 200 exhibitors.
DigitalLife
returns to the Javits Center in New York
on September 27 - 30, 2007. Plus, it's
joined by DigitalLife Chicago,
June 8 - 10, 2007 --
www.digitallife.com.
DigitalLife booth
Hot
Technology
Key trends
for the 2006 show included mobility and
gaming, plus an emphasis on security and
safety for home computing. The keynote
presentations by high-profile VPs and
CEOs reflecting this emphasis, with
presentations on personal computing by
Microsoft ("The Beauty and Power of
Windows Vista") and Intel
("Living the Digital Life"); on
consumer electronics by Sony ("HD World:
The Fusion of Entertainment and
Electronics"); and on gaming by
Electronic Arts ("The Future of
Entertainment") and Alienware ("The
Immersive Worlds of Tomorrow's
Technology").
But the
real action was on the show floor, with
the crowds visiting booths exploring hot
areas including PCs (i.e., Microsoft,
Intel), digital imaging (Kodak, HP),
mobile media (LG, Sony, Toshiba), and
storage (Maxell, Verbatim, Seagate), and
communications (Verizon, Palm).
For
physical media fans, the show included
demonstrations of Blu-ray running on
Sony players, and a dedicated HD DVD
booth with a busy demo suite
highlighting the interactive features on
new releases.
However,
the real lesson here for entertainment
delivery was found in the large
Accessories Zone area, where content and
delivery were trumped by fashion and
flash -- with a profusion of stylish and
colorful iPod cases, speakers and
docking stations, wireless Bluetooth
headsets (for phones and music), clever
adapters and chargers, plus snazzy bags
and cases. Personalization and
accessories are in, reflected by the fun
designs being offered even for
formerly-generic memory cards and USB
thumb drives, much less MP3 players and
mobile phones.
Yet all
this paled in comparison to the
excitement of gaming -- which took up
easily a third of the show floor, with
some fifteen publishers demonstrating
their latest games. Plus there were
tournaments for F.E.A.R. Combat, Dance
Dance Revolution, Guitar Hero II, and
American Idol; and special events
including a 15th birthday celebration
for Sonic the Hedgehog, the $100,000
DigitalLife Pro Am Video Gaming
Tournament., and the Boost Mobile MLG
(Major League
Gaming) Pro Tour.
DigitalLife gaming
And
there's a much different feel to this
event, from the level of excitement and
interest, the much broader age range of
the audience (including lots of school
children), and the hands-on involvement
with everything from game demos to iPod
cases.
A New
Audience
And the
digital life is not just about iPod
bling and video game shooting -- it's
about leveraging technology like storage
and communications to make people happy,
and willing to spend:
-
Bluetooth lets people listen
wirelessly to music, and then
seamlessly switch to an incoming
phone call (you even can get a
Bluetooth watch/phone, with a
faceplate that detaches to use as an
earphone).
-
WiFi
allows one phone to serve for both
traditional landline and low-cost
Internet VOIP.
-
Power
line networking allows sharing
electronic media throughout the
house without complicated networking
configuration.
-
Mobile
connections to portable devices
allow almost arbitrary combinations
of text, voice, Web, and media in an
overwhelming variety of form
factors.
The bottom
line, however, is not just that it's a
new world out there, it is a very
different audience. Our baby boomer
perceptions are being outmoded
by the gamer
generation, as described by John Beck
and Mitchell Wade in their book, Got
Game: How the Gamer Generation is
Reshaping Business Forever
(hardcover at
Amazon.com, paperback at
Amazon.com retitled The Kids Are
Alright: How the Gamer Generation
is Changing the Workplace, at
www.gotgamebook.com):
"Looking closely at this group's
connection to games tells us that
video games are central to
understanding the generation. The
relationship between the gamers and
their technology is powerful, more
powerful than the boomers'
once-frightening rock and roll
revolution, or the insidious
teachings of television."
Gaming is
the formative experience of this new
generation -- to the extent that rock
and roll was to the baby boomers. (Mario
and Sonic now trump the Beatles and the
Rolling Stones!) These consumers are
interested in new technology, and
willing to pay -- for the right
products.
Manifest Technology®
Copyright 1999-2007,
Douglas Dixon, All Rights Reserved