#4: Interactive Content
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•electronic learning and interactive presentations
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•documentation and reference materials
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The Birth of Interactive TV
That was the same year that Microsoft licensed the Spyglass browser in order to deliver Internet Explorer. So Macs were already editing the web when Windows users were seeing the web browser for the first time!
Caught In A Web
In the mid 1990’s, Apple seemed to lose any vision for where HyperCard might go. Rather than continue to offer it for free on all Macs, Apple started selling the HyperCard development tools. Without any forward progress, and tasked to generate revenue, HyperCard simply died.
As for attempts to deliver various flavors of set top boxes: a web enabled desktop computer simply offered more interaction and networked community than the various interactive TV systems based on CD-ROM or video game consoles could.
Flash in the Pan
Macromedia built Flash into one of the most popular ways to enhance HTML web pages with interactive content. Adobe's purchase of Macromedia folded Flash into Adobe's plans for its creative applications, and continues the push to make Flash a development platform.
Both use the same ActionScript and are designed to create stand alone applications that work very much like modernized versions of the old HyperCard stacks from twenty years ago.
The downside to Flash is that it is wholly owned and controlled by Adobe, which in part markets Flash to its content-creator customers as a way to create closed websites. Flash is DRM for the web; DRM isn’t always bad, but websites done in Flash nearly always are... and I only say nearly to be nice.
Open Interactive Alternatives
Gaming Interactive TV
Why is all this money being thrown at developing simple interactive features that pale in comparison to what can be accomplished in a full blown desktop application? Because increasingly intelligent devices are now bringing interactive content into devices beyond the PC.
As Apple recently demonstrated with the iPod, there is latent processing ability on the device to deliver a variety of games, from the standard fast paced arcade titles to the more strategic and leisure card game.
Distribution of games through iTunes creates a huge new differentiation: Apple has created a market for small, mobile programs; iPod games are just the start.
When small developers toil to build applications that are widely pirated, the only way they can stay in business is to charge enough so that the minority who actually pay will make their efforts worthwhile.
Money Changes Everything
Anti-DRM protesters like to boo any mention of selling media with copy protection, but it’s a simple fact that markets require security to function. If businesses can't recover profits for their efforts, they will pull out of the market and find areas where they can compete.
Free software is a great resource, but the majority of consumers want to buy finished products, just as they choose to buy clothes in retail stores and eat in restaurants, rather than grow all of their own food and clothing.
By offering a marketplace for interactive content with a low but enforceable price, Apple has created a lot of interest from developers, who now have a way to securely benefit from the work they invest in producing interactive content designed for the iPod.
This is the same model Apple pursued in selling music and TV, and more recently Disney movies: secure sales with reasonable restrictions for users, in exchange for low priced content that will sell in volume, and result in further hardware sales.
The Root of All Evil
Microsoft in particular courted RIAA members to sell them on a fantasy where consumers could be lined up and charged a monthly head tax simply for the equivalent of listening to the radio.
Their input resulted in Microsoft devising a draconian DRM system that put customers last and trampled any notion of fair use rights.
Blinded by greed, all the members of the WMA failure, from WalMart, to MTV, to the company who bought up the Napster name in order to play along with PlaysForSure, all set up WMA stores hoping to fleece their customers.
Instead, the public largely ignored them. While real prospects for making money draw attention and develop markets, money is a lot like alcohol: it just makes you more of what you already are. People can be fooled, but not forever.
Second Verse, Same As The First
By offering value to consumers who were ready to pay for digital content, but not willing to be treated badly, Apple simply cleaned up in the digital downloads market.
Having decisively won in selling static media, Apple is now poised to sell dynamic and interactive media. The existing half dozen iPod games are just the beginning.
In the same way that downloadable movies are not direct competitors to DVD or HD cable offerings, the games Apple is offering for the iPod don't have to compete against dedicated game consoles and the Sony Playstation Portable. They are alternative offerings, with different and entirely complementary markets and uses.
Enter the iTV
I pointed out earlier that the iTV will be more like an upgraded iPod than a dumbed down PC. Further, since iTunes will supply the same iPod content to play on the iTV, it’s no stretch to suggest that the iTV would make an alternative games console by playing existing, and forthcoming, iPod games.
The iTV's potential for competing for the casual gamer market is high, not because it competes in any way with the latest rendering engines that power the Xbox 360 and the coming Sony PS3 and Nintendo Wii, but because its games cost $5 rather than north of $50.
Game Console Deathmatch
Something else to consider: Microsoft's success with establishing the Xbox as a competitor to the Sony Playstation was impressive, despite the fact that it is entirely unprofitable. Microsoft blew through billions of dollars to distribute Xbox hardware at a loss of around $150 per console.
Still, in the last five years, they've sold around 24 million Xbox units. Apple has sold 60 million iPods, but at a sustainable profit, not a loss. Half of those were sold in the last year, so a significant chunk of those were 5G iPods. That's a large installed base of potential game buyers; the iTV won’t have to blaze a new platform trail. It’s already there.
Consider too that some industry wags are pointing out that the biggest threat to Sony's PS3 is the existing Playstation 2. There are around 120 million PS2 consoles out there.
Sony is competing against itself because the existing PS2 has lots of games, works fine for many gamers, and has active development going on already.
Both Sony and Microsoft are working to deliver amazing hardware performance in their next generation consoles, but special effects don't automatically create games people want to play.
Similarly, Apple can add a lot of value to the iTV by offering the option of downloadable software, from classic arcade games, to simple interactive titles that turn users’ TVs into something far more dynamic.
Here’s a few practical reasons for doing that:
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•electronic learning
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•product and software documentation and tutorials
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•how-to instructions
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•maps and directions
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•tours and walkthroughs
Games, Notes, and Widgets, Oh My
Of course, there is one more thing.
Since Nokia has ported Safari's web engine to its cell phones, is it much of a stretch for Apple to deliver a light version of web rendering for the iTV? Imagine being able to pull up standard Widgets on your TV to monitor webcams, casually consult Wikipedia, display clippings of web pages, or do any of the several hundred other things available in Dashboard.
What's Next?
So far, I've outlined four areas Apple can add value with the iTV by targeting new distribution or functionality for users:
4) Interactive content
What else is there? There's one more category of content left:
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