|
Articles and whitepapers
30/9/2003
The Emergence and Growth Of Entertainment-Centric
Home Networks
By Kurt Scherf
Classifying Entertainment Networks
In the traditional sense, home entertainment
networks have allowed consumers to route audio or video throughout
the house to different receivers (primarily TVs and stereo receivers/speakers).
In the past, such networks have typically required advanced entertainment
controllers and the work of an installing dealer. The requirements
for home entertainment networking have shifted, however, with the
introduction of new technologies and players. Parks Associates classifies
the emerging/digital entertainment networks in the following way:
-Point-to-Point: Allowing a television (or
stereo) to link with a PC. These networks allow existing consumer
electronics products to receive content from the Internet or a stored
source (such as a computer's hard drive).
-Distributed (Multi-room): Enabling video
and audio signals (digital and analog) to be transmitted from one
device or appliance (such as a personal video recorder or DBS receiver)
to a television or stereo in another part of the home.
-Cluster: Enabling entertainment products
to 'announce' themselves to a network, digitally configure, and
communicate via a high-speed connection so they can share processing
and storage resources. This will enable a new generation of applications
that coordinate the control of several consumer electronics devices
simultaneously and simplify operation of devices by the consumer.
How Will Entertainment Networks Manifest Themselves?
The conventional wisdom regarding the configuration
of an entertainment-centric network in the home recognizes two methods.
The first method involves network 'kits' that will be purchased
by consumers (either as separate components or in conjunction with
another entertainment system, such as a direct-broadcast satellite,
or DBS, system).
These kits will create point-to-point and
distributed (multi-room) network configurations that will link home
computers to consumer electronics devices. Using the storage capabilities
on the home computer, consumers will be able to stream audio and
video clips to other parts of the home and enjoy content away from
often inadequate computer speakers and small monitors. There is
growing evidence that the home computer will become a key component
in the home network, as evidenced by Parks Associates' recent E-Home
2001 study, a survey of more than 700 consumers in U.S. households
with Internet access. In this study, we found a large number of
U.S. consumers who are already downloading and storing MP3 files
on a home computer (Figures 1 and 2).

Figure 1

Figure 2
As home computers evolve to embrace more
entertainment activity, it is a logical assumption that a growing
number of consumers will seek connectivity solutions to enable networking
between PCs and consumer electronics devices. These digital-to-analog
networking solutions will be critical in bridging new digital services
to existing legacy products (televisions and stereos, for example),
and delivering revenue to a wide number of players (content providers,
consumer electronics manufacturers, service providers such as cable
companies, for example). After all, in a U.S. market that already
has 300 million televisions in households, we cannot realistically
expect consumers to discard their legacy devices for new (and quite
expensive) digital platforms. At the same time efforts continue
to bring new digital products to market, the industry also needs
to address existing devices.
In Q4 2001, Parks Associates asked consumers
in Internet households about their interest in home networking solutions
that connect PCs to CE devices, and a significant number of them
responded favorably (Figure 3). Furthermore, a large number of these
consumers also appear ready to buy these networking solutions now
- even at price points reaching $200 per kit.

Figure 3
The potential market for these digital-to-analog
kits could be quite substantial. Our estimates indicate that more
than 20 million devices will be connected via these networks by
the end of 2006 (Figure 4).

Figure 4
The second way that home entertainment networks
will find their way into homes involves embedding networking solutions
in end-user products that are considered 'network-capable' (that
is, they come with embedded home networking solutions such as 'new-wires.'
This will create point-to-point, distributed (multi-room), and cluster
network configurations.
Although there is much room for debate about
what exactly is an network-capable entertainment product, Parks
Associates believes that it is a non-PC device purchased by a consumer
that leverages the Internet, processing power, and perhaps a level
of hard drive storage to play video, stream audio (music), play
games, and perform other similar functions. It is considered 'entertainment-centric'
because this device has some kind of LAN connectivity - likely Ethernet
or IEEE 1394 (FireWire). These devices may not necessarily be considered
part of an entertainment network, because a true network would require
two-way connectivity between two or more devices. So a receiver
that picks up MP3 files from the Internet and connects to a set
of speakers cannot be automatically considered as part of a cluster
entertainment center (the speakers by themselves may not be capable
of true two-way messaging back to the receiver).
In 1999, as Parks Associates was first projecting
the markets for both PC and entertainment-centric networks, it was
perceived that efforts such as HAVi (Home Audio-Video Interoperability)
would quickly lead to deployment of a wide variety of 'mainstream'
consumer electronic devices that would serve as hubs (or nodes)
for an entertainment network. We believe that - at least for the
near-term future (say, at least the next five years, for example)
that many of the entertainment-centric products produced will be
a new class of 'information appliances' devices that are network-capable,
connect to the Internet, and can also connect to legacy devices
such as DVD players, VCRs, stereo speakers, and televisions (Figure
5).

Figure 5
As consumer demand increases for these devices,
strong growth is anticipated for network-capable entertainment devices.
As Figure 6 indicates, more than 100 million consumer electronics
products with embedded home networking solutions will be deployed
in U.S. households by the end of 2006.

Figure 6
The market opportunities are clearly defined
- entertainment is indeed a ripe frontier in which to move home
networking from niche to mainstream. Of course, with any early market,
there do exist challenges to address and hurdles to overcome. Chiefly
among these are:
-No Clear Standard: To be clear, Parks Associates
does not believe that the home network will consist of only one
technology or standard. Different solutions will fit wide-reaching
applications. However, we believe that one of the reasons that we
have not seen widespread release of network-capable products at
this point is that consumer electronics manufacturers are still
investigating which networking solution(s) make sense. At the present
time, there exist too many questions about reliability for one company
to make a major gamble.
-Muddy Business Models: Clearly, the end
goal of many of the players in consumer electronics is not to simply
'sell a box' and walk away from the customer. Sony Corp., among
the major CE manufacturers, has stated quite clearly that it intends
to sell both product and content to the end-user. However, at present,
there exists very little compelling content for customers (beyond
what they are already downloading for free), and the industry is
struggling to find the right business model to support their home
networking endeavors.
-Digital Rights Management: At present, this
is one of the thorniest issues to resolve. Two large entities -
the recording industry and Hollywood - have placed heavy pressure
on Congress to enact legislation to require product developers in
the computer and consumer electronics industry to develop solutions
that prevent the unauthorized copying and sharing of protected content.
In early 2002, two bills were introduced in both the House and the
Senate to address this issue. Not surprisingly, the consumer electronics
and computer industries have balked at these potential mandates,
arguing that they would prevent innovation and seriously damage
Silicon Valley's contribution to the national economy. At this point,
the only thing that (most, if not all) participants can agree on
is that something needs to be done. If the content producers and
hardware/software developers cannot come to some sort of agreement,
however, Congress will act. In the end, this may not be to the ultimate
benefit of the end-user.
Kurt Scherf is Vice President of Research, Parks Associates, a
Dallas-based market research firm and consultancy that specialises
in emerging residential and SOHO technology solutions.
www.parksassociates.com
(c) August 2002 Parks Associates
|