Title: Interactive Video and Multimedia ApplicationsMarkets
1Interactive Video and MultimediaApplications/Mark
ets
2Major Interactive Multimedia Markets
- Training
- Education
- Point of Purchase / Point of Information
- Home and Entertainment
3Training
- The training market has been and continues to be
one of the major users of interactive multimedia
4Training
- Military Training
- Army Tank Gunnery Simulator
- Combat physicians Simulator
- Aircraft maintenance performance support system
- Navy sonar technicians training
- EIDS, Electronic Information Delivery System
5Training
- Corporate
- General Motors videodisc network
- Actronics CPR trainer
- Arthur Andersens representative training and
performance support
6Education
- Education has tended to be somewhat slow in
adopting interactive multimedia, but growth has
been steady. - About 50 of schools have (had) videodisc players
- Over 75 of schools have CD-ROM equipped
computers - Over 95 of schools report having Internet access
7Education
- 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
8Point 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).
9Point of Purchase/Information
- Point of Purchase
- Florsheim Shoes
- Budget Rent-a-Car
- Levi Strauss
- Banks
- Realtors
10Point of Purchase/Information
- Point of Information
- Walt Disney World
- Expo 86 in Canada
- Shell Travel Centers
- St. Louis Zoo Living World
- Indianapolis Childrens Museum mummy exhibit
11Home 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.
12Home and Entertainment
- Arcade
- Dragons Lair
- Home Videodisc
- Criterion Collection movies
- CD-ROM
- Home reference/education
- Games, e.g., Myst
13Home and Entertainment
- Video Games
- Sony Playstation, Nintendo 64, X-box, etc.
- DVD
- Movies
14End 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 all
competitors. Well just have to wait and see how
things fall out.
15The End