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Tom Dunmore

Tom Dunmore. Stuff Magazine. The rise of the gadgeteer. The personal tech revolution, and its implications for in-flight entertainment. The success of Stuff. Two years ago, selling just above 60K with 5 international licensees Now selling nearly 100K a month, with 21 international editions.

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Tom Dunmore

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  1. Tom Dunmore Stuff Magazine

  2. The rise of the gadgeteer The personal tech revolution, and its implications forin-flight entertainment

  3. The success of Stuff • Two years ago, selling just above 60K with 5 international licensees • Now selling nearly 100K a month, with 21 international editions Dec 2005 90,540 UK sales Dec 2000 47,450

  4. Mainstreaming of tech • Gadget Show on C5 - 1m viewers • Tech pages in newspapers & magazines - from Zoo to Eve • Increasing interest beyond core male ‘early adopter’ demographic

  5. So what’s changed? • Price & reliability • Design & user interface • ‘Special edition’ gadgets - targeted • Digital content readily available

  6. The iPod effect Success due to: • Design • Capacity • Connectivity

  7. Capacity “bigger pockets…” 4 months music 2 weeks video 2 months music 1 week video 41 days music 4 days video 2.7 days of music

  8. Connectivity • Wi-Fi now standard in computers • Increasingly featured in mobile phones, games consoles, digital cameras • Bluetooth getting better - stereo music • Peer-to-peer ‘digital gifting’ • Bluespamming: geek marketing

  9. Internet everywhere • Broadband penetration • 3G • Wi-Fi clouds • WiMax

  10. Digital distribution • Success of iTunes • Mobile downloads • …end of software disc (PSP)?

  11. Next: iPod video? • First video-playing iPod on the market • Widescreen iPod expected soon • First iTunes Movie download available • BUT DRM issues – is the user in control?

  12. Personal video • Hard drive PVRs • Location-free TV • Mobile phone TV

  13. Consumers take control • myBBC • BT Vision - your own TV channel • Ubiquitous cameras - You Tube • MySpace & webcasting - Sandi Thom • Online worlds - gaming

  14. Gaming • 2006 is the year of gaming - adults too!

  15. What’s next? • Screen technologies • Better connectivity • Digital gifting - exchanging content between users and devices • Mobile me

  16. Challenges • High expectations • Total control of scheduling - ‘on-demand’ • Varied content • Interactivity • Connectivity • Digital Rights Management

  17. Opportunities • Understanding • Personalisation • Viral marketing • Connectivity: make your in-flight kit work with your customer’s in-pocket kit

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