To establish the Windows PC
as the hub of home entertainment, Microsoft is building technologies into Windows that
improve the PC's ability to work with digital audio and video (digital media). The
company and its partners are also creating a wide variety of entertainment products and
services, from portable audio players to online music stores, that support the PC in this
role.
The main goal of this strategy is to increase sales of Windows. Just as
demand for Web access and e-mail created a huge spike in consumer PC demand in the
mid-1990s, Microsoft hopes that new entertainment scenarios will spur consumer PC sales,
particularly because working with audio and video requires significant processing power,
memory, storage, and other hardware (graphics cards, soundcards, speakers, microphones,
and so on) that will require most users to buy a new PC. Microsoft also expects to earn
royalties by licensing and selling its digital media technologies to partners,
particularly device manufacturers and content distributors.
Microsoft has other home entertainment businesses, such as the Xbox
gaming console and a platform for TV providers. In the 1990s, Microsoft also took steps
toward becoming a major content producer or distributor by launching the MSNBC cable news
network with NBC and investing more than US$8 billion in cable TV companies. However, none
of these ventures has proven profitable, and many of them are long-term bets or
predominantly defensive moves meant to protect the company's Windows franchise, which
remains Microsoft's largest and most profitable business.
Partners Can Benefit
If Microsoft's home entertainment strategy succeeds, hardware vendors
will benefit as consumers upgrade or replace their PCs and buy new classes of devices that
work with those PCs.
Content owners will also benefit by repackaging and reselling their
content in new waysparticularly directly over the Internetbut only if they and
the computer industry can find an effective balance between protecting content against
piracy and giving consumers the ease of use they want.
For the consumer electronics industry, Microsoft's home entertainment
strategy presents a mixed opportunity: it could help sell new consumer electronics
products that work better with a PC. However, Microsofts strategy could also reduce
the importance of consumer electronics hardware and lengthen its upgrade cycle, while
giving a large and powerful software company a critical role in setting standards. Because
of these threats, many consumer electronics companies are taking a cautious approach
toward Microsoft's home entertainment strategy and platform.
Challenges
Microsoft's reliance on partners to support its home entertainment
strategy puts it at a disadvantage compared with companies that own more pieces of the
digital media puzzle, such as Apple (hardware and software) and Sony (hardware, software,
content, and distribution). These competitors can use a popular product to steer users
toward related products and services. In addition, Microsofts devotion to its
platform leaves an opening for platform-agnostic distributors, such as RealNetworks.
However, the biggest challenge for Microsoft and its partners will be
convincing consumers to abandon the status quoa household full of discrete consumer
electronics devices, each of which performs one or a few functions wellin favor of a
PC "hub" connected to "spokes" throughout the home. To succeed,
Microsoft and its partners must make the PC and associated devices as easy to use and
reliable as today's consumer electronics products. A wave of new products released in fall
2004 brings Microsoft closer to this goal than ever before, but nagging PC problems such
as security vulnerabilities and instability continue to pose a problem.
What's Ahead
This report will help hardware manufacturers, content owners, and
consumer electronics companies understand the threats and opportunities posed by
Microsoft's home entertainment strategy, with a particular focus on digital media. It will
explain the underlying technologies and strategic reasoning behind Microsoft's digital
media products and services, including the wave of products released in late 2004, and
will identify likely directions for the future.
The report includes both new material and updates of material previously
published in Update, and consists of the following chapters:
Understanding the Pieces explains the "hub and spoke"
components of Microsoft's Windows Media strategy and how they fit together, and describes
the Windows Media platform and its role in the overall strategy.
Improving the Hub: Windows Media Player 10 explains how the Windows
Media Player 10 client software, released in Sept. 2004, improves the PC's capabilities as
a digital media hub.
Improving the Hub: Windows Media Center explains how
Windows XP Media Center Edition 2005, released in Oct. 2004, is also meant to help
establish the PC as a digital media hub, while letting Microsoft sell a higher-priced OS.
Building Spokes: Devices Link to Home Hub describes networked
and portable digital media devices that link to the PC.
Content: MSN Enters Music Store Race explains why Microsoft got into
the business of selling digital media content over the Internet with MSN Music, launched
in Sept. 2004.
Beyond the PC describes Microsoft's other forays into home
entertainment, including Xbox and TV platforms.
Conclusion: Betting on Convergence explains the challenges Microsoft faces in
realizing its digital media strategy, and outlines some likely future directions.
Resources contains links and pointers to additional material about
Microsoft's digital media products and technologies.
Appendix: The Windows Media Platform describes the parts of the
platform in more detail.