2020 PRINT & DIGITAL MEDIA KIT

| November 27, 2019

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Indianapolis Monthly is the city’s most authoritative and respected general-interest magazine, providing more than 200,000 loyal monthly readers with compelling stories and smart, lively service pieces. The award-winning magazine not only reflects the interests of Indianapolis, but also sparks conversation with its coverage of politics, sports, crime, lifestyle, entertainment, restaurants, culture, business, and the big personalities that make the Circle City go ’round.

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OTHER ARTICLES

Will the pandemic give a boost to virtual reality?

Article | March 25, 2020

High-end virtual reality headsets have been available for years now. But even as the technology has improved immensely, it’s never managed to lure people away from the real world. Devices are bulky and pricey, and the VR experience often isn’t as great as its made out to be. Now with the coronavirus pandemic spreading rapidly across the globe, there’s cause to rethink VR tech. But is being cooped up at home enough to get people to turn to VR when screens often suffice for gaming and chatting?

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Super-bundle plans reportedly missing from Apple Music’s new deals

Article | March 14, 2020

This is the ‘super-bundle’ that we (and the wider industry) have been speculating about ever since Apple revealed plans to launch subscription services for video, news and games – Apple TV+, Apple News+ and Apple Arcade respectively. From Apple’s point of view (not to mention its customers’) a single, discounted subscription covering its range of services makes a lot of sense. Music rightsholders are wary, however, with plenty of uncertainty around how the royalties from such a super-bundle would be divided between the different forms of entertainment.

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Streaming continues to boost US music industry growth

Article | March 1, 2020

The US music industry posted its fourth straight year of double-digit growth in 2019 to generate $11.1-billion in revenue, an industry tracker said, citing the continued domination of streaming. The year's total revenue jumped 13 percent, the Recording Industry Association of America said in its annual report, with streaming accounting for $8.8-billion, nearly 80 percent of the sum. The RIAA said paid subscriptions to streaming services like Spotify and Tidal contributed the largest share and marked the largest source of revenue growth -- up 25 percent versus 2018.

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Ongoing transitions in gaming industry

Article | January 19, 2021

The gaming industry is continuously evolving with current transitions derived from VR/AR, blockchain, 5G and cloud computing. The aim of this transition is to fulfill requirements of gamers such as reducing the cost of gaming, developing more immersive experience, converting tools bought in games as transferable assets, enabling gamers to play graphic intensive games on low cost devices. Currently popular games are on the go to create augmented reality versions to be played on AR headsets with their mobile phones. The google stadia platform(a platform where graphic intensive games run in data centers and gamers can play them via web browsers) has also enabled the gaming industry to eliminate the computing limitations imposed by running games in mobile devices. The only barrier in coupling both technologies to have the best of both worlds is low bandwidth of 4G which will soon be expanded when 5G rolls out in the market. TRANSITIONS IN GAMING INDUSTRY The real time game play is currently not possible for games running in data centers and being rendered on web browsers of a gamer’s device as there is latency in reflecting the character’s action on the press of a button. Such a transition will eliminate the need for highly expensive gaming consoles which has been curbing the growth rate of the gaming industry. One more concern from gamers that’s being a barrier in revenue generation for the gaming industry is that the weapons, power packs, kits and tool kits bought in any game are simply virtual and become useless when they are done with the game. The idea to buy such time bound utility becomes insensible for players. So, now the gaming industry is evaluating the option to register these buyouts in games on blockchain which can later be used as a non tangible asset by players to trade easily. The gaming theory that’s getting popularised these days will eventually leverage the AR and VR technology to transform the education industry. The idea to provide customers with user manuals running in augmented reality that can enable a non trained worker to operate the machine is also booming. Solidworks by 3Dplm is one such tool that’s heading in this direction. The transitions mentioned above are quite exciting and the way gaming industry and mentioned technologies are evolving we can expect to get our hands on such exciting gaming technology soon too at a fraction of current costs.

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Aprimo

Aprimo provides technology solutions for content, operations, and performance that enable enterprises to optimize their brand experiences and the resources they use to deliver them. Our platform gives enterprises the advantage by streamlining and governing all the behind-the-scenes activities – from ideation to distribution – involved in delivering exceptional brand experiences.

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