3 Media And Entertainment Stocks In The Limelight

August 7, 2019

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As per the media reports, the entertainment industry of Australia is growing at a phenomenal rate. The leading driver related to the growth of the industry is online video. Additionally, the increasing proportion of entertainment revenue has been driven primarily by smartphones. Southern Cross Media Group Limited (ASX: SXL) is an Australia registered company, involved in broadcasting and creating content on commercial radio, online media platform and free-to-air TV. Recently, the company via a release updated the market about an agreement with Broadcast Australia in order to outsource its television and radio broadcast transmission.

Spotlight

The Weinstein Company

The Weinstein Company (TWC) is a multimedia production and distribution company launched in October 2005 by Bob and Harvey Weinstein, the brothers who founded Miramax Films in 1979. TWC also encompasses Dimension Films, the genre label founded in 1993 by Bob Weinstein, which has released such popular franchises as SCREAM, SPY KIDS and SCARY MOVIE.

OTHER ARTICLES

First Look At Sony PlayStation 5 UI

Article | June 8, 2020

PlayStation 5 event date was previously postponed due to the intolerance and injustice that plagued the USA. While Sony lead the way, as a beacon of solidarity, several other companies followed. At that time, the best people could do is stand beside one another. However, recently some of the features of PS 5 were revealed. An advertisement on Twitch, along with an official post from PlayStation, confirmed the event date. Scheduled on June 11th, one can expect people to be extremely hyped up for this. The fact that everyone had to wait too long for PS 5 makes this news much more exciting.

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VIRTUALIZATION

Netflix versus Amazon Prime Video – depth versus breadth

Article | June 10, 2021

The first half of 2021 has been a year of continued change and disruption for subscription video. The global incumbent subscription video on demand (SVOD) leaders, Netflix and Amazon Prime Video, have been busy signalling to the financial markets how they intend to entrench their market dominance in light of the ongoing market acquisition pushes unleashed by the D2C disruptors following the D2C ‘big bang’ moment of Q4 2019 – Q2 2021. Netflix announced in January that it was no longer going to borrow on the financial markets to fund its day-to-day operations – specifically for its content acquisition budget, which is now driven predominately by commissioning original content for its service. This leaves the SVOD leader with $14.9 billion of outstanding long-term debt to service as it seeks to live within its means by commissioning future content from its ongoing cashflow. In Q1 2021 alone Netflix spent $500 million on servicing this debt pile versus $1.7 billion in net income generated over the same period.

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MEDIA AND BROADCASTING

Games video creators can help attract new audiences to esports, if rights holders empower them to

Article | June 14, 2021

Those who have been following MIDiA’s games coverage for a while will have seen our posts about the growth problem of esports and suggestions around putting focus on the entertainment angle, rather than just on the sports angle, in order to most effectively capitalise on the opportunity. We have known for a while that esports viewers are only a subset of the broader games-related video viewing audience.We also know that esports audiences enjoy live entertainment in general, more so than many other entertainment consumer segments. MIDiA’s Q1 2021 consumer survey enabled us to dive deeper into how this opportunity can be approached. As a part of our upcoming Esports Viewer Dossier 2021 update, we have looked at the esports viewers, in comparison to consumers who say they watch games-related videos but not esports. The former represents the current state of play, while the latter represents esports’ potential audience growth opportunity.

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TECHNOLOGIES

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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Spotlight

The Weinstein Company

The Weinstein Company (TWC) is a multimedia production and distribution company launched in October 2005 by Bob and Harvey Weinstein, the brothers who founded Miramax Films in 1979. TWC also encompasses Dimension Films, the genre label founded in 1993 by Bob Weinstein, which has released such popular franchises as SCREAM, SPY KIDS and SCARY MOVIE.

Events