6 Key Tech Trends in the Media and Entertainment Industry

| July 17, 2018

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There was a time when people used to sit around the campfire and spend some quality time with each other. Time changes, people evolved and technology is advanced. Then, there was a limited number of campfire instead of people sit in their living room surrounding a piece of entertainment that is known as – television. Technology becomes more advanced and now, people tap into their smartphone screen and enjoy their favorite piece of the entertaining show.The total conclusion of this advancement will take you to a single term that is keeping everyone hooked to their seats – streaming. Whether it is audio or video media, streaming is constant. In 2017, it was growing and in 2018, we will see a more advanced version of this tech. it is considered to be a primary revenue driver that is changing the way in which consumers have changed the way content is presented. Now, artists and industries are offering media to their fan on a silver platter.

Spotlight

Cinergy Entertainment

Dallas, Texas-based Cinergy Entertainment Group, Inc. is a visionary industry innovator and regional operator with three Texas cinema entertainment centers with 29 screens and 18 lanes of bowling. The company has four additional locations under development representing 38 screens and 71 lanes of bowling. All Cinergy centers feature dine-in cinemas serving alcoholic beverages and a tempting array of restaurant quality food and beverages. In addition to upscale cinema amenities, all Cinergy locations feature a unique selection of interactive games and a variety of other amenities, including bowling, billiards, full bars, laser tag, and Sky Walker ropes course. Cinergy is privately held by the Benson family, the founders of Movie Tavern, the largest nationwide chain of dine-in cinemas.

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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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PlayStation, Oculus, and Facebook Gaming pull out of GDC over coronavirus concerns

Article | January 19, 2021

Sony’s PlayStation team and Facebook, including Oculus VR, have withdrawn from this year’s Game Developers Conference, citing health concerns surrounding the novel coronavirus, COVID-19.“Out of concern for the health and safety of our employees, our dev partners, and the GDC community, Facebook will not be attending this year’s Game Developer Conference due to the evolving public health risks related to COVID-19,” a Facebook spokesperson said in a statement emailed to Polygon. “We still plan to share the exciting announcements we had planned for the show through videos, online Q&As, and more, and will plan to host GDC partner meetings remotely in the coming weeks.”

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Six Things Blockchain Can Do For Gaming

Article | January 19, 2021

Since their foundation in the 1970s and 80s, video games have moved from fringe interest to a major media staple. The industry has enjoyed huge revenues from dedicated fans, especially over the past few months, and the growth shows no sign of slowing down. Gaming is also an industry renowned for its commitment to innovation, adopting technological developments and spawning a fair few of its own. Chief amongst technological developments over the last decade has been blockchain technology, the new system of trading and ownership built on transparency and decentralization, the standard-bearer of which is the digital currency.

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MEDIA AND BROADCASTING

The new chair of the FTC and antitrust 2.0

Article | January 19, 2021

The appointment of Lina Khan on June 15th to chair of the Federal Trade Commission (FTC) is poised to be a transformational one in the history of the world wide web. Khan came to prominence with an article in the Yale Law Journal, Amazon’s Antitrust Paradox, which identified the paradox of hegemonic tech service providers which bypass the US’ strict competition laws by offering lower prices to the end consumer. Under US antitrust law, the driving indicator of market monopolies are higher prices for the consumer – under this strict definition, none of the tech majors which dominate the digital economy are monopolistic. Indeed, some such as Alphabet and Facebook do not even directly charge the end user for their services. So, while both Google and Facebook dominate the global digital ad market, making an antitrust case against them under the current 20thcentury era regulatory framework is nigh on impossible. However, the absence of meaningful competitive challengers to these two incumbents in search and social advertising over the previous 15 years, despite the lucrative high margin business opportunities, implies that the competitive market is not performing according to classical economic theory. Khan has built a subsequent career on trying to square this circle, and now the Biden Administration has empowered her as the key instigator of the sweeping regulatory update required for a digital-first century.

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Spotlight

Cinergy Entertainment

Dallas, Texas-based Cinergy Entertainment Group, Inc. is a visionary industry innovator and regional operator with three Texas cinema entertainment centers with 29 screens and 18 lanes of bowling. The company has four additional locations under development representing 38 screens and 71 lanes of bowling. All Cinergy centers feature dine-in cinemas serving alcoholic beverages and a tempting array of restaurant quality food and beverages. In addition to upscale cinema amenities, all Cinergy locations feature a unique selection of interactive games and a variety of other amenities, including bowling, billiards, full bars, laser tag, and Sky Walker ropes course. Cinergy is privately held by the Benson family, the founders of Movie Tavern, the largest nationwide chain of dine-in cinemas.

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