AI in Gaming

| September 13, 2019

article image
AI has had a long and rich history with games of all sorts. From early days of AI systems learning how to play chess and checkers to modern day AI defeating some of the best players in a range of different games such as Go or Doda. And gaming  is a huge industry accounting for annual revenue for digital games of $25.43 Billion in the US alone. In this infographic Cognilytica explores various ways AI is being used in gaming.

Spotlight

Nickelodeon

The Nickelodeon UK Network is available in 14 million cable and satellite homes and now reaches more than 10 million viewers a month. Launched in 1993, the top-performing Nickelodeon network comprises seven dedicated entertainment channels for kids aged 4-15 and their families: Nickelodeon, Nickelodeon HD, Nickelodeon +1, Nicktoons, Nick Jr., Nick Jr. +1 and Nick Jr. 2. The entertainment company has built a diverse multi-platform business by putting kids first in everything it does – Kids Rule!

OTHER ARTICLES

Why we expect AR/VR/MR—and this company in particular—to take off faster than Elon Musk’s and SpaceX’s Crew Dragon

Article | March 13, 2020

First, let’s state the obvious: the augmented reality (AR), virtual reality (VR), and mixed reality (MR) industry—often referred to as “XR” or extended reality—has been on a tear since long before the spread of the coronavirus, hitting new high notes in late 2019 and early 2020. The installed base of ARCore-compatible Android devices, for example, grew from 250 million devices in December 2018 to 400 million in May 2019. Meanwhile, 2017 heralded the Cambrian explosion of the AR world, with the introduction of easy-to-use software development kits from both Apple (called ARKit) and Google (called ARCore).

Read More

Why video streaming needs to stop fighting the last consumer war

Article | May 28, 2021

Video streaming services have achieved mainstream engagement, with binge viewing now eclipsing linear TV viewing as the leading form of TV show consumption. While the digital disruptors may revel in their newfound status as the masters of TV consumption, and the TV and film industry are forced to adapt to this new reality, a subtler shift in mindset needs to occur. Streaming services, led by subscription video on demand (SVOD) hegemon Netflix, still operate in the mindset of having a digital native consumer base. For these streaming incumbents, the success of SVOD still rests upon their ability to appeal to younger consumer bases who have a) grown up in a digital environment, and b) are by definition young and eager for new and constantly evolving consumer experiences. Add to this the post-second world war presumption that popular entertainment should always be youth-centric focused, and streaming is still de-facto a youth-orientated proposition.

Read More

The productisation of music rights

Article | June 4, 2021

News that New York-based Pershing Square Tontine Holdings is planning to acquire 10% of UMGis the latest in a wave of financial transactions in the music rights space. Alongside this, Believe’s impending IPO has the potential to be one of the biggest things to happen to the independent music sector in some time, and comes as part of a wave of IPOs (e.g.WMG,UMG), SPACs (e.g.Anghami,Reservoir) and no end of catalogue funds and acquisition vehicles. This trend, with good cause, has been referred to as the ‘financialisation of music’ but that only captures part of what is at play here. This is more than simply an influx of capital and debt; financial institutions are now becoming part of the plumbing of the music business, and in turn they are changing the definition of what constitutes success. This shift in objectives and desired outcomes has the potential to rebalance how the music industry operates.

Read More

Marketing a game? Put enough focus on Discord and TikTok

Article | June 7, 2021

TikTok and Discord are essential channels for effective gamer targeting. MIDiA’s Q1 2021 survey states that weekly active user penetration of the two services over-indexes among mobile and console gamers the most of all tracked social media. This is similar with PC gamers, with the exception of Twitter ranking slightly higher than TikTok.

Read More

Spotlight

Nickelodeon

The Nickelodeon UK Network is available in 14 million cable and satellite homes and now reaches more than 10 million viewers a month. Launched in 1993, the top-performing Nickelodeon network comprises seven dedicated entertainment channels for kids aged 4-15 and their families: Nickelodeon, Nickelodeon HD, Nickelodeon +1, Nicktoons, Nick Jr., Nick Jr. +1 and Nick Jr. 2. The entertainment company has built a diverse multi-platform business by putting kids first in everything it does – Kids Rule!

Events