Amusing is engaging: 4 case studies in entertainment marketing

| December 15, 2017

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Target is attempting to capitalize on the addictive mobile games trend with the launch of six mobile games this year. By tying a game’s launch to a brand’s product launch or event, Target hopes to increase engagement and sales.

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The Cube - Share Events

We make it ridiculously easy to record LIVE to the cloud and share your events instantly!All schools, clubs, teams, organizations+ are encouraged to create a cube (channel) and easily steam all of their events LIVE - in HD- for free! From athletics to performing arts from ceremonies to lectures the possibilities on The Cube are endless!Each event is viewable on any smartphone, computer, tablet or Internet TV. The Cube lets you experience, relive and share incredible moments that matter most. The Cube has partnerships with more than forty media sites including Sun-Times Media.

OTHER ARTICLES

Facebook Continues Virtual-Reality Gaming Push With New Acquisition

Article | February 26, 2020

Facebook's Oculus division announced on Tuesday that it acquired Sanzaru Games, a video game company known for working on titles in the Sly Cooper and Spyro the Dragon franchises. Sanzaru also has experience developing virtual-reality (VR) games, having released titles exclusively for Facebook's Oculus platform including VR Sports Challenge and Ripcoil in 2016 and Asgard's Wrath in 2019. Sanzaru was the first developer to partner with Oculus in making games, so it's not surprising to see it become part of the broader Facebook family. Facebook hinted that it would buy additional VR development companies when it acquired Beat Games in November, and additional acquisitions could follow soon after the Sanzaru deal.

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Game on: How PlayStation 2 changed the entertainment industry forever

Article | March 3, 2020

In December 2000, reports began to circulate within intelligence communities in the United States and Europe of a powerful new technology acquired by Iraqi dictator Saddam Hussein. It would allow Saddam to upgrade his guided missile programme and place many targets in the west within reach, went the whisperings. The name of the technology was the Sony PlayStation 2. Speculation that Saddam was “hoarding” hundreds of box-fresh PS2s in order to harness their extraordinary processing power was eventually debunked. But not before the Pentagon had thoroughly investigated the rumours.

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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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IDC:AR/VR market will still see eventual growth in 2020

Article | March 23, 2020

AR/VR market will see a 10.5% decline in the first quarter of 2020, followed by a 24.1% decline in the second due to supply chain disruptions caused by the COVID-19 outbreak, according to IDC.However, IDC’s ‘Worldwide Quarterly Augmented and Virtual Reality Headset Tracker’ states that assuming production ramps back up by midyear, a rebound in the second half of 2020 will result in total shipments of nearly 7.1 million units for the year, up 23.6% from 2019. Long-term growth will be strong throughout the forecast period with shipments growing to 76.7 million units in 2024, resulting in a compound annual growth rate (CAGR) of 81.5%.

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Spotlight

The Cube - Share Events

We make it ridiculously easy to record LIVE to the cloud and share your events instantly!All schools, clubs, teams, organizations+ are encouraged to create a cube (channel) and easily steam all of their events LIVE - in HD- for free! From athletics to performing arts from ceremonies to lectures the possibilities on The Cube are endless!Each event is viewable on any smartphone, computer, tablet or Internet TV. The Cube lets you experience, relive and share incredible moments that matter most. The Cube has partnerships with more than forty media sites including Sun-Times Media.

Events