Are Media & Entertainment Companies Digital Leaders?

| August 29, 2018

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Although the media & entertainment industry was among the first to digitize its products and services, most M&E businesses don’t consider themselves to be digital leaders, according to our latest study.

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A24

The studio behind Lady Bird, The Disaster Artist, Moonlight, The Lobster, The Witch, Room, Amy, Ex Machina, The Carmichael Show & more. In some instances, both these Terms and separate terms will apply to your use of the Service (“Additional Terms”). To the extent there is a conflict between these Terms and any applicable Additional Terms, the Additional Terms will control unless they expressly state otherwise.

OTHER ARTICLES

With America at home, Facebook, Google make moves to win more of gaming market

Article | April 9, 2020

The gaming industry is a natural to promote social distancing during the coronavirus pandemic. Video game and technology companies are, in fact, working directly with the World Health Organization on a campaign to keep people apart. And technology giants that are relatively new to the video game business, Facebook and Google, are making moves that show it may be wise for them to use this opportunity with so many people at home to grab more share of the gaming market.

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Six Things Blockchain Can Do For Gaming

Article | April 9, 2020

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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TECHNOLOGIES

Ongoing transitions in gaming industry

Article | April 9, 2020

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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MEDIA AND BROADCASTING

Why video streaming needs to stop fighting the last consumer war

Article | April 9, 2020

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.

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Spotlight

A24

The studio behind Lady Bird, The Disaster Artist, Moonlight, The Lobster, The Witch, Room, Amy, Ex Machina, The Carmichael Show & more. In some instances, both these Terms and separate terms will apply to your use of the Service (“Additional Terms”). To the extent there is a conflict between these Terms and any applicable Additional Terms, the Additional Terms will control unless they expressly state otherwise.

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