AT&T Stankey & Chernin Discuss Mobile Entertainment: Keynote Conversation

John Stankey, CEO, AT&T Entertainment Group and Peter Chernin, CEO, The Chernin Group discuss mobile entertainment during their keynote conversation at SuperMobility. Watch their entire discussion now.

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Dalet Digital Media Systems

Dalet solutions and services enable media organisations to create, manage and distribute content faster and more efficiently, fully maximising the value of assets. Based on an agile foundation, Dalet offers rich collaborative tools empowering end-to-end workflows for news, sports, program preparation, post-production, archives and enterprise content management, radio, education, governments and institutions.

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Technologies, Business

Why Shares of AMC Entertainment Are Surging Today

Article | August 3, 2022

It was just two weeks ago that it looked as if the COVID-19 pandemic would push AMC into bankruptcy, as forced theater closures shut off revenue to the world's biggest cinema operator. The company also slashed its dividend, and executives all took pay cuts to help conserve cash. Investors should still be wary, even if AMC is able to open many of its theaters sooner than the mid-June date it had been eyeing.

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Technologies

The Quest Is The Second Generation Of VR. You Charge It Up, Stick It On And It’s Great

Article | February 14, 2022

Ever since the adoption of VR gaming to the gaming market, it sure has seen upheavals—disruption by significant players in the industry like PSVR, Rift, and the Vive. PSVR has been the best-selling VR headset ever since its launch, selling over 5 million units on December 31st, 2020. While these numbers portray PSVR as successful, its hardware is lacking behind, and still, no sign of upgrades has been hinted by Sony. Speaking of which, a lot of gamers have long been waiting for a hardware upgrade or a hardware sequel—PSVR 2—from Sony, but very little or nothing has been said on this matter.

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Media and Broadcasting, Business

The rise of the introverted salesperson

Article | August 4, 2022

The shift to virtual selling has upended the status quo for many sales teams across the country and around the world. I firmly believe, as I’ve said before, thatnearly everything can be sold over video— and in many ways the virtual sales process makes it easier for sales reps to connect with customers and build trust.Still, there has been a great deal of resistance, and some organizations have just tried to wait it out, hoping that once COVID passed, they could go back to normal.

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Six Things Blockchain Can Do For Gaming

Article | April 14, 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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Spotlight

Dalet Digital Media Systems

Dalet solutions and services enable media organisations to create, manage and distribute content faster and more efficiently, fully maximising the value of assets. Based on an agile foundation, Dalet offers rich collaborative tools empowering end-to-end workflows for news, sports, program preparation, post-production, archives and enterprise content management, radio, education, governments and institutions.

Related News

Warner Bros hails 5G entertainment potential

mobileworldlive | October 24, 2019

Warner Bros. Entertainment’s chief digital officer spotlighted the growing role of mobile as a means of consuming content, tipping 5G to fan the flames by opening new avenues for users to stream media. During the closing keynote, Thomas Gewecke (pictured, right), said “mobile is becoming an incredibly important platform for video consumption,” not only for short-form content, but increasingly also long-form.

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In-depth Analysis on Chinese Markets - Development Environment, Market Size, Competition Pattern, Industrial Base

globenewswire | July 05, 2019

Up to date, the global animation market is still firmly dominated by the United States and Japan, followed by South Korea that springs up. The global animation output value approximates USD250 billion, and records as much as USD500 billion or so if peripheral products are taken into account. The Japanese animation market was worth over JPY2 trillion for the first time in 2017, thanks to the foreign animation boom and business diversification. South Korea's animation sales in 2017 was estimated to be KRW1 trillion (about RMB6 billion), of which KRW724 billion (about RMB4.3 billion) might come from online animation whose market size is expected to report KRW1 trillion by 2020.

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Rise of Mobile Gaming: Nearly 40 Billion Dollars in Revenue in the First Half of 2019

playcrazygame | July 04, 2019

The irresistible rise of video games on mobile systems shows no sign of stopping. According to the latest report from the analysis company Sensor Tower, during the first six months of 2019 digital stores for iOS and Android tablets and smartphones generated video game app revenues of around 40 billion dollars. According to data collected by SensorTower, during the first half of the year, App Store and Google Play users spent about $39.7 billion, corresponding to today’s exchange rate of €35.19 billion. The estimates, it should be pointed out, refer only to mobile video games, including pay-per-view titles and free-to-play apps that feature a store for optional micro-transactions.

Read More

Warner Bros hails 5G entertainment potential

mobileworldlive | October 24, 2019

Warner Bros. Entertainment’s chief digital officer spotlighted the growing role of mobile as a means of consuming content, tipping 5G to fan the flames by opening new avenues for users to stream media. During the closing keynote, Thomas Gewecke (pictured, right), said “mobile is becoming an incredibly important platform for video consumption,” not only for short-form content, but increasingly also long-form.

Read More

In-depth Analysis on Chinese Markets - Development Environment, Market Size, Competition Pattern, Industrial Base

globenewswire | July 05, 2019

Up to date, the global animation market is still firmly dominated by the United States and Japan, followed by South Korea that springs up. The global animation output value approximates USD250 billion, and records as much as USD500 billion or so if peripheral products are taken into account. The Japanese animation market was worth over JPY2 trillion for the first time in 2017, thanks to the foreign animation boom and business diversification. South Korea's animation sales in 2017 was estimated to be KRW1 trillion (about RMB6 billion), of which KRW724 billion (about RMB4.3 billion) might come from online animation whose market size is expected to report KRW1 trillion by 2020.

Read More

Rise of Mobile Gaming: Nearly 40 Billion Dollars in Revenue in the First Half of 2019

playcrazygame | July 04, 2019

The irresistible rise of video games on mobile systems shows no sign of stopping. According to the latest report from the analysis company Sensor Tower, during the first six months of 2019 digital stores for iOS and Android tablets and smartphones generated video game app revenues of around 40 billion dollars. According to data collected by SensorTower, during the first half of the year, App Store and Google Play users spent about $39.7 billion, corresponding to today’s exchange rate of €35.19 billion. The estimates, it should be pointed out, refer only to mobile video games, including pay-per-view titles and free-to-play apps that feature a store for optional micro-transactions.

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