AUGMENTED REALITY FOR MARKETING

| June 12, 2019

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Usage of Augmented Reality (AR) has been steadily rising as an entertainment, gaming and advertising platform over the last several years. The introduction of wearable AR lenses in 2014, followed by the massive success of Pokémon Go in 2016, rocketed AR into the mainstream, opening the door for broader adoption across other areas particularly marketing. With 1 billion expected users by 2020, and an expected $2.6 billion in ad spend by 2022, consumers are clearly showing an appetite for the unique type of experiences AR offers, creating new opportunities for brands to tell their stories in a fresh, engaging, and creative growing format.

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Rare Ltd

Midlands-based developer Rare has been making golden memories and redefining gaming genres since 1985, and exclusively on Microsoft platforms since joining Microsoft Studios in 2002. In that time, the studio's pursuit of innovation and quality has led to the creation of Xbox Avatars, the double BAFTA-winning Kinect Sports titles and new IP including Kameo and Viva Piñata – all added to a stable that already holds Battletoads, Banjo-Kazooie, Conker and Perfect Dark.

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VIRTUALIZATION

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MEDIA AND BROADCASTING

Music and podcasts are competing for the same time

Article | June 30, 2021

The pandemic changed media consumption.Consumers acquired an extra 12% of entertainment timeand though everything was up, some categories grew much faster than others. One of the biggest gainers was spoken word audio, with podcasts and audiobooks seeing dramatic rises and while music hours grew too, the increase was below 12%, which means that music lost share. In the current entertainment environment of plenty this may be an academic concern, but when life returns to some form of normality (commutes, going out, gyms etc.) some or all of that extra 12% of entertainment time will go, which means that growing by less than the market average could translate into decline.

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What's Really Holding Virtual Reality Back?

Article | June 30, 2021

It's been nearly four years since HTC and Facebook's Oculus launched this generation of virtual reality (VR) with the Vive and Rift headsets, respectively. They were supposed to be revolutionary products that would open up a new world of innovation that would disrupt nearly every aspect of our lives. Instead of being in every home, as hoped, VR is still a novelty with only a few million headsets in the market. HTC and Oculus are actually trailing Sony's (NYSE:SNE) PSVR, which recently surpassed 5 million headsets sold since launch. And the number of headsets being used on a regular basis is well short of that number. So why hasn't VR taken off, and can HTC and Oculus fix what's ailing the industry?

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Redbox enters the free, ad-supported streaming market

Article | June 30, 2021

Redbox has entered the ad-supported streaming market with the launch of Redbox Free Live TV. The company, best known for its DVD rental kiosks, has been dabbling with streaming for years as consumer demand for DVD rentals has simultaneously declined. But despite its name, Redbox’s new streaming service isn’t offering “live TV” similar to what you’d get on a TV streaming service like YouTube TV or Hulu with Live TV. Instead, the new service offers a curated set of ad-supported movies and TV shows, similar to The Roku Channel, IMDb TV or TiVo Plus, for example.

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Spotlight

Rare Ltd

Midlands-based developer Rare has been making golden memories and redefining gaming genres since 1985, and exclusively on Microsoft platforms since joining Microsoft Studios in 2002. In that time, the studio's pursuit of innovation and quality has led to the creation of Xbox Avatars, the double BAFTA-winning Kinect Sports titles and new IP including Kameo and Viva Piñata – all added to a stable that already holds Battletoads, Banjo-Kazooie, Conker and Perfect Dark.

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