Augmented Reality, Virtual Reality, And Mixed Reality Do Bring Value To Industry

February 12, 2019

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Back in August of last year, I asked for good examples of augmented reality (AR), virtual reality, and mixed reality (MR), all together known as extended reality. Unsurprisingly, I saw plenty of examples of the type my original post complained about: visually stunning but almost entirely useless for anything other than showing off.

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Motivate Media Group

Motivate Media Group operates across the GCC and MENA region with a diverse portfolio of media interests comprising magazines, digital, social, video, exhibitions & events, cinema and books. Specialising in highly engaging content through market-leading magazines, websites, more than 300 book titles, along with video and content production, Motivate also provides a wide range of advertising platforms.

OTHER ARTICLES
VIRTUALIZATION

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Discovery CEO David Zaslav has proposed that the new combined Discovery / Warner Media entity will be known as Warner Bros. Discovery. This is a recognition that leveraging brand equity will be crucial for the new-combined entity to successfully compete in the increasingly crowded direct-to-consumer (D2C) video streaming landscape. Zaslav is successfully absorbing a key lesson from Disney+’s meteoric rise to 103.6 million subscribers in less than two years since its launch: leverage deep consumer brand equity for D2C success.

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MEDIA AND BROADCASTING

The Big Fashion Industry Trends for 2021

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MEDIA AND BROADCASTING

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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MEDIA AND BROADCASTING

Music and podcasts are competing for the same time

Article | May 28, 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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Spotlight

Motivate Media Group

Motivate Media Group operates across the GCC and MENA region with a diverse portfolio of media interests comprising magazines, digital, social, video, exhibitions & events, cinema and books. Specialising in highly engaging content through market-leading magazines, websites, more than 300 book titles, along with video and content production, Motivate also provides a wide range of advertising platforms.

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