Beenius infographic Android for TV downloadable

February 22, 2018

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The "Android" name, logo, and other trademarks are property of Google Inc. and not part of the assets available through the Android Open Source Project. Android TV, and Android Wear are brands owned by Google. These brands require Google proprietary software that runs on top of Android and is available only through a license with Google.

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Massive Interactive

Massive’s platform and solutions are trusted by leading telcos, broadcasters and content owners to present targeted OTT user experiences to their audiences. The Massive AXIS platform ensures that relevant content, promotions, offers and advertising are presented to each customer at a targeted time, and on the best device. We are proud of our distinctive culture, which has grown organically during the past twenty-one years. This is why we are the employer of choice for the industry’s most expert technologists, designers and thought leaders, whom all share the same enthusiasm for delivering world-leading video entertainment experiences.

OTHER ARTICLES
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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Is Microsoft moving Windows Mixed Reality VR/AR towards consumers?

Article | April 15, 2020

Recently, Bill Stillwell of Xbox fame left the gaming division to join Windows Mixed Reality, to work on "world-class consumer AR/VR experiences in the Microsoft ecosystem." Interesting. For a couple of years, Microsoft couldn't resist demonstrating its unprecedented HoloLens augmented reality tech at every single event, it felt like, using Minecraft and other random Xbox properties to showcase the potential therein. Fast forward five years to 2020 and HoloLens remains firmly in the realm of big business and the military, powering next-generation training, awareness, and productivity solutions.

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MEDIA AND BROADCASTING

The productisation of music rights

Article | June 4, 2021

News that New York-based Pershing Square Tontine Holdings is planning to acquire 10% of UMGis the latest in a wave of financial transactions in the music rights space. Alongside this, Believe’s impending IPO has the potential to be one of the biggest things to happen to the independent music sector in some time, and comes as part of a wave of IPOs (e.g.WMG,UMG), SPACs (e.g.Anghami,Reservoir) and no end of catalogue funds and acquisition vehicles. This trend, with good cause, has been referred to as the ‘financialisation of music’ but that only captures part of what is at play here. This is more than simply an influx of capital and debt; financial institutions are now becoming part of the plumbing of the music business, and in turn they are changing the definition of what constitutes success. This shift in objectives and desired outcomes has the potential to rebalance how the music industry operates.

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How blockchain is transforming online gaming for players

Article | June 18, 2020

For online gamers, in-game purchases made to buy special swords, guns, or other add-ons to play their adventure, warfare, and other games are one-time, non-transferable investments that lock them into their pretend worlds. That's something companies like Polyient Games want to change by registering those purchases using blockchain and transforming the previously one-way transactions into liquid assets which are transferable for cash.

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Spotlight

Massive Interactive

Massive’s platform and solutions are trusted by leading telcos, broadcasters and content owners to present targeted OTT user experiences to their audiences. The Massive AXIS platform ensures that relevant content, promotions, offers and advertising are presented to each customer at a targeted time, and on the best device. We are proud of our distinctive culture, which has grown organically during the past twenty-one years. This is why we are the employer of choice for the industry’s most expert technologists, designers and thought leaders, whom all share the same enthusiasm for delivering world-leading video entertainment experiences.

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