CES 2019 Trends: Augment and Virtual Reality

February 19, 2019

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Augmented reality and virtual reality are game-changing applications. Companies are creating immersive experiences across health care, entertainment, manufacturing, business and more.

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ESPN

ESPN, Inc., The Worldwide Leader in Sports, is the leading multinational, multimedia sports entertainment company featuring the broadest portfolio of multimedia sports assets with over 50 business entities. Sports media assets include ESPN on ABC, six domestic cable television networks (ESPN, launched in 1979; ESPN2; ESPN Classic; ESPNEWS; ESPN Deportes; ESPNU), ESPN HD and ESPN2 HD (high-definition simulcast services of ESPN and ESPN2, respectively), ESPN Regional Television, ESPN International (31 international networks and syndication).

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VIRTUALIZATION

Netflix versus Amazon Prime Video – depth versus breadth

Article | June 10, 2021

The first half of 2021 has been a year of continued change and disruption for subscription video. The global incumbent subscription video on demand (SVOD) leaders, Netflix and Amazon Prime Video, have been busy signalling to the financial markets how they intend to entrench their market dominance in light of the ongoing market acquisition pushes unleashed by the D2C disruptors following the D2C ‘big bang’ moment of Q4 2019 – Q2 2021. Netflix announced in January that it was no longer going to borrow on the financial markets to fund its day-to-day operations – specifically for its content acquisition budget, which is now driven predominately by commissioning original content for its service. This leaves the SVOD leader with $14.9 billion of outstanding long-term debt to service as it seeks to live within its means by commissioning future content from its ongoing cashflow. In Q1 2021 alone Netflix spent $500 million on servicing this debt pile versus $1.7 billion in net income generated over the same period.

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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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Stride Is Mirror’s Edge VR In Everything But Name

Article | April 27, 2020

Ever since the Oculus Rift was first introduced, people have wanted a Mirror’s Edge VR game. Years later, Stride looks to deliver where EA hasn’t. The first footage for Stride, which debuted over the weekend, promises essentially a VR doppelganger of DICE’s beloved series. Players hop between rooftops using parkour, avoiding enemy gunfire and taking opponents down as they go. But while the game sounds similar to Mirror’s Edge, it looks practically identical; bleached-white buildings are peppered with vibrantly-highlighted objects you can use for progression.

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MEDIA AND BROADCASTING

UGC vs. Premium: Is the video valuation bubble big enough to burst?

Article | May 21, 2021

The market disconnect between the proliferation of independent content creators and the consolidation of brand IP into the hands of ever-fewer major players is growing increasingly stark. On the one hand, independent artists are the fastest-growing sector of the music market. User-generated content (UGC) has proved a huge success during lockdown for the likes of TikTok and Roblox. The traditional brand celebrity spokesperson has ceded ground to the influencer, and even they to the micro-influencer. Content proliferation has driven increasingly niche content to niche audiences, finding smaller fan bases to resonate with instead of attempting the now nigh-impossible cut-through to mainstream popularity. This is the paradox of small: the long tail accounts for a growing share of content consumption, but the fractional economics of on-demand environments means that those in the long tail earn too little to be economically sustainable. Access to the means of distribution may have been democratised, but access to meaningful rights income has not.

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Spotlight

ESPN

ESPN, Inc., The Worldwide Leader in Sports, is the leading multinational, multimedia sports entertainment company featuring the broadest portfolio of multimedia sports assets with over 50 business entities. Sports media assets include ESPN on ABC, six domestic cable television networks (ESPN, launched in 1979; ESPN2; ESPN Classic; ESPNEWS; ESPN Deportes; ESPNU), ESPN HD and ESPN2 HD (high-definition simulcast services of ESPN and ESPN2, respectively), ESPN Regional Television, ESPN International (31 international networks and syndication).

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