How OTT Works - or Doesn't

December 6, 2016

article image
A brief overview of how streaming video gets to the viewer, and what might prevent it when it doesn't.OTT stands for “over-the-top,” the term used for the delivery of film and TV content via the internet, without requiring users to subscribe to a traditional cable or satellite pay-TV service like a Comcast or Time Warner Cable. 

Spotlight

Fremantle

Fremantle is one the largest and most successful creators, producers and distributors of scripted and unscripted content in the world. A global entertainment powerhouse, Fremantle has an outstanding international network of production teams, companies and labels in over 30 countries. We produce in excess of 12,000 hours of original programming, roll out more than 60 formats and air 450 programmes a year worldwide. The group distributes over 20,000 hours of content in more than 200 territories. We are also a world leader in digital and branded entertainment, with more than 300 million subscribers across 1,400 social channels and over 100 billion views across all platforms.

OTHER ARTICLES

4 Stocks To Buy To Invest in Virtual Reality

Article | June 13, 2020

The virtual reality market has been hailed as the "next big thing" for decades, but VR has repeatedly disappointed consumers with mediocre hardware products and software experiences. But in recent years, a wave of refined devices narrowed the gap between consumer expectations and reality. The VR market's future has yet to be written, but investors who believe in this budding market should consider buying these four tech stocks. Sony's PlayStation VR is the best-selling VR headset in the world with over 5 million shipments since its launch in October 2016. That only represents a sliver of Sony's installed base of 110 million PS4s, but that foothold has encouraged developers to produce more stand-alone VR games and add-on experiences for PS4 games.

Read More
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.

Read More
VIRTUALIZATION

Applications of Virtual Reality in Healthcare

Article | June 21, 2021

Our healthcare system has never been pit against an enemy such as Covid 19, forcing us to look for innovative solutions that make global healthcare more flexible and future-ready for such disruptions. Global Healthcare is turning to Virtual Reality, which certainly makes for a lucrative prospect for the future. It is helping in better preparing our healthcare systems for pandemics and global health crises, such as the one we face now. And while other industries are jumping on the VR wagon, hospitals, medical institutions, and healthcare tech companies are adapting to VR space equally well.

Read More
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.

Read More

Spotlight

Fremantle

Fremantle is one the largest and most successful creators, producers and distributors of scripted and unscripted content in the world. A global entertainment powerhouse, Fremantle has an outstanding international network of production teams, companies and labels in over 30 countries. We produce in excess of 12,000 hours of original programming, roll out more than 60 formats and air 450 programmes a year worldwide. The group distributes over 20,000 hours of content in more than 200 territories. We are also a world leader in digital and branded entertainment, with more than 300 million subscribers across 1,400 social channels and over 100 billion views across all platforms.

Events