How Virtual Reality is Revolutionizing the Gaming Industry

| October 29, 2018

article image
Virtual reality has undoubtedly risen beyond expectations in recent years. While the concept has been a constant in sci-fi and developers have struggled for years with bringing the technology into the real world, it hasn’t been long since they reached a breakthrough that has allowed VR to become available to everyday users.Gamers, a group that consistently demonstrates an affinity for anything cutting-edge that promises to transform the gaming experience, are more than eager to jump on the virtual reality train and revisit their favorite pastime with the help of a VR headset. Is virtual reality going to be the next big thing in gaming?

Spotlight

StarLightMedia

StarLightMedia is the largest Ukrainian TV group. It consists of 6 TV stations and 10 media companies.StarLightMedia unites 4 national terrestial TV broadcasters (STB, ICTV, Novy kanal, and M1), cable TV network QTV and satellite TV station M2. The group’s share for audience of 14-49 has made 27.33% (here and further figures are given for 50K+, Nielsen’s television audience research data belongs to TIC, provided by StarLightMedia). The margin over closest competitor is 46% and even higher for middle and upper income Ukrainians — 54%.

OTHER ARTICLES

Why we expect AR/VR/MR—and this company in particular—to take off faster than Elon Musk’s and SpaceX’s Crew Dragon

Article | March 13, 2020

First, let’s state the obvious: the augmented reality (AR), virtual reality (VR), and mixed reality (MR) industry—often referred to as “XR” or extended reality—has been on a tear since long before the spread of the coronavirus, hitting new high notes in late 2019 and early 2020. The installed base of ARCore-compatible Android devices, for example, grew from 250 million devices in December 2018 to 400 million in May 2019. Meanwhile, 2017 heralded the Cambrian explosion of the AR world, with the introduction of easy-to-use software development kits from both Apple (called ARKit) and Google (called ARCore).

Read More

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.

Read More

Player vs. Hacker: Cyberthreats to Gaming Companies and Gamers

Article | March 16, 2020

The video gaming landscape has changed drastically over the past few decades. Some of these changes have led to considerable developments in the cyberthreat landscape as it applies to gaming companies, the games themselves and the user base that enjoys them. Integration of the cloud, mobile apps and social networks, the diversity of games and platforms, the popularity of streaming, and the change in profit models to include loot kits mean that the attack surface is far greater than it has ever been. For this reason, it is important that gaming companies are prepared to defend against threats to their consumers and that gamers understand the types of threats they can face.

Read More

3 Major Companies Behind the World's Most Valuable Media Franchises

Article | February 26, 2020

The top-grossing movie (Avengers: Endgame) and the top-grossing video game (World of Warcraft) of all time are both part of franchises -- long-running media properties with multiple iterations and derivative works spawned from a core creative concept, like superheroes saving the world, or an orc invasion. Their massive successes were built over years of careful audience cultivation. But Marvel's cinematic universe, and the world of Warcraft, are more outliers than inevitabilities. Sequels are rarely sure things, and many franchise attempts have failed, sometimes even taking entire companies down with them.

Read More

Spotlight

StarLightMedia

StarLightMedia is the largest Ukrainian TV group. It consists of 6 TV stations and 10 media companies.StarLightMedia unites 4 national terrestial TV broadcasters (STB, ICTV, Novy kanal, and M1), cable TV network QTV and satellite TV station M2. The group’s share for audience of 14-49 has made 27.33% (here and further figures are given for 50K+, Nielsen’s television audience research data belongs to TIC, provided by StarLightMedia). The margin over closest competitor is 46% and even higher for middle and upper income Ukrainians — 54%.

Events