How YouTube’s Domination of Streaming Clips the Market’s Wings

| January 3, 2019

article image
The Article 13 debate that shaped so much of the latter part of 2018 will continue to play an important role throughout 2019 while European and then national legislators deliberate on the provision and the wider Digital Copyright Directive of which it forms a part. Regular readers will know that MIDiA first highlighted the risk of unintended consequences of Article 13. Today we present the case for the impact YouTube has on the broader streaming market, driven by the advantages of its unique licensing position. (This is a complex and nuanced topic with compelling evidence on both sides of the debate).To illustrate YouTube’s impact on the streaming market this post highlights a few of the findings from a new MIDiA report: Music Consumer Behaviour Q3 2018: YouTube Leads the Way But At What Cost?

Spotlight

Bonnier AB

Bonnier is an international media company based in Sweden. Starting in 1804 as a small book store and publishing firm, Bonnier is now a multi-channel media company with a substantial presence in the Nordic region, Germany, Eastern Europe and the U.S. among other places. Bonnier AB is wholly owned by the Bonnier family, which has been running it for seven generations.

OTHER ARTICLES

PlayStation VR Google Tilt Brush details revealed

Article | March 12, 2020

The virtual reality Google Tilt Brush painting application was first launched back in 2016 and will soon be available on the PlayStation VR platform according to PSN data obtained by Gamstat. The gleaned data indicates that a listing for Tilt Brush has been recently created for America, Europe and Japan regions. The image above has also been discovered indicating that the Google Tilt Brush application could soon be available on the PSVR hardware. “Tilt Brush lets you paint in 3D space with virtual reality. Unleash your creativity with three-dimensional brush strokes, stars, light, and even fire. Your room is your canvas. Your palette is your imagination.

Read More

Why video streaming needs to stop fighting the last consumer war

Article | May 28, 2021

Video streaming services have achieved mainstream engagement, with binge viewing now eclipsing linear TV viewing as the leading form of TV show consumption. While the digital disruptors may revel in their newfound status as the masters of TV consumption, and the TV and film industry are forced to adapt to this new reality, a subtler shift in mindset needs to occur. Streaming services, led by subscription video on demand (SVOD) hegemon Netflix, still operate in the mindset of having a digital native consumer base. For these streaming incumbents, the success of SVOD still rests upon their ability to appeal to younger consumer bases who have a) grown up in a digital environment, and b) are by definition young and eager for new and constantly evolving consumer experiences. Add to this the post-second world war presumption that popular entertainment should always be youth-centric focused, and streaming is still de-facto a youth-orientated proposition.

Read More

The Future of Tech: Gaming Consoles, the Xbox and PlayStation of Tomorrow

Article | February 10, 2020

Consoles have come a very long way since the arrival of first-generation machines from Atari and Coleco in the seventies. Even the original PlayStation (1994) and Xbox (2001) look dated compared to the 4K/HDR-capable machines of today, and that divide will grow even larger once the PlayStation 5 and Xbox Series X arrive at the end of 2020. But what about the future? More than once console makers have tried to break new ground, by focusing on functionality beyond gaming, but for the most part those attempts have failed. Nintendo has found the most success with specialized hardware that still focuses on games first, while Sony and Microsoft have seemingly understood that building powerful general purpose machines that are akin to PCs is their best and safest bet.

Read More

IDC:AR/VR market will still see eventual growth in 2020

Article | March 23, 2020

AR/VR market will see a 10.5% decline in the first quarter of 2020, followed by a 24.1% decline in the second due to supply chain disruptions caused by the COVID-19 outbreak, according to IDC.However, IDC’s ‘Worldwide Quarterly Augmented and Virtual Reality Headset Tracker’ states that assuming production ramps back up by midyear, a rebound in the second half of 2020 will result in total shipments of nearly 7.1 million units for the year, up 23.6% from 2019. Long-term growth will be strong throughout the forecast period with shipments growing to 76.7 million units in 2024, resulting in a compound annual growth rate (CAGR) of 81.5%.

Read More

Spotlight

Bonnier AB

Bonnier is an international media company based in Sweden. Starting in 1804 as a small book store and publishing firm, Bonnier is now a multi-channel media company with a substantial presence in the Nordic region, Germany, Eastern Europe and the U.S. among other places. Bonnier AB is wholly owned by the Bonnier family, which has been running it for seven generations.

Events