MEDIA AND BROADCASTING

IOA® Rolls Out the Red Carpet for Entertainment Media Cloud Ecosystem

| April 30, 2021

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Explore a new, interconnection-driven paradigm that helps media and entertainment companies improve media content creation, management and distribution workflows — all at reduced costs.

See how IOA®) 'shortens the distance' by placing IT and interconnection at the edge, closer to where media content is created and distributed.

Spotlight

The Illusion Factory

The Illusion Factory is an endless source of inspired genius from a company who finds its niche at the nexus of creativity, technology, media and entertainment.With more than 14 years of virtual reality and 8 years of augmented reality experience, we have built many intricate experiences, systems and software. Our projects range from legalized wagering with live dealers dealing to you in a virtual casino, to theme parks for major studios, a replica of the space station, a Fly for Money event for National MS Society and much more. Our proprietary augmented reality television was used for the world's first augmented reality music video.

OTHER ARTICLES

You Could Download Video Games From the Radio in the 1980s

Article | March 8, 2020

Nowadays, if you want to play a new video game, it means shelling out 60 bucks online or in-store. In the late 1970s and 1980s, you could just turn on your radio to get a brand new video game sent to your computer. This may seem like a fairly advanced capability for a time before wi-fi, but thanks to the ways that early computers were designed, it was commonplace. To understand how this was possible, we need to step back into the groovy 1970s. In 1977, the world's first microprocessor-driven PCs were released. These were the Apple II, the Commodore PET, and the TRS-80. All these machines had one thing in common – they used audio cassettes for storage.

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VIRTUALIZATION

The rediscovered power of time-seasoned brand equity

Article | March 8, 2020

Discovery CEO David Zaslav has proposed that the new combined Discovery / Warner Media entity will be known as Warner Bros. Discovery. This is a recognition that leveraging brand equity will be crucial for the new-combined entity to successfully compete in the increasingly crowded direct-to-consumer (D2C) video streaming landscape. Zaslav is successfully absorbing a key lesson from Disney+’s meteoric rise to 103.6 million subscribers in less than two years since its launch: leverage deep consumer brand equity for D2C success.

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MEDIA AND BROADCASTING

The productisation of music rights

Article | March 8, 2020

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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MEDIA AND BROADCASTING

Why video streaming needs to stop fighting the last consumer war

Article | March 8, 2020

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.

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Spotlight

The Illusion Factory

The Illusion Factory is an endless source of inspired genius from a company who finds its niche at the nexus of creativity, technology, media and entertainment.With more than 14 years of virtual reality and 8 years of augmented reality experience, we have built many intricate experiences, systems and software. Our projects range from legalized wagering with live dealers dealing to you in a virtual casino, to theme parks for major studios, a replica of the space station, a Fly for Money event for National MS Society and much more. Our proprietary augmented reality television was used for the world's first augmented reality music video.

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