Metadata: The Future of Video from Concept to Consumer

Metadata: The Future of Video from Concept to Consumer is a new white paper that shows how metadata and 'open and extensible' platforms are working together to connect video, systems and people in remarkable new ways, and create more value for media assets.

Spotlight

Spuul

Spuul is a non-stop, no-return flight to Indian video entertainment. By bridging the gap between 
the largest content producers in India and viewers worldwide, Spuul is pioneering on-the-move 
entertainment. The biggest stop-overs include Yash Raj Films, Balaji, Venus, Shemaroo, Reliance et al. 
Spuul doesn’t just stop at Bollywood, but wows Tollywood, Mollywood, Kollywood too and also the 
great Indian small screen – Tellywood. 

Video on demand, movies, TV shows, premium licensed content… all served here from an 
exciting, ever-expanding menu. Accessible on multiple platforms (Android, IOS), Spuul is available as a 
cloud-based, subscription-driven stream-only service.

OTHER ARTICLES
Media and Broadcasting, Business

Marketing a game? Put enough focus on Discord and TikTok

Article | August 4, 2022

TikTok and Discord are essential channels for effective gamer targeting. MIDiA’s Q1 2021 survey states that weekly active user penetration of the two services over-indexes among mobile and console gamers the most of all tracked social media. This is similar with PC gamers, with the exception of Twitter ranking slightly higher than TikTok.

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Technologies

Ongoing transitions in gaming industry

Article | February 14, 2022

The gaming industry is continuously evolving with current transitions derived from VR/AR, blockchain, 5G and cloud computing. The aim of this transition is to fulfill requirements of gamers such as reducing the cost of gaming, developing more immersive experience, converting tools bought in games as transferable assets, enabling gamers to play graphic intensive games on low cost devices. Currently popular games are on the go to create augmented reality versions to be played on AR headsets with their mobile phones. The google stadia platform(a platform where graphic intensive games run in data centers and gamers can play them via web browsers) has also enabled the gaming industry to eliminate the computing limitations imposed by running games in mobile devices. The only barrier in coupling both technologies to have the best of both worlds is low bandwidth of 4G which will soon be expanded when 5G rolls out in the market. TRANSITIONS IN GAMING INDUSTRY The real time game play is currently not possible for games running in data centers and being rendered on web browsers of a gamer’s device as there is latency in reflecting the character’s action on the press of a button. Such a transition will eliminate the need for highly expensive gaming consoles which has been curbing the growth rate of the gaming industry. One more concern from gamers that’s being a barrier in revenue generation for the gaming industry is that the weapons, power packs, kits and tool kits bought in any game are simply virtual and become useless when they are done with the game. The idea to buy such time bound utility becomes insensible for players. So, now the gaming industry is evaluating the option to register these buyouts in games on blockchain which can later be used as a non tangible asset by players to trade easily. The gaming theory that’s getting popularised these days will eventually leverage the AR and VR technology to transform the education industry. The idea to provide customers with user manuals running in augmented reality that can enable a non trained worker to operate the machine is also booming. Solidworks by 3Dplm is one such tool that’s heading in this direction. The transitions mentioned above are quite exciting and the way gaming industry and mentioned technologies are evolving we can expect to get our hands on such exciting gaming technology soon too at a fraction of current costs.

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Virtualization, Media and Broadcasting

B2B Movie Placements: What to Expect?

Article | July 13, 2022

As films evolved into the popular medium that they are today, brands followed suit. They took advantage of a large network of new ways to market, from print media to radio to television. Product placement, a part of branded entertainment marketing, became more common from the 1980s. Today, every moviegoer is familiar – sometimes painfully – with paid product placements. And every marketer has heard commentary on both good and bad B2C product placements. But what about B2B movie placements? Ever heard of those? If you are a B2B enterprise looking to try it out, here are some major differences between B2C and B2B movie placements: Impress the producers Create an enticing pitch for the producers, which can influence them enough to bring them to the creative department. Sell your brand or product to them (indirectly) to help them understand how it will improve the realism of their scene or set. Make them realize how your product or service can help them. Placement isn’t always ‘placement’ Prospective B2B buyers aren’t going to squint their eyes to find your product while watching a movie. However, they might actually remember your brand if you host pre-opening events around the world for them and their families to watch a popular movie. If they enjoy the movie and establish an emotional connection with it, they will definitely think of you while making any kind of purchase decision. Things might not work out No matter how hard you try to show your brand in a good light in a certain scene or situation, sometimes things happen that you can't control or ignore. In such cases, you might have to get all the branding out instead of settling for negative publicity, which could be a viable option for a B2C brand. B2B Movie Placement: A Success Story FLIR, a client of Hollywood Branded, is the leading provider of thermal military camera equipment. It co-starred in one of Warner Brothers' biggest hits of 2018, Rampage. FLIR connected with the right member of the production team and ensured that the brand was pictured in a positive light. FLIR shared its technology with the filmmakers and got advertised to its business customers, mostly film-loving decision-makers, through the movie and the way it was shot. The film earned $427M at the worldwide box office.

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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

Spuul

Spuul is a non-stop, no-return flight to Indian video entertainment. By bridging the gap between 
the largest content producers in India and viewers worldwide, Spuul is pioneering on-the-move 
entertainment. The biggest stop-overs include Yash Raj Films, Balaji, Venus, Shemaroo, Reliance et al. 
Spuul doesn’t just stop at Bollywood, but wows Tollywood, Mollywood, Kollywood too and also the 
great Indian small screen – Tellywood. 

Video on demand, movies, TV shows, premium licensed content… all served here from an 
exciting, ever-expanding menu. Accessible on multiple platforms (Android, IOS), Spuul is available as a 
cloud-based, subscription-driven stream-only service.

Related News

Ted Sarandos on How Netflix Predicted the Future of TV

Variety | August 21, 2018

When Ted Sarandos first met with Netflix founder Reed Hastings about working for his start-up online video-rental service in 1999, Hastings laid out his vision for the new recruit.Hastings saw his company’s future as providing streaming video delivered to subscribers via the internet, even though Netflix at the time made its money by mailing DVDs to subscribers across the country.Sarandos, who has been Netflix’s head of content since early 2000, was impressed by the clarity of Hastings’ plans. This was right around the time that music file-sharing service Napster was starting to make headlines and provoke copyright infringement lawsuits. Sarandos took the job with the understanding that Netflix wasn’t going to be strictly a mail-order DVD service for long. But what he couldn’t have known was how profoundly the company’s pioneering efforts would upend the traditional entertainment industry.

Read More

Ted Sarandos on How Netflix Predicted the Future of TV

Variety | August 21, 2018

When Ted Sarandos first met with Netflix founder Reed Hastings about working for his start-up online video-rental service in 1999, Hastings laid out his vision for the new recruit.Hastings saw his company’s future as providing streaming video delivered to subscribers via the internet, even though Netflix at the time made its money by mailing DVDs to subscribers across the country.Sarandos, who has been Netflix’s head of content since early 2000, was impressed by the clarity of Hastings’ plans. This was right around the time that music file-sharing service Napster was starting to make headlines and provoke copyright infringement lawsuits. Sarandos took the job with the understanding that Netflix wasn’t going to be strictly a mail-order DVD service for long. But what he couldn’t have known was how profoundly the company’s pioneering efforts would upend the traditional entertainment industry.

Read More

Events