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New Streaming Services From Disney and Warner Bros. Spell Good News for Localization
| August 14, 2019
Shazam is one of the most popular apps of all time, downloaded over a billion times and used by hundreds of millions of people each month to connect to the world around them.
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.
We knew that Sony plans to develop interactive widgets for use in games to improve the PlayStation 5 experience. In order to play games on current consoles, you have to choose to play multiple games before installing a game and entering the match. It is said that this will change in new generation consoles and you can choose what you want to do directly from the user interface in the system without having to deal with in-game menus.
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.
It's been nearly four years since HTC and Facebook's Oculus launched this generation of virtual reality (VR) with the Vive and Rift headsets, respectively. They were supposed to be revolutionary products that would open up a new world of innovation that would disrupt nearly every aspect of our lives. Instead of being in every home, as hoped, VR is still a novelty with only a few million headsets in the market. HTC and Oculus are actually trailing Sony's (NYSE:SNE) PSVR, which recently surpassed 5 million headsets sold since launch. And the number of headsets being used on a regular basis is well short of that number. So why hasn't VR taken off, and can HTC and Oculus fix what's ailing the industry?
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