USING CONTENT MARKETING TO GENERATE DEMAND, CREATE NEW AUDIENCES

August 14, 2019

Content—and how brands use it to interact with buyers at all stages of the engagement journey—has fundamentally reshaped every business’ go-to-market strategy. This shift has been particularly challenging for “top-of-the-funnel” demand generation marketers, most of who are under tremendous pressure to produce results. One study found that 70% of marketers surveyed expect their demand generation budgets to increase in 2018, with one-third expecting them to increase by more than 20%.1 Of course, generating demand is the job of marketing writ large. Marketers make markets. They work to create groups of viable buyers where none existed before.

Spotlight

ESE Entertainment

ESE Entertainment is a Europe based entertainment and technology company focused on gaming and esports, particularly on media rights relating to esports, physical and digital content creation and distribution of esports related content. ESE is focused on bridging Europe, Asia, and North America. The company was founded in 2019 by Konrad Wasiela, a former professional football player. Today, ESE has grown to consist of multiple assets and world-class operators in the gaming and esports industries. Our capabilities include but are not limited to: physical infrastructure, broadcasting, global distribution for gaming and esports-related content, advertising, sponsorship support, and a growing esport team franchise.

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The Umetaworld White Paper

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How the latest standard enables TV broadcasters to mass distribute Internet Protocol (IP) data, creating new business opportunities and delivering critical public service improvements.

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whitePaper | November 17, 2022

Kirin seeks to bridge the social disconnect and remove the complex barriers that plague Blockchain Gaming and the crypto industry. Kirin will serve as a user-friendly gateway to the metaverse by providing the tools and resources for anyone to create their own virtual worlds. Current metaverses claim they are accessible, interoperable, and promote inclusivity, yet they work within silos disconnected from everyone else. This has led to a highly fragmented, almost segregated Web3 where a truly immersive alternate world experience still seems lightyears away

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Streaming’s complex consumer Understanding streaming DNAthrough cross-platform insights

whitePaper | April 20, 2022

Today, more than 40% of consumers subscribe to three or more video streaming services. Despite growing choice, it has become a complex and time-consuming process for consumers to find the content they want. As we explored in Streaming’s Next Act1 scattered recommendation algorithms lead to incomplete or inaccurate recommendations, often irrelevant content, and hence, frustration for many consumers.

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

whitePaper | April 30, 2021

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.

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Spotlight

ESE Entertainment

ESE Entertainment is a Europe based entertainment and technology company focused on gaming and esports, particularly on media rights relating to esports, physical and digital content creation and distribution of esports related content. ESE is focused on bridging Europe, Asia, and North America. The company was founded in 2019 by Konrad Wasiela, a former professional football player. Today, ESE has grown to consist of multiple assets and world-class operators in the gaming and esports industries. Our capabilities include but are not limited to: physical infrastructure, broadcasting, global distribution for gaming and esports-related content, advertising, sponsorship support, and a growing esport team franchise.

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