Many museums have gravitated towards utilizing XR (VR, AR, or other extended reality modes) in numerous ways to enhance visitor experience. While there are successful ways to support visitor experience, it is possible that XR can have negative impacts. This article explores case studies of two museums who have integrated XR into their exhibitions: the Cleveland Museum of Art and Illinois Holocaust Museum, discusses the positive and negative facets of these technologies on visitor experience, and analyzes implications for the arts field.
Can a Brand Be Your Friend? Examining Authenticity in Gen Z Social
This research was conducted by a Master of Entertainment Industry Management team. The purpose of this study is to examine how Gen Z, born between 1998 and 2010, appraises social media and interprets authenticity in branded content. Recognizing the significance of Gen Z’s influence, Ayzenberg Group, an advertising agency based in Southern California with a number of high-profile gaming clients, is interested in the role of authenticity as it relates to Gen Z's social media behavior and preference.
What are the Impacts of Digital-Based Immersive and Interactive Art on Audiences?
Over the past decade, digital-based immersive and interactive art experiences have emerged as a popular trend in the art world. In the digital age, rapid technological advancements and continuous updates in digital equipment have revolutionized the art experience. This shift towards non-traditional, digital immersive, and interactive art forms has undoubtedly narrowed the gap between the audience and the art itself, offering a more intimate experience.
Horizon 2028 Part 2: Audience and Industry Interview Perspectives
Horizon 2028 Part 1: The Future of Global Content Licensing
This report considers content and distribution strategies that allow Paramount Global Content Distribution (PGCD) to maximize subscriber growth and external licensing revenue. Given the symbiotic nature of licensing deals among studios, the research team focused on how PGCD can remain competitive in the streaming landscape with a balanced mixture of internally and externally licensed properties.
Strategies in the Streaming Industry: Bally Sports as Case Study
This case study for Bally Sports shows that sports fans’ top priority for streaming is accessible, reliable, and interesting content. As a result of these findings, the recommendations to maintain longevity in the streaming industry focus on the importance of brand awareness, user experience, representative content, and potential partnership integrations.
To Stream or Not To Stream: Is that the right question anymore?
The current status of digital programming and investment varies widely across the arts and cultural sector. Some organizations have abandoned the streaming technology they experimented with, while others continue to incorporate digital programs and performances into their offerings. The following research reveals U.S. streaming trends and audience behaviors.
Digital Inequity's Impact On Arts Participation Pt. II
This is the second installment of research relating to digital equity and arts communities. The research discusses the potential role of media and digital arts in the fight toward digital equity, compares barriers to digital participation with arts participation, and explores the role of libraries as critical players in combatting digital inequity.
Building a new Museum Ritual: Museum Digital Experiences
This article examines 8 suggestions for museums to implement well-rounded digital projects for their audiences that are specific to the online context. These suggestions are drawn on the Rachel Broughton’s article Bridging the Gap Between Digital Native Modes of Learning and the Traditional Museum Ritual—find it here.