entertainment

Multilingual Technology for Global Entertainment: A Case Study of Netflix

Multilingual Technology for Global Entertainment: A Case Study of Netflix

Central to Netflix’s growth is the company’s keen understanding of its diverse, international markets—Netflix is the leader in multilingual access in the entertainment field. What can we learn from the company’s practice?

The Challenge to Keep Millennials and Gen Z Interested in Long-Form, High Quality Content: Part Two

The Challenge to Keep Millennials and Gen Z Interested in Long-Form, High Quality Content: Part Two

Social media is infused into the daily lives of Gen Z and Millennials. In order to reach and meaningfully engage with IND18-35, organizations should build a thoughtful social media presence to funnel the IND18-35 community to specific content. Initially, organizations should identify existing Gen Z and Millennial parties as key stakeholders and partner with them to create interactive, promotional content on social media. The focus should be on TikTok and YouTube as 75% of survey respondents ranked one of these platforms as their primary source of short-form content.

The Challenge to Keep Millennials and Gen Z Interested in Long-Form, High Quality Content: Part One

The Challenge to Keep Millennials and Gen Z Interested in Long-Form, High Quality Content: Part One

Millennial and Gen Z consumers have forever altered the entertainment landscape. Shifts in their viewing habits are being motivated by a sense of community, increasingly short attention spans, and pragmatic decision-making spurred by coming of age in a digital and internet-driven environment. To fulfill these motivations, they have increasingly turned their attention to short-form content. this article offers insights on how and why Gen Z and Millennial consumers watch content.

The Monopoly Game: How Consolidation Jeopardizes Content Independence in Gaming

The Monopoly Game: How Consolidation Jeopardizes Content Independence in Gaming

Throughout my tenure as Chief Editor of Research at AMT Lab, I have focused on the benefits of the gaming industry for nonprofits, as well as the monopolistic tendencies and battles of Big Tech, specifically regarding arts and entertainment. Recently, these two worlds have collided, as a wave of consolidation in the gaming industry has raised a new set of antitrust concerns across the globe. In the center of it all? None other than Microsoft, a Big Tech giant that has evaded the antitrust spotlight over the past few years – until now. Due to the expanding value of the video gaming industry at over $300 billion, mergers and acquisitions seemed an obvious destiny bound for the trials and tribulations of antitrust litigation. Microsoft has successfully inserted itself into the gaming industry, incited the largest wave of consolidation that it has ever seen, and merged its dominant position in the sector with its Big Tech-skewed Metaverse goals.

An Industry of Secrecy: Why Streaming Companies Hide Viewership Data

An Industry of Secrecy: Why Streaming Companies Hide Viewership Data

The entertainment industry in a post-pandemic and streamer-heavy world bears a sigil of secrecy. Viewership data for films and television shows on Netflix, Hulu, Amazon Prime Video, HBO Max, Disney Plus, Apple TV Plus, and other streaming services is highly monitored behind closed doors at these companies. Streaming consumption skyrocketed at the beginning of the COVID-19 pandemic, as people around the world were forced to stay at home. During the same time, online TV/video consumption increased from 1.7 hours to 6.5 hour. The pandemic fast-tracked the world’s shift to streaming, as it became one of the only accessible entertainment platforms, forcing the general public to decide which streaming services to invest in, largely because of cost.

Maximizing Concert Experiences Through AR & VR

Maximizing Concert Experiences Through AR & VR

The application of Virtual and Augmented reality in music has been around for a while. From collaborative creation and interactive music videos to its incorporation in art museums, it seems as if the arts industry is competing with itself to enhance the audience experience. As concerts are a highly user-oriented experience, these technologies have started gaining more traction in the live music space. The demand for interactive and immersive experiences has called for innovative models to be incorporated within music. Thus, the application of such models is added to the concert experience with the implementation of VR and AR technologies to help maximize its interactivity.

What We Should Know About Current Interactive Films

What We Should Know About Current Interactive Films

The dilemma of interactive films, feeling as if you are in control when you actually are not, is part of the reason why they are yet to become mainstream in entertainment, especially compared to interactive games. This article attempts to open this discussion by examining theoretical frameworks as well as a comparative case study. As the major concern lies in the disruption of the audience’s engagement, potential future options can be VR or implicit interactions (making choices through the user’s implicit activity) to provide a more engaging process. When the hype for this innovative technology wears off, the core of the films will still be their stories. After all, it’s about storytelling.

The Importance Of Audience Consumption Data In The Entertainment Industry

The Importance Of Audience Consumption Data In The Entertainment Industry

Since the 1980s, it has been industry practice to measure the number of viewers consuming films and television. These measures affect the industry in multiple ways, from advertising sales to cultivating future viewers, and often contribute to the project’s success. As streaming continues to pivot the entertainment industry, other services will begin to release viewership data in a similar fashion. This crucial step in releasing streaming viewership data has the potential to set a new dawn for streaming services: one where data and transparency lead the way into a more informed and impactful industry.

Using VR & AR in Live Music

Using VR & AR in Live Music

Virtual Reality technology puts the user in a computer-generated environment, allowing them to interact with simulated elements via a headset. On the other hand, Augmented reality incorporates elements that are generated, be it visual, audio, or other sensory elements into the real world via technology. AR technology lets the user position his or her smartphone to a point in the physical world and bring it to life by adding virtual components via this technology.

Expanding our Live Streaming Future: Refining and Developing New Arts & Entertainment Experiences

Expanding our Live Streaming Future: Refining and Developing New Arts & Entertainment Experiences

Livestreaming has become a burgeoning global industry, recording eight billion hours of content watched in the last quarter of 2020 (May, 2021). This research projects examines the industry before the COVID-19 pandemic, how it evolved during the pandemic, and its future opportunities. From October to December 2020, over eight billion combined hours of content were watched as livestreams on the top three largest platforms, Twitch, YouTube, Facebook Live (May, 2021). Using data from industry leader interviews, a national survey, and case studies the team reveals the power and current technology limitations to livestreaming for the live entertainment industry.