With this increased competition form live service gaming, consumer expectations continue to shift and grow. In Part II of this capstone research by Heinz College Master of Entertainment Industry Management students, the team has employed data-gathering methods such as interviews, a survey, and social listening to better understand factors influencing player engagement and retention.
Part I: Best Practices for Live Service Game Campaigns
Live service games, or LSGs, are one of the largest drivers in gaming revenue. However, as the market continues to saturate, game developers are finding it difficult to sustain players. In part one of this capstone study by Heinz College Master of Entertainment Management students, learn more about the background of these games and what has made them so successful.
All the World’s a Stage and the Technology Merely a Player
More than 400 years after Shakespeare’s death, his works remain essential to theatre as we know it. Now, emerging technology is changing the way we interact it. From extended reality to artificial intelligence, audiences can now immerse themselves in performances and extract meaning from texts in ways never seen before.
Psychological Impacts of VR Experiences and Their Implications for Museums
Artificial Intelligence’s Involvement in the Human Creative Process
As AI continues to integrate into our everyday lives, how does it impact our creativity? Many researchers and scholars agree that the technology may promote significant opportunities in this space. By introducing novel ideas and opportunities to users, it may be most effective as a tool to augment, rather than replace, human creativity.
Exploring Integration of XR in Museums to Enhance Visitor Experience
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.
Part II: Game IP: From Console to Screen
As the video game industry continues to grow, Hollywood studios are capitalizing on this intellectual property (IP) success through film and television adaptations. Students from Heinz College’s Master of Entertainment Industry Management program sought to better understand the current market for these adaptations. In Part II, see what film and video game executives consider to make an adaptation successful. Additionally, through a survey of gamers and non-gamers, learn what potential audiences prefer to see.
Digital Colonialism in the Global Sphere
Colonialism has consistently been a force in the global purview, including the technological space. In recent years, the expansion of artificial intelligence has vastly increased corporations’ global influence. As the world’s technologies continue to advance and innovate, individuals must keep a watchful eye on the ways in which digital colonialism might repeat harmful practices from the past.
Part I: Playing the Game: The Convergence of Video
Due to the popularity and booming business of video games, Hollywood studios have capitalized on popular game titles by developing new content based off of their intellectual property (IP). This study sets out to better understand video game IP’s impact on film and television markets and what specific elements might impact an adaptation’s success.
Envisioning the Future of Museum Accessibility Through Artificial Intelligence
With AI’s ability to automatically produce content and process complicated datasets with high accuracy, museums worldwide are exploring ways in which this innovative technology can help them better achieve their missions and advance accessibility efforts. Through case studies, learn about three applications of this technology: content digitalization, language accessibility, and visual description.
Part II: Stakeholder Interests in the Future of AI and Entertainment
How will AI-generated content transform the entertainment industry? And what are the impacts on employment, content development, budgets, contracts, legislation, and privacy rights? Part II of this research by Heinz College Master of Entertainment Industry Management students provides an in-depth analysis of survey and interview data from entertainment lawyers, educators, and other industry professionals.
Part I: A New Era of AI in the Entertainment Industry
As exemplified by the Hollywood strikes of 2023, we find ourselves in a new era of Artificial Intelligence in film and television. While studios are looking to cut costs, performers seek job security, and consumers seek quality content. Through research conducted in collaboration with facial motion capture technology provider Faceware Technologies Inc., Master of Entertainment Industry Management students at Carnegie Mellon sought to gain insight on how AI-generated content will transform existing industries, including how this technology could affect employment in the entertainment industry, content development, budgets, contracts, legislation, and privacy rights.
August News: From Games and Museums to Consumer Protection Policies
Did you catch this month’s headlines in tech and the arts? Advancements in technology make new opportunities for creators and consumers alike. Policy to support transparency in device repair and use of AI may help users make informed decisions. Meanwhile, a landmark Google antitrust ruling supports competition in the search engine market.
Consumer Habits and Wants in AR, VR and the Metaverse
Researchers conducted surveys and industry expert interviews to understand current and future consumer demand for AR, VR and Metaverse entertainment options. The survey indicated that consumers were most interested in using AR and VR to enhance experiences in concerts, educational content, and gaming. Respondents also indicated that they were interested in joining the metaverse to participate in social experiences and to attend live music events. The research unveiled generational differences, emerging opportunities, and trends to follow to best meet consumer demands.
The Potential Market for AR, VR and the Metaverse
Even though VR, AR, and the metaverse are already a growing part of the consumer
marketplace, it is still important to define these relatively new technologies since they are not yet
mainstream. VR technology enables users to immerse themselves in and “interact with a
computer-generated environment, a simulation of the real world or an imaginary world” (Akbari
et al, 2022). In contrast, AR technology incorporates digital elements or objects into the real-
world environment in real-time (Akbari et al, 2022). The VR market is expected to generate a
global revenue of $20.8 billion, and the AR market is projected to grow to $31.3 billion by 2027
(Statista, 2022a). The market projections indicate the potential growth and opportunities in these
immersive technologies.
Part Two: The Globalization of Virtual Production in Film and Television - Past, Present and Future
This project delves into the potential expansion in LED volumes, assessing both benefits and challenges. Our findings emphasize the impact of virtual production on labor markets, economic advantages of increased investment in LED screens, and the necessity of integrating virtual production across Sony's various entertainment divisions. Additionally, we highlight the significance of driving technological innovation to solidify Sony's leadership in this evolving landscape. The information revealed in this research, through a conducted survey, will further explore the current state of the virtual production industry and the creative evolution underlying its widespread adoption. For a deeper understanding of virtual production, please see Part I of this research.
Part One: The Globalization of Virtual Production in Film and Television - Past, Present and Future
Virtual production, defined in this project as the use of real-time technologies to combine traditional physical filmmaking with digital assets, has become a rapidly growing practice in the entertainment industry since LED screens were first used in The Mandalorian (2019) (Desowitz, 2020). LED stages have grown exponentially from three stages in 2019 to over 300 stages in 2022 (Giardina, 2022), expanding virtual production to now be a $1.8 billion market (Grand View, 2023). This project investigates the current landscape of LED stages and studios can capitalize on the growing market.
An Exploration of VR Success Factors in the Museum Field
VR exhibitions have been on the rise for the past decade and are a continuous hot topic. Many metrics can be measured and leveraged when it comes to the evaluation of a museum’s exhibition. However, when it comes to leveraging a VR exhibition in a physical museum, what metrics are currently being assessed and valued in the museum field? What are the factors that make or break a VR exhibition? These are the questions that this article aims to address and explore.
VR and the Evolving Role of Curators and Museum Professionals
In recent years, virtual reality (VR) has emerged as an engaging tool for museums, offering visitors immersive and interactive experiences that go beyond traditional exhibits. However, while VR promises enriched engagement, museum professionals still face multifaceted challenges. So far, most of the research conducted has focused on how museums utilize VR to attract more visitors and, as a result, raise their revenue. But VR is not only about that. Museum professionals and curators face multiple challenges that include integrating technology, curating content, and maintaining the authenticity and educational value of exhibits while meeting the demands of modern-day audiences.
AI and Art Auctions
Although art auctioning is a long-established and time-honoring form of trading, the method and fashion of art auctioning are also challenged and transformed to reflect the needs and trends of each era. In this technology-driven era, specifically in the age of AI, in which all fields of profession and markets are being affected, the world of art auctions is also being transformed at a rapid speed.