entertainment

Part II: Game IP: From Console to Screen

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. 

Part I: Playing the Game: The Convergence of Video

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. 

Part II: Stakeholder Interests in the Future of AI and Entertainment

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

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.

Part One: The Globalization of Virtual Production in Film and Television - Past, Present and Future

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. 

The Impact of Prestige TV on Streaming Television's Storytelling and Execution

The Impact of Prestige TV on Streaming Television's Storytelling and Execution

he current era of television feels most like the decade preceding ‘New Hollywood’ in the 1970s, the fall of big budget movie musicals and an industry wide scramble to find out what comes next. Television is in some ways returning to the old model with commercial breaks and digital bundles, but television as a medium and an industry has been forever changed by the birth of prestige television. The lessons that are learned from this time will likely dictate the next fifty years of American television. 

Part Two: Streaming vs. Streamers - A Stand-Off

Part Two: Streaming vs. Streamers - A Stand-Off

Since streaming became mainstream, major changes in sitcom preferences have come to light. According to analytics, the demand for sitcoms varies by streamer with viewers preferring network sitcoms to those created strictly for streaming. Not only that, but the same study shows that the sitcom was the most in demand sub-genre of television in-demand in 2022. Part One of this research discusses the top ten most streamed shows in the U.S. in 2023.

Part One: Streaming vs. Streamers - A Stand-Off

Part One: Streaming vs. Streamers - A Stand-Off

The creative standstill between viewers and streamers has come to a head. As streaming slowly inches its way to overtaking the conventional ways of watching television, the divide between what viewers want and what is being produced grows. Audiences have made it clear that they prefer the formats of the past overcurrent releases, but streaming companies are refusing to make changes to their current format, especially regarding the sitcom.

April News: Entertainment Industry Divided on AI Tools

April News: Entertainment Industry Divided on AI Tools

This month, music and film are at the forefront as each battles with the future uses for burgeoning tech. While AI-generated film visuals seem to be coming up short, progress toward realistic AI-generated music is starting to send shockwaves. On the consumer side, music streaming tools are being released to allow more listening experience customization. Across the industry, artists are celebrating ways that some these new tools can enhance their work, while speaking out against potential impacts on jobs, compensation, and creative freedom.

March News: Privacy, Security, and Trust Busting

March News: Privacy, Security, and Trust Busting

This month, the United States federal government is placing increased scrutiny on big tech regarding privacy, security, and market competition. While the Department of Justice files an antitrust suit against Apple for its hold on the smartphone market, Congress makes a bold statement with legislation potentially banning TikTok in the U.S.. Meanwhile, Reddit’s initial public offering may signal a move for tech companies to go public. In the world of entertainment, innovative tech brings scent to the gaming experience, and artists explore blockchain to compete with music streaming platforms.