Virtual production (VP) is “a broad term referring to a spectrum of computer-aided production and visualization filmmaking methods.” It is not just the technology itself, but also the methods through which it is used. In Parts I and II of this series, we are investigating the technology as well as the methodologies of VP in the broadest definition. The types of VP we will discuss in this post are visualization, performance capture, and LED walls. While VP has benefited the film industry specifically, as innovation with the technology continues, other fields of entertainment—such as live entertainment, fashion, and news reporting—are also leveraging virtual production’s capabilities. The arts and entertainment sector could benefit from learning more about these methods and considering how they could apply these technologies to create engaging virtual experiences.
What Arts Organizations Can Learn From Sports: The NBA
This week, AMT Lab has been investigating what lessons arts organizations can learn from sports as they seek to provide engaging digital experiences for audiences. The National Basketball Association (NBA) is the most prestigious and well-known basketball league in the world, making it imperative that they continue to engage their fans during the pandemic while securing revenue from broadcasts. They found solutions that would permit fans, specifically younger generations, to continue to interact with each other during the games—something that arts organizations could apply to their virtual performances.
What Arts Organizations Can Learn From Sports: La Liga
As arts organizations look to provide digital experiences to engage audiences, there are lessons to be learned from sports leagues that have restarted seasons and successfully broadcast them to international audiences amidst the Covid-19 pandemic. One example is La Liga. The Spanish league most commonly known as La Liga is one of Europe’s top five soccer leagues. The 2019-2020 season kicked off on August 16, 2019 and was set to go until May 2020, but as the world—and Spain specifically—saw the rapid growth of Covid-19, the league was temporarily suspended. With the campaign entitled #BackToWin, it was the second major European league to resume, with no fans in the stadium and strict safety guidelines. To make the matches a marketable product from an entertainment standpoint, broadcasters experimented with AR “fans” and artificial crowd noise. A spike in La Liga’s international viewership reflects not only the fans’ desire for the return of live sports, but also the value of the product La Liga and its broadcasters were able to create. As sports—and the arts—look for ways to perform virtually, La Liga offers an example for how to do so successfully.
What Arts Organizations Can Learn From Sports in the New Normal
So why sports? Although the general perception of the sports industry focuses on teams and their players, the sports industry encompasses a vast number of stakeholders that affect the state of the industry. The industry is made up of a complex web of live sporting events, food stands, media rights, and brand sponsorships. Most importantly, as with the arts, fans and audiences play a key role when it comes to analyzing the state of the industry. Unlike the situation for arts audiences, the global sports market is growing and expected to continue to grow due to esports, an increase in the number of internet accessible devices and the advent of 5G. What opportunities could this offer arts organizations looking for digital innovations to reach audiences?
Translating Events, Exhibitions, and Experiences into Digital Products
With the first two quarters of 2020 seeing visual arts spaces losing between 31-73% of revenue and 15-74% of full-time/contracted employees, various audiences, from artists to consumers have been turning to digital platforms to engage in cultural or entertainment offerings (Art Dealers Association of America). The range of these technological platforms and applications have been vast, with many interesting case studies to focus on. In this article, we will be focusing on how visual artists have used social media, video games, and other digital applications to capture audiences that they otherwise would not be able to access without technological means.
Creating Success in the Unscripted Video Industry: Part 2
The landscape of the unscripted video industry is changing. Part 1 of this series explores four case studies demonstrating the current landscape and what features are most appealing to audiences. In this section, the researchers look to experts in the video industry and fans to explore how the landscape is changing and what content providers should expect. This research is applicable to any content provider of unscripted videos. Furthermore, this research serves as an excellent study for understanding what audiences are seeking from the entertainment industry.
Trends in the Unscripted Video Industry through 4 Case Studies: Part 1
The Subscription Video on Demand (SVOD) platform is changing the way viewers watch home entertainment and traditional studios. It is increasingly more difficult to understand an audience’s viewing habits in the over-saturated unscripted programming industry due to the lack of viewer data collection capabilities of SVOD platforms. Through the research and case studies presented in this study, one can better understand a potential audience and what compels them to this type of entertainment.
What You Were Reading in 2019: Top 10 in Arts Management & Technology
In 2019 the Arts Management and Technology Lab researched a wide breadth of content, from product reviews of image editing software to industry analysis of music streaming. As the year draws to a close, looking back through Google analytics offers a perspective on what the arts management field was particularly keen to learn over the year. Read on to see if the top topics align with any of your particular interests or passions.