Current
Podcasts & Interviews
Reviews
Reports
All Research Tracks
Engagement
Marketing & Social Media
Fundraising
Artificial Intelligence
Augmented & Virtual Reality
Blockchain
Inclusion
Data Collection & Analytics
Management
CRM Systems
Sustainability
About
Mission, Impact & Values
Staff
Current Contributors
Past Staff & Contributors
Tools
Contact

Arts Management and Technology Lab

Current
Podcasts & Interviews
Reviews
Reports
All Research Tracks
Engagement
Marketing & Social Media
Fundraising
Artificial Intelligence
Augmented & Virtual Reality
Blockchain
Inclusion
Data Collection & Analytics
Management
CRM Systems
Sustainability
About
Mission, Impact & Values
Staff
Current Contributors
Past Staff & Contributors
Tools
Contact
February 12, 2026
entertainment, Research, Strategy, Gamification
Staff Researcher
How Games as a Service (GaaS) and Transmedia ...

In Part II, this part of the study moves from industry context to empirical analysis, translating strategic questions into evidence-based insights drawn from primary research. While Part I established the historical and market foundations of Games as a Service (GaaS) and transmedia adaptation and framed the challenges of player retention, monetization, and franchise longevity, Part II examines how these dynamics operate in practice. Using findings from a 1,159-response U.S. consumer survey, nine industry interviews with developers, influencers, and experiential professionals, as well as supporting secondary research, this section analyzes player behavior perceptions and expectations. Part II identifies the mechanisms that drive sustained engagement and trust in live service ecosystems, evaluates the effectiveness of current GaaS and transmedia strategies, and surfaces actionable insights that inform the strategic recommendations presented in the final chapter.

How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part II
February 3, 2026
entertainment, Research, Strategy, Gamification
Staff Researcher
How Games as a Service (GaaS) and Transmedia ...

This study provides a foundational analysis of how live-service game models and transmedia strategies are reshaping the contemporary video game industry, with a particular focus on Games as a Service (GaaS), player engagement, and franchise longevity. As gaming continues to outpace film and television as the world’s most lucrative entertainment sector, publishers face growing pressure to sustain player communities, balance monetization with satisfaction, and extend intellectual property beyond the game itself. Part 1 examines the historical evolution of GaaS and game adaptations, situating SEGA’s legacy within today’s competitive landscape. Drawing on existing literature, industry reports, and market context, this section frames the central research questions and methodological approach that guide the study. By establishing the strategic challenges and opportunities facing live-service games and transmedia franchises, Part 1 lays the conceptual groundwork for the data-driven analysis and recommendations presented in Part 2.

How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part I
January 29, 2026
Audience Engagement, Community Building, Policies
Hales Wilson
Murals: A Right to Protest and Preserve

This article explores the evolution of murals from ancient cave paintings to modern digital advocacy, highlighting their role as a vital tool for social resistance and cultural preservation. Through this lens, the public wall is revealed as a primary battleground for community identity and the right to protest in the 21st century.

Murals: A Right to Protest and Preserve
January 15, 2026
Laws & Legal, Artificial Intelligence, Public Policy, Extended Reality
Staff Researcher
Building Digital Guardrails: Toward a ...

As immersive technologies merge with AI-driven platforms, the boundaries between physical and digital life are rapidly dissolving - bringing new ethical, legal, and safety challenges into focus. This article examines the history of virtual harm in online and XR environments, from early text-based worlds to contemporary VR gaming and performance spaces, and argues for a privacy-first framework as the foundation for immersive safety. By analyzing legal gaps, platform accountability, and global policy efforts, it proposes digital “guardrails” that prioritize user dignity, data protection, and well-being as core design principles rather than afterthoughts.

Building Digital Guardrails: Toward a Privacy-First Framework for Immersive Safety
January 6, 2026
Blockchain, Digital Futures, Emerging Technology
Staff Researcher
Blockchains or Pawprints? Furries as a ...

This article explores the intersection of digital art, NFTs, and community governance through the lens of the furry fandom, a decentralized community of artists and enthusiasts. With the rise of NFTs, the ability to authenticate digital art and protect creators' work has become a critical concern. The study examines the resistance within the furry community to adopt NFTs, highlighting their reliance on community-based trust and governance over "trustless" blockchain systems. While some see potential in NFTs to safeguard intellectual property, many furries are skeptical, valuing social trust and ethics over commercialization. By studying the furry subculture's approach to art ownership and the challenges they face, the article poses larger questions about the future of NFTs and blockchain technology in creative spaces.

Blockchains or Pawprints? Furries as a case-study for understanding digital art provenance through NFTs and community governance
Kathleen Grennan
July 6, 2017
News & Announcements

“Pokémon Go”: Where did it go? 5 Major Takeaways from its Rise and Fall

Kathleen Grennan
July 6, 2017
News & Announcements

What happened to “Pokémon Go”? Read all about it in our latest TBT.

Tagged: #tbt, augmented reality, arts and technology

Comment
Kevin O'Hora
July 5, 2017

STEAM Education in Action

Kevin O'Hora
July 5, 2017

Are today’s children prepared for the workforce they will enter? Read all about how the arts and technology can make a positive impact in education. 

Tagged: education, education technology, STEAM

Comment
Brett Ashley Crawford, Ph.D.
June 30, 2017
Conferences, Marketing, Data Visualization, Fundraising

Final Three: Free Tools and New Ideas from NTC 2017 (Part III of III)

Brett Ashley Crawford, Ph.D.
June 30, 2017
Conferences, Marketing, Data Visualization, Fundraising
Final Three: Free Tools and New Ideas from NTC 2017 (Part III of III)

As summer swings into full gear, we've wrapped up our memories of 2017's Nonprofit Technology Conference that was full of useful tools and new ideas. 

Tagged: Current, marketing, data, fundraising

Comment
Jenee Iyer
June 27, 2017
Research

Art at the Heart of Smart Cities

Jenee Iyer
June 27, 2017
Research
Art at the Heart of Smart Cities

Read about how arts are vital to the success and sustainability of Smart Cities in our latest white paper.

Tagged: arts and tech, community building

Comment
Drew Porter
June 22, 2017

5 Thought Provoking Takeaways from Museums and the Web 2017

Drew Porter
June 22, 2017
 5 Thought Provoking Takeaways from Museums and the Web 2017

The AMT Lab team brings you our top 5 takeaways from the Museums and the Web Conference in Cleveland, Ohio. 

Tagged: storytelling, location based content, web site design, VR, augmented reality

Comment
Rod Gingrich
June 20, 2017
Research

Wearables in the Performing Arts: An RFID Primer for Arts Managers

Rod Gingrich
June 20, 2017
Research

Rod Gingrich explores the possibilities that RFID and wearable technologies offer the performing arts and entertainment spheres in this fascinating publication. 

Tagged: wearable technology, RFID

Comment
Brett Ashley Crawford, Ph.D.
June 7, 2017

Free Tools and New Ideas from the Nonprofit Technology Conference (Part II of III)

Brett Ashley Crawford, Ph.D.
June 7, 2017
Free Tools and New Ideas from the Nonprofit Technology Conference (Part II of III)

Learn about organizational storytelling best practices in this recap from the NTEN conference earlier this year. 

Tagged: storytelling, nten

Comment
Peixiao Liu
June 2, 2017
Research

Getting Your Arts Organization Started On Location Based Social Marketing

Peixiao Liu
June 2, 2017
Research

Click here for Peixiao Liu's white paper to find out how and why your arts organization should make use of Location Based Social marketing. 

Tagged: location based, social media

Comment
Kara Post
May 25, 2017
Apps

The Museum App Blueprint

Kara Post
May 25, 2017
Apps
The Museum App Blueprint

Check out this new infographic about how apps can be used effectively in museums.

Tagged: musuems, infographic

Comment
Kevin O'Hora
May 22, 2017
Arts & Technology

Lights, Camera, Quadrotors!

Kevin O'Hora
May 22, 2017
Arts & Technology
Lights, Camera, Quadrotors!

Wondering how your arts organization could use a popular kind of drone called the Quadrotor? Click to read more. 

Tagged: robotics, drones, performing arts, arts and technology

Comment
Sophie Auffret
May 17, 2017
Research

VR Opportunities

Sophie Auffret
May 17, 2017
Research

Find out more about how you can use videos to show and promote the use of VR in your arts organization in this white paper. 

Tagged: VR, Museums and Tech, Video

Comment
Rod Gingrich
May 15, 2017
Advocacy, Analytics, Data, Public Policy

NEA Grants for Pennsylvania 2000-2017

Rod Gingrich
May 15, 2017
Advocacy, Analytics, Data, Public Policy
NEA Grants for Pennsylvania 2000-2017

This week, we're taking a look at the NEA's impact on Pennsylvania arts organizations through 8 INTERACTIVE charts.

Tagged: arts advocacy

Comment
Zining Xie
May 12, 2017
News & Announcements

News Roundup: Organic Web Traffic, Chatbots, and Audio Pronunciation

Zining Xie
May 12, 2017
News & Announcements

Catch up on recent tech and arts news that relate to your arts organization.

Tagged: news summaries, chatbots, SEO

Comment
Zining Xie
May 10, 2017
Arts & Technology

The Art of the Hologram

Zining Xie
May 10, 2017
Arts & Technology
The Art of the Hologram

Want to learn more about holograms and their applications in the arts? Check out this infographic!

Tagged: Technology trend, Current, infographic

Comment
Kevin O'Hora
May 9, 2017

Art + Tech = Fashion at the Carnegie Museum of Art

Kevin O'Hora
May 9, 2017

How is 3D Printing being used in the world of fashion? Read this article to find out more.

Tagged: 3D Printing, fashion

Comment
Zining Xie
May 4, 2017
News & Announcements

News Roundup: Snapchat, Augmented Reality, and Podcasts

Zining Xie
May 4, 2017
News & Announcements
News Roundup: Snapchat, Augmented Reality, and Podcasts

Zining Xie AMT gives us a look at relevant articles found on the web in this week's edition of the News Roundup.

Tagged: news summaries, Technology trend, Social media

Comment
Mandy Ding
May 3, 2017
Arts & Technology, Research

Augmented Reality in Museums

Mandy Ding
May 3, 2017
Arts & Technology, Research
Augmented Reality in Museums

Learn how your arts organization can leverage Augmented Reality (AR) through best practices from three recent museum case studies across the country.

Tagged: aug, Museums and Tech

Comment
Jess Bergson
May 2, 2017

Speak Up: What do you want to see, watch, and listen to on AMT Lab?

Jess Bergson
May 2, 2017
Speak Up: What do you want to see, watch, and listen to on AMT Lab?

Want a chance to win a Beats Pill 2.0 speaker AND help AMT Lab produce content you want to see? Fill out this 2 minute survey.

Tagged: Survey, survey research

Comment
Kara Post
April 27, 2017
Gamification

Why Gamification?

Kara Post
April 27, 2017
Gamification
Why Gamification?

How does an arts manager ‘gamify’ the art experience, what does it mean, and is it a good thing? 

Tagged: Apps, audience engagement, Mobile technology

Comment
Wei Wei
April 26, 2017
Research

An Arts Organization’s Guide to Integrating Digital Analytics into Social Marketing

Wei Wei
April 26, 2017
Research
An Arts Organization’s Guide to Integrating Digital Analytics into Social Marketing

Wei Wei's white paper provides a hands-on approach on how to collect, analyze and make decisions with digital data points.

Tagged: digital mark, social marketing, digital analytics, Google Analytics, Facebook Insights

Comment
Newer Posts
Older Posts


Subscribe

Sign up with your email address to receive news and updates.

We respect your privacy.

Thank you!

Featured
How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part II
Feb 12, 2026
Staff Researcher
How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part II
Feb 12, 2026
Staff Researcher
Feb 12, 2026
Staff Researcher
How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part I
Feb 3, 2026
Staff Researcher
How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part I
Feb 3, 2026
Staff Researcher
Feb 3, 2026
Staff Researcher
Murals: A Right to Protest and Preserve
Jan 29, 2026
Hales Wilson
Murals: A Right to Protest and Preserve
Jan 29, 2026
Hales Wilson
Jan 29, 2026
Hales Wilson
AI-Powered Robots in the Art World: Applications in Contemporary Art and Museums
Jan 20, 2026
Yao Pei
AI-Powered Robots in the Art World: Applications in Contemporary Art and Museums
Jan 20, 2026
Yao Pei
Jan 20, 2026
Yao Pei
Building Digital Guardrails: Toward a Privacy-First Framework for Immersive Safety
Jan 15, 2026
Staff Researcher
Building Digital Guardrails: Toward a Privacy-First Framework for Immersive Safety
Jan 15, 2026
Staff Researcher
Jan 15, 2026
Staff Researcher

Subscribe

Sign up with your email address to receive news and updates.

We respect your privacy.

Thank you!
Back to Top
AMT-Lab @ Hamburg Hall, Carnegie Mellon University, Heinz College, Pittsburgh, PA 15213, USAinfo@amt-lab.org
cmu logo.png
cmu mam logo hi rez.jpg
 

Arts Management & Technology Laboratory

Carnegie Mellon University, John C. Heinz College III

4800 Forbes Avenue

Pittsburgh, PA 15213