Snapchat Now Competing in the Multiplayer Gaming Arena

Snap Inc. announced yesterday that its popular Snapchat app now features multiplayer games, starting with “Bitmoji Party” and five other titles. The move is an effort to compete in a new social space dominated by “Fortnite” in which real-time, multiplayer games also serve as online communities. Snap plans to work with game developers such as Zynga and ZeptoLab. The combination of gaming and social networking is on the rise. According to Epic Games, its “Fortnite” had 250 million players as of March, while Netflix recently suggested that it competes with “Fortnite” more than HBO. Continue reading Snapchat Now Competing in the Multiplayer Gaming Arena

Facebook Debuts Showcase Upfront-Style Advertising Sales

Facebook debuted Facebook Showcase, a premium video-ad program to let buyers for online video/TV ads nail down guaranteed rates and impressions up to one year in advance. With the program, Facebook makes a more aggressive move into upfront buys for its content; its previous program only let advertisers buy video ads one quarter in advance. The Showcase program, which is now only available for ad campaigns aimed at U.S. audiences, coincides with the company’s increase in original content for its Watch video service. Continue reading Facebook Debuts Showcase Upfront-Style Advertising Sales

CBS Turns to AI-Powered Tool for Parsing Viewer Feedback

CBS has partnered with New York startup Canvs to use its AI-powered tool Canvs Surveys that automates the coding of natural language responses. CBS began using it in Q4 2018. The broadcaster has now expanded its use to process natural-language feedback to all its major events, including Super Bowl LIII and the Grammy Awards, as well as its entire slate of programming. CBS chief research/analytics officer Radha Subramanyam said the AI system processes the data far more efficiently than humans. Continue reading CBS Turns to AI-Powered Tool for Parsing Viewer Feedback

Super Bowl Expands to More Apps, Sets Streaming Records

While Super Bowl LIII between the New England Patriots and Los Angeles Rams experienced a drop in television viewership (Nielsen indicates the game generated an average audience of 98.2 million viewers), CBS revealed that streaming the event reached new popularity this year. According to the network, the Super Bowl was viewed by 100.7 million viewers across all platforms, including digital and streaming. CBS notes that the game was streamed on 7.5 million unique devices, marking a 20 percent jump over the previous year and a new streaming record for the Super Bowl. It was available across an array of online and mobile properties. Continue reading Super Bowl Expands to More Apps, Sets Streaming Records

Nielsen’s SuperData and App Annie Quantify Gaming Market

Epic Games’ “Fortnite” led the way to 13 percent growth of digital games and interactive media to $119.6 billion in 2018, said Nielsen division SuperData. On its own, “Fortnite” earned $2.4 billion last year. The global industry segment is expected to grow to $118.2 billion in 2019. SuperData’s annual report stated that, in 2018, 850 million unique people viewed video games, with Tyler “Ninja” Blevins garnering 218 million hours, making him Twitch’s No. 1 streamer. Mobile games came out on top with $61.3 billion in revenue. Continue reading Nielsen’s SuperData and App Annie Quantify Gaming Market

U.S. Home Entertainment Spending Peaks at $23.3B in 2018

According to DEG: The Digital Entertainment Group, U.S. consumer spending on home entertainment during 2018 reached an estimated $23.3 billion, a new record. During CES, DEG revealed that subscription streaming and “transactional video-on-demand” (TVOD) boosted the amount spent, which was up 11.5 percent from 2017. DEG noted that the numbers are still preliminary and that final numbers will be revealed in early February. The biggest growth came from subscription streaming mainly via Netflix, Amazon Prime Video and Hulu. Continue reading U.S. Home Entertainment Spending Peaks at $23.3B in 2018

Study Shows That Second Screen Is Popular With TV Viewers

Nielsen research indicates that American consumers are regularly accessing second screens while watching television content. The study found that 28 percent of U.S. adults “sometimes” use a device such as a smartphone or tablet at the same time they are watching TV, while 45 percent say they turn to a second screen “very often” or “always.” Only 12 percent of respondents suggest that they “never” access other devices during TV viewing. Nielsen found that second screens are often being used to complement the TV viewing experience, rather than serving as a distraction. Continue reading Study Shows That Second Screen Is Popular With TV Viewers

Pandora and Spotify Bring Streaming Experience to Podcasts

Podcasting is growing popular among a younger demographic, and now Pandora and Spotify are leveraging their music streaming experience in an effort to engage those listeners. The main challenge with podcasting is discoverability. Pandora Media chief executive Roger Lynch characterizes podcast discovery as “the Stone Age” compared to music discovery. He believes that the company can bring people in to listen to a podcast and keep them on the platform with music. Neither company revealed details of its podcast businesses. Continue reading Pandora and Spotify Bring Streaming Experience to Podcasts

Nielsen and Microsoft Partner on Cloud-Based Platform for Data

Nielsen Holdings and Microsoft are partnering on a cloud-based platform, Nielsen Connect, to help retailers gain insights from its consumer and operational data related to, respectively, media/TV ratings, and purchases of consumer goods. Nielsen chief technology/operations officer John Tavolieri noted that, given the value of the data, the industry has thus far not found a good way to “unlock” it. Nielsen’s data will be loaded to Microsoft Azure where the latter’s AI tools and APIs will enable users to search. Continue reading Nielsen and Microsoft Partner on Cloud-Based Platform for Data

Eventbrite to Sell Concert Tickets From YouTube Music Vids

Online video giant YouTube, which already has a deal with Ticketmaster, is adding Eventbrite to its ticketing initiative. The new partnership will bring Eventbrite listings for live music performances to YouTube’s Official Artist Channels on the video platform’s desktop and app versions. Event listings and a “Tickets” button will appear below an artist’s video so that fans can purchase tickets directly through Eventbrite. Through YouTube’s deals with Eventbrite and Ticketmaster, the streaming video platform covers more than 70 percent of the ticketing market in the U.S. Continue reading Eventbrite to Sell Concert Tickets From YouTube Music Vids

Nielsen Updates its Social Ratings to Measure Owned Content

Nielsen’s Social Content Ratings service — which measures the impact of television programming across social platforms Facebook, Instagram and Twitter — has been updated to include Owned Content Performance for helping television networks better understand social impact and optimize social strategies. During August, Nielsen examined more than 142,000 TV-related posts and tweets from accounts owned by or affiliated with networks, programs and talent handles, and discovered that images and video outperformed text in terms of engagement. Continue reading Nielsen Updates its Social Ratings to Measure Owned Content

Cord-Cutters Are Driving Sales of OTA Antennas for Live TV

The Consumer Technology Association released research suggesting that, in 2018, about 8.1 million Americans will buy TV antennas, up from just under 8 million for the past several years. CTA senior vice president of research and standards Brian Markwalter believes that the uptick in sales of home antennas is due to more cable subscribers cutting the cord. CTA research found that 20 percent of consumers say they watch over-the-air (OTA) TV via an antenna; NAB stated that more than 72 percent of Americans rely on an antenna for OTA. Continue reading Cord-Cutters Are Driving Sales of OTA Antennas for Live TV

Tencent Plans to Dominate eSports by Owning the Ecosystem

Chinese tech giant Tencent Holdings is focused on eSports, hosting arena competitions that could boost revenue from its games such as “League of Legends,” importing game titles from abroad, and purchasing the services that stream the games. The company, well known for its WeChat messaging app, is already the world’s largest videogame company by revenue. According to analysts, Tencent dominates China’s $38 billion game market, and recorded an estimated $18 billion in global sales in 2017, about half its total revenue. Continue reading Tencent Plans to Dominate eSports by Owning the Ecosystem

Retailers Use Apps, Social Media to Reach Children, Preteens

Children and preteens are shopping online, and retailers are advertising directly to them. Retailers are leveraging Snapchat, YouTube Kids and other mobile apps to target children and preteens more likely to be on their smartphones, tablets or laptops than watching television. Nine-year-old Isabella Colello described how she shops online and puts items in her cart, which her father can browse through and purchase — or not. “It’s so much better than going to the mall because there aren’t that many places to shop anymore,” she said. Continue reading Retailers Use Apps, Social Media to Reach Children, Preteens

New comScore CEO Readies Cross-Platform Ad Metrics Tool

Under the aegis of new chief executive Bryan Wiener, comScore is readying the debut of its Campaign Ratings tool to measure ad views across platforms. Wiener was hired about two months ago, in the wake of corporate difficulties including accounting irregularities and management changes. The tool promises to provide advertisers with a more realistic report of ad viewing by measuring viewers who see an ad on any device, including TV and mobile and avoiding double-counting of viewers who watch an ad once on different devices. Continue reading New comScore CEO Readies Cross-Platform Ad Metrics Tool

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