Deloitte Report: Gen Z Entertainment Choice is Video Games

Deloitte’s 2021 Digital Media Trends survey revealed the entertainment tastes of Generation Z, those aged 14 to 24 years old. About 26 percent named video games as their No. 1 entertainment activity, and 87 percent in the age bracket said they play video games daily or weekly. Second most popular entertainment activity is music, at 14 percent, following by surfing the Internet (12 percent) and social media (11 percent). In fifth place, 10 percent of Gen Z said watching TV or movies was their favorite entertainment. Continue reading Deloitte Report: Gen Z Entertainment Choice is Video Games

HPA Tech Retreat: ETC, SMPTE Collaborate on AI Standards

Yves Bergquist, director of ETC@USC’s AI & Neuroscience in Media Project, described how ETC’s task force is working in concert with SMPTE to develop standards for AI and machine learning (ML) in the media and entertainment industry. During the HPA Tech Retreat, Bergquist noted how the two organizations successfully collaborated to develop standards in digital cinema, interoperable media, and cloud production. “We thought it was an opportunity to step up and help the media community better understand the scope of the AI technology,” he said. Continue reading HPA Tech Retreat: ETC, SMPTE Collaborate on AI Standards

Private 5G Networks Bring Services to Rural U.S., Companies

Private 5G networks are being built across the country, mainly intended to connect machines rather than smartphones. This follows in the footsteps of utility companies, retailers and large enterprises that once built their own private 4G networks. Private networks are more readily customized and can offer better reliability and security than Wi-Fi over large areas. In rural Wisconsin, for example, WiConnect is benefitting from 5G to keep its 1,400 households connected to a broadband network that’s faster than ever before. Continue reading Private 5G Networks Bring Services to Rural U.S., Companies

Facebook Unveils Business Suite Tools for Small Companies

In response to COVID-19, Facebook chief executive Mark Zuckerberg and chief operating officer Sheryl Sandberg debuted the Facebook Business Suite aimed at small businesses, which are bearing much of the brunt of the pandemic. Yelp data revealed that business closures from mid-July to end of August rose 23 percent; since March, 60 percent of the business closures have been permanent. According to Facebook, the Business Suite is initially available to small businesses but will expand to larger businesses next year. Continue reading Facebook Unveils Business Suite Tools for Small Companies

Brands Experiment With Placing Ads in Console Video Games

As an experiment, some advertisers are placing TV ads in video games with the aim of reaching a younger demographic less likely to watch traditional television. Ad tech firm Simulmedia is running the tests, such as enabling the Turner division of AT&T’s WarnerMedia to run ads promoting Turner properties — the animated “Rick and Morty,” sci-fi series “Snowpiercer” and celebrity golf show “The Match” — within Electronic Arts’ “UFC 3” fighting game. That was followed by Experian testing an ad for Experian Boost within the same game. Continue reading Brands Experiment With Placing Ads in Console Video Games

Pricey Infrastructure Necessary for Success in Cloud Gaming

In the past two years, nearly every major gaming and technology company has debuted a cloud gaming service, from Microsoft’s xCloud and Sony’s PlayStation Now to Google’s Stadia, Nvidia’s GeForce Now and Tencent’s Start. Even Amazon and Facebook are reported to be considering launching cloud gaming units. Behind the scenes, many experts said that, as cloud gaming grows in popularity, the result could be a so-called infrastructure arms race. Worldwide, there are approximately 2 billion gamers. Continue reading Pricey Infrastructure Necessary for Success in Cloud Gaming

Deloitte Study Warns Growth in Streaming Subs May Not Last

Per the 14th annual edition of Deloitte’s Digital Media Trends study, the average U.S. consumer now pays for four streaming-video services, up from three before the COVID-19 pandemic. Deloitte warns that, once lockdown restrictions are lifted, consumers may cut back on their streaming again. Pre-COVID, 73 percent subscribed to at least one paid streaming service, a number that has risen to about 80 percent. Deloitte compared the findings of a December 2019-January 2020 survey with a second one conducted in May 2020. Continue reading Deloitte Study Warns Growth in Streaming Subs May Not Last

Companies Examine Feasibility of Working-from-Home Model

More people are working from home now and some of them may not return to offices once the coronavirus pandemic eases its grip. Twitter, for example, said most of its employees could work from home indefinitely. OpenText Corporation in Canada announced plans to close more than half of its 120 global offices, and New York media company Skift will vacate its Manhattan headquarters when its lease expires in June. Big Tech companies, however, have invested significantly in their spaces and their switch to remote working is uncertain. Continue reading Companies Examine Feasibility of Working-from-Home Model

Music Streaming Challenges Dominance of In-Vehicle Radio

According to Nielsen, radio reaches 92 percent of Americans over 18 years of age every week. Whereas Netflix and other streaming services have loosened over-the-air TV’s grip on the viewing audience, AM/FM stations still dominate in vehicles. But that might change since the coronavirus has kept millions of Americans from commuting — and listening to radio — while stuck at home. U.S. drivers, who listen to 100 minutes of radio every day on average, are worth $67 in radio industry revenue annually, according to Deloitte. Continue reading Music Streaming Challenges Dominance of In-Vehicle Radio

Indian Music Streamer Reaches 152 Million Monthly Users

Gaana is a growing streaming music service based in Noida, India that offers 45 million songs in 20 regional languages to its 152 million monthly users. Backed by India’s Bennett Coleman & Co. and China’s Tencent Holdings, Gaana offers hyperlocal content and voice-based search, ideal for those with limited literacy skills. Only about half of India’s 1.3 billion people are online, giving Gaana plenty of room to grow. Even so, numerous music streamers from outside India — including Spotify, YouTube Music and ByteDance’s Resso — are pursuing music market share there. Continue reading Indian Music Streamer Reaches 152 Million Monthly Users

CES 2020: China’s Place in the Global Economic Landscape

Deloitte chief of staff, technology, media & telecom industry Glen Dong introduced a discussion on the global economic landscape with a focus on China, which he dubbed “arguably the largest economy in the world.” He introduced Dr. Ira Kalish, Deloitte’s chief global economist, who put that into perspective with a 2020 economic outlook. “We’ve already seen a substantial deceleration of growth in the global economy,” he noted. “The Chinese economy has had some of its slowest growth in a decade.” Continue reading CES 2020: China’s Place in the Global Economic Landscape

Deloitte Predicts 5G Will Spark Boom of Smart Home Devices

A new Deloitte study, “Connectivity and Mobile Trends Survey,” found that current U.S. households own “an average of 11 connected devices, including seven with screens to view content.” Deloitte vice-chair/U.S. telecom and media and entertainment leader Kevin Westcott declared that, after AT&T, T-Mobile and Verizon roll out 5G, we’ll see “a significant increase in connected devices.” The study further found that 67 percent of consumers plan to upgrade to 5G-compatible smartphones when they become available. Continue reading Deloitte Predicts 5G Will Spark Boom of Smart Home Devices

Firms Pursue Frontline Workers, Walmart Expands VR Use

Microsoft, Google and Salesforce are now targeting the use of their technologies to an estimated two billion workers who don’t sit behind a desk. Microsoft, with its HoloLens, has been the most aggressive in pursuing so-called frontline or firstline workers who do production, sales and service work. Its chief executive Satya Nadella noted the potential growth in this sector. Walmart now uses virtual reality to assess the skills of an employee and determine if she is ready to move up to middle management. Continue reading Firms Pursue Frontline Workers, Walmart Expands VR Use

Deloitte: More Millennials Subscribe to Games Than Pay TV

According to Deloitte’s 13th annual digital media trends survey, more millennials in the U.S. currently subscribe to a game service than to a traditional pay TV service. Approximately 53 percent of those born 1983-1996 pay for gaming services, while 51 percent from the same age group pay for television. Last year, Deloitte found that 44 percent of U.S. millennials had paid subscriptions for video games and 52 percent for television. Results of the latest survey were revealed as new game services from the likes of Apple, Google, Microsoft, Ubisoft and others have recently debuted or are planned to launch soon. Continue reading Deloitte: More Millennials Subscribe to Games Than Pay TV

Netflix Ups Its Monthly Subscription Prices For U.S. Viewers

Netflix is raising its subscription fees for all U.S. plans in May this year. The price hike, announced in January, was immediately applied to new customers and is being introduced to existing customers based on their billing cycle. The new price for its Standard plan, which offers two HD streams, will be boosted from $10.99 to $12.99, and the Premium plan, which includes up to four Ultra HD streams, will be raised from $13.99 to $15.99. The Basic plan for one non-HD stream is being increased for the first time, from $7.99 to $8.99. Continue reading Netflix Ups Its Monthly Subscription Prices For U.S. Viewers

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