YouTube Signs Activision Blizzard’s Major eSports Leagues

Google’s YouTube will exclusively stream Activision Blizzard’s Call of Duty League, Overwatch League, and Hearthstone Esports, which had previously been on the Twitch streaming platform. The news came just before the Call of Duty League’s inaugural match. In 2018, Twitch inked exclusive Overwatch League streaming rights for a reported $90 million. Additionally, Google Cloud will host Activision Blizzard’s library of games. YouTube Gaming head Ryan Wyatt reported that talks over the rights had been ongoing since last year. Continue reading YouTube Signs Activision Blizzard’s Major eSports Leagues

DreamlandXR Festival Brings the XR Community Together

If you were looking for a break from CES this week, DreamlandXR offered a wide range of social and professional events with a focus on immersive entertainment, music and eSports. The festival included an insightful two-day conference of immersive media panels and demos at the Alexis Park Resort. Industry leaders discussed the logistics, management, business models and marketing of XR experiences in location-based entertainment, casino spaces, VR theaters, and more. We were told that videos of all panels will be posted on the DreamlandXR site in the near future. Continue reading DreamlandXR Festival Brings the XR Community Together

SuperData: Game Industry Generated $120.1 Billion in 2019

Market research company SuperData reported that, in 2019, the game industry grew 3 percent to $120.1 billion, of which Epic’s “Fortnite” accounted for $1.8 billion, making it the biggest game for the year. The 2019 revenue for “Fortnite” was a 25 percent drop from the previous year’s record-breaking $2.4 billion. Noting that game industry growth is cooling off, SuperData estimated that it will rise 4 percent to $124.8 billion in 2020. The data includes augmented reality, console games, eSports, mobile, PC and virtual reality platforms. Continue reading SuperData: Game Industry Generated $120.1 Billion in 2019

CES 2020: The Next Decade Brings the Intelligence of Things

At Sunday’s opening CES event, CTA’s VP of research Steve Koenig and director of research Lesley Rohrbaugh revealed trends for CES 2020, as we move “into the data age.” “In the previous decade, we could describe the dynamic in hardware, software, apps and even content as IoT, the Internet of Things,” said Koenig. “In the new decade, we’ll be increasingly confronted with a new IoT: the Intelligence of Things. This new IoT bears testimony to the fact that AI is permeating commerce and culture.” Continue reading CES 2020: The Next Decade Brings the Intelligence of Things

CTA Reveals Compelling New Stats for Gaming and eSports

According to a study on “2019 Future of Gaming” from the Consumer Technology Association (CTA), 70 percent of Americans aged 13 to 64, an estimated 192 million people, currently play electronic games. This significant demographic shift over the last ten years has largely been sparked by the introduction of live game streaming services, which have added a social and connected experience. The study defined gamers as those who played video games at least one hour over the past three months. CTA published a second report on the growth of eSports. Continue reading CTA Reveals Compelling New Stats for Gaming and eSports

Blizzard Suspends Pro eSports Player for His Political Stance

Gaming company Activision Blizzard suspended an eSports player who, during a live broadcast, expressed his support for the pro-democracy protest movement in Hong Kong. Professional “Hearthstone” player Chung Ng Wai has been suspended for a year and forced to give up $10,000 in prize money. The move led to a significant backlash from gamers and politicians via social media and online forums. The public relations dilemma is similar to what played out this week following NBA commissioner Adam Silver’s support of free speech, which led to the decision by China’s state-run television not to broadcast two NBA games. Continue reading Blizzard Suspends Pro eSports Player for His Political Stance

Intel’s 3D Tracking, VR and Other Tech to Enhance Olympics

The 2020 Tokyo Olympics will be enhanced by a suite of augmented and immersive tools and experiences empowered by artificial intelligence, it was announced last week by Intel and the International Olympic Committee (IOC). Intel will bring a host of innovations to the official games and to the new Intel World Open eSports tournament including 3D Athlete Tracking (3DAT), which combines augmented reality (AR) and AI for real-time insights, VR broadcasts and managerial training, and NEC facial recognition for streamlined operations. Continue reading Intel’s 3D Tracking, VR and Other Tech to Enhance Olympics

YouTube, Facebook Lure Creators With Monetization Tools

YouTube and Facebook are looking to compete with other social platforms by offering creators more direct monetization tools. At VidCon in Anaheim, YouTube chief product officer Neal Mohan revealed that the number of YouTube personalities earning five to six figures annually has jumped 40 percent year-over-year. YouTube’s new tools will help these YouTubers earn money directly from their followers. Ahead of VidCon, Facebook hosted its “Facebook Creator Day” in Malibu, during which it showcased monetization tools, including virtual stars that can be gifted to creators and a program that enables fans to pay creators for exclusive content. Continue reading YouTube, Facebook Lure Creators With Monetization Tools

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

A Deep Dive into Media & Entertainment in China and India

China and India are the world’s most populous nations. Although most people in the industry know at least a bit about media & entertainment in these countries, an NAB 2019 panel brought in two native experts to paint a fuller, more realistic and even surprising picture. A discussion moderated by Corto founder/chief executive and ETC project lead Yves Bergquist brought together two leading experts: Whistling Woods’ Chaitanya Chinchlikar from India and Dr. Charles Lee from China, both of whom gave in-depth presentations. Continue reading A Deep Dive into Media & Entertainment in China and India

Impact of Multiplayer Games on Entertainment and Cinema

At a panel during this year’s NAB Show, Unity Technologies head of cinematics Adam Myhill reported that video game revenue has topped movie revenue for the last two years. “The top 25 IPs in the world are games now, and some of them are worth $10 billion, which is staggering,” he said. “On a quarterly basis, more people play Unity games than watch TV. Games reach three billion people, and the world’s population is a little more than twice that.” The point was, with such massive scale, games are bound to influence movies and other entertainment. Continue reading Impact of Multiplayer Games on Entertainment and Cinema

How AI & Machine Learning Tools Could Benefit Filmmaking

Before an NAB 2019 panel discussion on machine learning and artificial intelligence in filmmaking began, Corto chief executive Yves Bergquist wanted to make one thing clear. “AI and machine learning are used interchangeably,” said Bergquist, who also leads research in AI and neurosciences at USC’s Entertainment Technology Center. “But they are not. Machine learning is a property of AI. The ML app will have opinions about the data, but AI will use ML to have agency over that data and take action.” Bergquist asked the panel how filmmakers can leverage ML and AI to create optimization and efficiencies as well as better artistic content. Continue reading How AI & Machine Learning Tools Could Benefit Filmmaking

Consumers Frustrated by the Number of Streaming Options

The massive growth of streaming entertainment options may present a downside. According to Deloitte’s latest annual Digital Media Trends survey, 47 percent of U.S. consumers indicate they are becoming frustrated with the increasing number of subscriptions and services required to access the media content they want. In addition, 57 percent say they are also frustrated when their favorite movies and TV shows are no longer available due to the expiration of licensing agreements. There are more than 300 over-the-top options for video in the U.S. today, a number continuing to rise. Continue reading Consumers Frustrated by the Number of Streaming Options

March Madness Live VR App Signals Future for Sports Fans

In the age of television, sports fans typically watched their games on the couch or, if they were lucky, in arenas or stadiums. With the advent of virtual reality, however, that paradigm is about to shift. The future of sports promises to be more accessible, interactive, personalized and immersive. The fan might still sit on the couch — or at an office desk — but technologies including the Oculus Go VR headset and Intel’s True View will deliver the game in exciting new angles and a 3D view of everything on the field or court. Continue reading March Madness Live VR App Signals Future for Sports Fans

Facebook Launches Dedicated Gaming Tab on Updated App

With an eye to the 700 million worldwide users it says play video games on its site, Facebook is updating its mobile app to feature a dedicated Gaming tab. The tab will be located in the main navigation bar, so that users can go directly to news, streams, gaming groups and other related content. The tab also points users to instant games they can play with friends, eSports organizations, videos from popular streamers, and game publishers. The new tab is built on Fb.gg, the gaming destination Facebook debuted last year. Continue reading Facebook Launches Dedicated Gaming Tab on Updated App

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