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

Twitch Streamers in the U.S. Generated $87 Million in 2017

A new study from Recreate Coalition suggests that Amazon’s live-streaming video platform Twitch is gaining in popularity with content creators. The study “estimates that revenue-earning American Twitch streamers grew to nearly 9,800 in 2017 (a 59 percent increase from 2016) and made an estimated $87.1 million (representing a 30 percent YOY increase),” reports TechCrunch. “In terms of year over year growth in number of creators themselves, Twitch falls just behind Instagram and YouTube, and ranks second behind Instagram in YOY revenue growth for those creators.” Continue reading Twitch Streamers in the U.S. Generated $87 Million in 2017

Apple Continues Push into Services With Subscription Plans

Apple is reportedly planning a new subscription service that would serve like a Netflix for games, according to people familiar with the initiative. The company began private meetings with game developers during the second half of last year. Insiders suggest Apple has also discussed potential publishing partnerships that could provide the tech giant with control over distribution, marketing and other areas. Plans are believed to be in the early stages and details, including cost of a possible subscription service, are not yet available. Meanwhile, Apple has also been working on subscription video and magazine services. Continue reading Apple Continues Push into Services With Subscription Plans

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

Media and Entertainment Play Pivotal Role at This Year’s CES

It was not that many years ago when CES executive vice president Karen Chupka convened a meeting at the Four Seasons Hotel in Los Angeles with representatives of the Hollywood studios to pitch CES as a place for entertainment. It was a stretch for some people in the room that day to imagine doing meaningful business there. Cut to CES 2019 and entertainment was everywhere. The enabling power of 5G and AI combined with more powerful processors and beautiful new televisions had everyone talking about entertainment and experiences. Continue reading Media and Entertainment Play Pivotal Role at This Year’s CES

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