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

CES Session: Defining and Creating the Killer AR/VR/MR App

At a session on “Gaming is the Killer App for AR/VR,” moderator Ariella Lehrer of HitPoint Studios stated that a “killer app” would be defined as any app that moves hardware units. That brought a wince from Needham & Company’s Laura Martin who objected that money, not hardware, is the metric to look at. Martin added that hardware sales don’t take into account the fact that so much AR will be done on a smartphone rather than a game console. “Because it uses your smartphone, AR will get faster adoption,” she suggested. Continue reading CES Session: Defining and Creating the Killer AR/VR/MR App

CES 2019: Is This the Beginning of the Age of Personalization?

The transformative potential of 5G technologies progresses from promise to first products and will likely emerge as the hot underlying topic of CES 2019, which opens Sunday, January 6 in Las Vegas. ETC@USC will cover the trade show with particular interest in how developments can impact or disrupt media, entertainment, and technology companies and their business models. Artificial intelligence, mixed reality, IoT, cloud systems, media and marketing, and blockchain are six other topics that together with 5G suggest personalization to be an overarching theme. Continue reading CES 2019: Is This the Beginning of the Age of Personalization?

Quibi Chief Meg Whitman Talks Mobile Content, 5G, eSports

Founded by Jeffrey Katzenberg and headed by chief executive Meg Whitman, Quibi (“quick bites”) is a subscription service for short mobile videos set to launch in about a year. Quibi will deliver daily news and longer features, with production budgets higher than the typical YouTube video content. The app will also feature a control for adjusting screen brightness; videos are shot and edited for portrait and landscape modes. Every major Hollywood studio has invested in a $1 billion seed funding round. Continue reading Quibi Chief Meg Whitman Talks Mobile Content, 5G, eSports

Major eSports Tournaments Rack Up 190+ Million Live Views

According to market research Newzoo, the West’s four largest eSports tournaments on Twitch and YouTube garnered 190.1 million hours of live viewership, up 6.9 percent from a year earlier. That reflected professional eSports’ ELEAGUE Major: Boston for “Counter-Strike: Global Offensive,” The International (“Dota 2”) and the Overwatch League Finals. But not all tournaments fared equally, with the largest event, the League of Legends World Championship dipping from 86 million hours in 2017 to 81.1 million hours this year. Continue reading Major eSports Tournaments Rack Up 190+ Million Live Views

CES: The Next Wave of Immersive Media Tech and Markets

For a long time, we have posited that the future of immersive media will be 10 percent virtual reality and 90 percent augmented reality. In the coming year the VR and AR technologies and markets will continue to advance, but in different directions and for different reasons. VR is moving into niche markets, location-based entertainment (LBE), business applications and eSports. Meanwhile, we expect AR to focus on innovation across numerous fronts, including high-end niche business and professional applications, low-end consumer experiences and new glasses with limited feature sets. Continue reading CES: The Next Wave of Immersive Media Tech and Markets

‘League of Legends’ Tournament Highlights eSports Growth

In South Korea, where eSports was born, a world championship match-up between the Chinese team Invictus Gaming and European team Fnatic was watched by tens of millions of fans around the world. The two battled out the championship finals of “League of Legends” in a 50,000-seat stadium in Incheon, where the Chinese team won the championship for the first time. Riot Games’ “League of Legends” (dubbed LoL by fans), released ten years ago, is still highly esteemed in the $13 billion global gaming industry. Continue reading ‘League of Legends’ Tournament Highlights eSports Growth

Unity’s AI-Enabled CineCast Allows Dynamic Game Viewing

At this week’s Unite LA event, Unity Technologies debuted CineCast, an AI-powered camera system that is intended to change how people stream, watch and interact with games and eSports. CineCast, which will enter beta in 2019, lets them create and view different camera angles. Unity introduced this technology to offer a better viewing experience for watching games such as “Overwatch.” Although the Overwatch League created similar tools, they don’t reach everyone, and Unity hopes to attract more viewers to the games. Continue reading Unity’s AI-Enabled CineCast Allows Dynamic Game Viewing

Blizzard Entertainment Reveals eSports Expansion Franchises

Blizzard Entertainment, which pioneered competitive eSports 20 years ago in South Korea, is busily turning eSports from a game into a genuine sport. This year, the company, which employs former NBA, NFL, ESPN and Fox Sports executives, launched the Overwatch League’s inaugural season with 12 teams. More than 20,000 spectators attended finals, held at Barclays Center in Brooklyn, with the matches broadcast on ESPN. Blizzard also plans expansion franchises in cities in the U.S., Canada and China. Continue reading Blizzard Entertainment Reveals eSports Expansion Franchises

Newzoo Upbeat on eSports, Predicting Dominance of Gaming

Newzoo predicts that eSports will earn $1.7 billion in revenues by 2021 and every major U.S. media conglomerate will own at least some eSports rights. To buttress the latter prediction, Newzoo notes that Disney, Comcast and AT&T are “already looking into content rights for eSports,” in part, at least, to “entice younger consumers.” The research firm further predicts that eSports content will not only be featured on these media outlets’ linear platforms but also on their nonlinear live-streaming platforms. Continue reading Newzoo Upbeat on eSports, Predicting Dominance of Gaming

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

Popular Game ‘Fortnite’ Racks Up 100 Million iOS Downloads

According to Apptopia, Epic Games’ free game “Fortnite” can now count 100 million downloads on the Apple iOS platform in 138 days, or less than five months, earning $160 million in iOS in-app purchases. Counting versions for the PC, PlayStation 4, Xbox One and Nintendo Switch, “Fortnite” has posted $1 billion in revenue since its “Battle Royale” version was introduced in September 2017. That compares with “Super Mario Run” (100 million downloads in 68 days) and “Pokémon Go” (100 million iOS downloads in 71 days). Continue reading Popular Game ‘Fortnite’ Racks Up 100 Million iOS Downloads

OpenAI Beats Human-Player Team at Complex Video Game

OpenAI, an artificial intelligence research group backed by Elon Musk, stated that its software can beat “teams of five skilled human players” in Valve’s video game “Dota 2.” If verified, the achievement would be a milestone in computer science and a leap beyond other AI researchers working on mastering complex games. IBM’s software mastered chess in the late 1990s, and Alphabet’s DeepMind created software that dominated “Go” in 2016. “Dota 2” is a multiplayer sci-fi fantasy game where teams advance through exploration. Continue reading OpenAI Beats Human-Player Team at Complex Video Game

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