By Rob Scott
July 11, 2013
Digital media firm Fullscreen — which hosts more than 15,000 YouTube channels with 200 million subscribers and 2.5 billion monthly views — has launched a suite of apps designed to help content creators monetize videos through search engine optimization and partnership facilitation. The new Fullscreen Creator Platform also includes analytics tools for insight into audience behavior. In addition, Fullscreen has announced a free iOS app for tracking video performance from phones (Android coming soon). Continue reading Fullscreen Launches Creator Platform for YouTube Producers
Hollywood studios are reexamining traditional distribution models in an era of piracy enabled by digital technologies. Today’s media savvy consumers have evolving expectations regarding how they discover and share music, video content and games, thanks in part to new cloud-based technologies, streaming media services and sophisticated social tools. Some media companies are even considering the idea that models popular with pirates are worth imitating. Continue reading Shift in Consumer Demand: Should Studios Emulate Pirates?
By Rob Scott
June 12, 2013
According to an annual study by the Entertainment Software Association, video games are beginning to have a larger impact on other media. The study found that active gamers are more inclined to give up time spent with television and movies while pursuing interactive entertainment. However, the ESA also notes that 42 percent of the console owners they surveyed indicate that their game systems are used to watch movies and play games. Continue reading E3 2013: Gamers Spending Less Time with TV and Movies
By Rob Scott
June 12, 2013
According to CCS Insight’s new market forecast, more than 6.6 billion mobile phones will be in use worldwide by the end of 2017, and two-thirds of them are expected to be smartphones. Teamed with the growing adoption of tablets, by 2017 mobile devices are projected to outnumber people on the planet for the first time. Additionally, CCS predicts sales of 4G devices to grow tenfold between 2012 and 2017, to 650 million units. Continue reading Market Forecast: Mobile Devices to Outnumber People by 2017
It’s that time of year again. Internet analyst Mary Meeker, general partner at venture capital firm Kleiner Perkins Caufield & Byers, presented her annual Internet Trends report in California yesterday. Speaking at the D: All Things Digital conference in Rancho Palos Verdes, Meeker noted there are now 2.4 billion worldwide Internet users. Mobile usage is rapidly expanding, while the Internet is becoming more social and content rich. In the future we should anticipate wearable computing devices, connected cars, drones and other new platforms. Continue reading D11 Conference: Mary Meeker Presents Internet Trends Report
Google has announced a new data tracking service for Google Trends that offers information and related charts regarding the most-searched people, locations and assorted topics across more than 40 categories. The Top Charts feature provides those interested with details based on rankings by search interest for topics from movies to cities to sports teams to tourist attractions. The service is updated monthly and goes back to 2004. Continue reading Google Trends Adds Charts Feature for Tracking Searches
February 20, 2013
Technology predictions for 2013 are in and it’s all about mobile this year. According to comScore, the movement toward mobile is taking place everywhere from shopping to media to search — all of which combined could lead to a difficult economic transition for some companies as they struggle to stay ahead of rapidly changing consumer behavior. Continue reading Digital Future Report: Mobile Will Lead the Charge in 2013
By Rob Scott
February 18, 2013
According to Nielsen NRG’s 2012 American Moviegoing report, owners of wireless mobile devices go to movie theaters at a higher rate than the average cinema fan. The report also suggests that smartphone and tablet users spend more money on entertainment in general. Interestingly, about 30 percent of moviegoers explained that comments on social media sites had affected their choice of films to attend. Continue reading Nielsen Study Says Mobile Users Make Better Moviegoers
By David Tobia
February 7, 2013
About two-thirds (67 percent) of American adults currently use Facebook according to the Pew Research Center’s Internet & American Life Project. The research also indicates that 61 percent of current Facebook users have voluntarily taken a break of at least several weeks from the social network in the past, and 20 percent of the non-Facebook using adult population (or about 5 percent of the total adult population) once used Facebook and now do not. Continue reading Pew Research Breaks Down Usage Statistics for Facebook
By Rob Scott
December 17, 2012
By Bryan Gonzalez
November 11, 2011
Here are some key remarks from a panel at this week’s Futures of Entertainment conference at MIT.
Panel: “Spreadable Media: Creating Value and Meaning in a Networked Society”
- Letting unauthorized content circulate and studying how it’s used and consumed is a great opportunity that no one seems to be taking advantage of.
- Kickstarter crowdsources funding. The key is that the audience buys into the idea of a film financially. But crowdsourcing doesn’t have to stop there; it could lead to crowdsourcing of casting, SFX, etc… increasing the attachment the public has with a project.
- A shift from the term viral to spreadable. Viral gives the content a feel of “special,” “hard to do” or “a one-off,” but spreadable allows people to think of producing content that people will want to share and consume.
- If you start to “pay” the fan for their “free labor” of connecting with your brand, the relationship shifts and is no longer a legitimate serendipitous fan connection.
- The impression model (number of views) is no longer valid. There is a growing trend to say, “But I can find a few people that are influencers.” However, picking a small group of people to communicate with can be shortsighted. Those small groups may be vocal, but may not know what the masses truly like or want.
- Massive organizations are set up to hear, very slow to response. Massive organizations aren’t set up for listening. Listening is a very human response; you can’t take the humanity out of communication.
- Companies need to start thinking about taking a much more service-based attitude. Take for example Dominos: “Our pizza was bad; what can we do to make it better?”
- Companies are crisis-based, companies must be able to listen to audiences. Media producers have to listen to their audience before a crisis hits.
- But we have to understand that too much media circulating outside of context can lead to dilution or can be used against the media creator.
Henry Jenkins (University of Southern California)
Sam Ford (Peppercom Strategic Communications)
Joshua Green (Undercurrent)