Deloitte Digital Media Trends 2024 This year’s Deloitte Insights Digital Media Trends report points to continued disruption for media and entertainment—not just from streaming, social, and gaming, but also from the ways these media and their technologies a reweaving together and enabling new combinations. From so much change and disruption, however, the new landscape is becoming clear—and it may demand that providers move beyond their core businesses. To drive discovery, engagement, and monetization of their intellectual property and services, media, and entertainment (M&E) companies may need holistic strategies that operate across TV and film, social media and user-generated content, and interactive and immersive gaming.
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The way we consume #livesports is changing rapidly ⚡ This summer, over half of US consumers will stream the Olympics, marking an 82% increase from 2021. Meanwhile, major content providers are beginning to offer live sports streaming in Virtual Reality. However, this leap into #immersive live sports isn't without its challenges: 🔗 IT Infrastructure: The surge in sports #streaming demands a robust internet infrastructure. By 2025, over one-third of US sports fans will regularly stream their favorite sports. 📱 Data Intensive Formats: The shift to 4K streaming and VR experiences is breaking global data traffic records, requiring more bandwidth and faster connections. 🔒 Cybersickness: Currently, 80% of VR users experience some form of "cybersickness" due to latency and buffering issues, highlighting the need for ultra-fast, high-performance connectivity. #IXs play a pivotal role by interconnecting networks directly, optimizing data exchange, and reducing #latency. Are you ready for the immersive sports revolution? Let's build the infrastructure to support it! https://lnkd.in/ebC6GKEP
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From Streaming to Gaming: The Billion-Dollar Boom! The entertainment world is witnessing an epic revolution as streaming and gaming reshape the future of this multi-billion-dollar industry. The Digital Boom Post-pandemic, digital entertainment skyrocketed, led by Gen Y & Z. Global revenues are on track to hit $500B by 2031 with a 13.4% growth rate! Streaming: The New Cash Machine Platforms like Netflix now rake in $30B+ annually. From original shows to exclusive sports deals, streaming is battling traditional TV for dominance. Gaming: A $250B Powerhouse With 3.2B gamers and esports valued at $1.72B, gaming is more than just a hobby. In-game purchases alone bring in billions! Potential Investment Picks Streaming giants (Netflix, Disney) and gaming leaders (Activision, EA) are top performers. Digital entertainment ETFs are trending among millennials. What’s Next? VR, AR, and the metaverse are set to redefine entertainment. Interactive content is merging gaming with streaming—creating the future of digital fun! #DigitalRevolution #StreamingWars #GamingIndustry #NextGenEntertainment #BillionDollarBoom #FutureOfEntertainment #Metaverse #VRAR #Esports #TechInvestments
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**The Rising Tide of Interactive Streaming in Gaming Communities** As the dynamics of online content continue to evolve, interactive streaming sessions such as the recent one captured on YouTube on April 10, 2024, underline a critical development in gaming culture. The industry fact that stands out is the rising popularity of live streams, which expertly blend active audience participation with gameplay—highlighted by popular title choices like Mortal Kombat 1 and Hell Divers 2. This session not only showcases the varied gaming palette being explored but also reinforces the essential community bonding experienced through shared interactions and humor. Such streams offer the dual benefit of real-time engagement and the joy of communal gaming, making every session feel like a collective event. How do you see the trend of interactive streams shaping the future of gaming communities, and what elements do you believe are crucial for keeping audiences engaged over multiple sessions? Any predictions on how this might evolve further?
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Let's meet at Cannes Lions International Festival of Creativity this year! I can talk about games, marketing and creating startups for hours. 🙉🙊🙈 If any of these topics fall within your area of interest, let's catch up! DM me or send an email: sk@instreamly.com Marketers struggle to reach young people effectively. Understanding them makes it a lot easier. At inStreamly, we know they love gaming and live streaming. It’s the way to engage Gen Z. #inStreamly connects over 150.000 gaming streamers with brands like Netflix, adidas, or Samsung, in in-stream campaigns in over 20 countries. Our innovative approach and AI-powered technology makes brand activations natural and engaging for the gaming community. #twitch #gaming #canneslions #cannes2024 #livestreaming #canneslions2024 #gamingmarketing #MarketersInGaming
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Fact: Polls generate engagement ✅ So why not use them in campaigns? 🚀 This is how the inStreamly Chat Voting engages viewers 👇 💡 Livestreaming platforms, such as Twitch, often use chat to bring specific commands typed by users. If set up correctly, when the user types a defined command in chat (e.g. "!brand"), a display with the logo can be shown. The content can automatically respond to specific keywords in another digital marketing strategy. It can also adapt messages to what viewers are discussing in chat 🎯 For example, if you decide to create a person in a maze that appears as an overlay, viewers can vote on which way the character should go. 💥 Philips used the voting mechanism in the campaign on inStreamly, generating over 2.000.000 views! The activation attracted over 1.000 streamers 📈 ✨ Start your next gaming campaign! Let's talk: https://lnkd.in/dDwbeGM5 #LiveStreaming #Streaming #Gaming #DigitalMarketing
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Entertainment Media is Converging - changing how stories are told and consumed! Come explore the intersection of creativity and commerce, and opportunities for those in Georgia, at the always excellent Business of Entertainment event! Our panel will talk about Media Convergence - a shift toward immersive, multi-platform ecosystems and shared production workflows. Drivers include: technology advancements (yes AI but more), shifting consumer preferences, social media as a distribution channel, new monetization models, user-generated content, cross-media franchises and global popularity of interactive gaming. Hope to see you there!
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Traditional user acquisition methods are losing steam. To stay competitive, gaming companies need to focus on: -Transmedia Storytelling: Examples like Riot Games' Arcane ($250M investment) and The Super Mario Bros. Movie ($1.3B box office) show the power of reaching untapped audiences, building loyalty, and driving revenue beyond games. -Cross-Platform Integration: Seamless play across mobile, PC, and console boosts engagement, monetization, and retention. Key Metrics to Watch: Retention Rate and Churn Rate : Measure engagement and loyalty. Average Revenue Per User and Lifetime Value: Maximize earnings per player. Cost Per Install: Keep acquisition efficient. The gaming industry is transforming. Those who embrace these strategies will unlock deeper engagement, broader audiences, and long-term growth. Are you ready to adapt?
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How Does telecoms Impact The World Of... ⭐️ ENTERTAINMENT 📱 Telecom innovations have transformed the landscape of entertainment, enabling new forms of media consumption, broadening the range of content available, and enhancing interactive, mobile, and immersive experiences. With the rise of 5G and continued advancements in telecoms, the entertainment landscape will likely continue to evolve, offering even more innovative ways for audiences to engage with content. #telecomentertainment #TelecomInnovation #AerialDirect #5g #Connectivity #TelecomImpact #streaming #gaming
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🎮 "Gaming is uniquely effective at capturing attention - it consistently outperforms other media metrics, like viewability and view rates and other proxy attention metrics..." In this episode, Mariam speaks with Melinda L. Spence, Head of Measurement & Insights at Activision Blizzard Media, about the company's "Play It Forward" and "The Many Ways We Play" reports, which highlight gaming’s ability to drive stable immersion—combining attention and emotional resonance—for better ad performance. Melinda explores gaming’s diverse audience, mobile as a gateway platform, how brands can create immersive, player-first ad experiences, and much more. 🎧 Listen now: https://lnkd.in/dQmcRPJ9
How Gaming Drives Quality Attention: Insights from Melinda Spence of Activision Blizzard Media
globalgamesforum.com
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We're now less than a month away from the release of Streaming by the Rest of Us: Microstreaming Videogames on Twitch (February 18th)! "The vast majority of people who stream themselves playing videogames online do so with few or no viewers. In Streaming by the Rest of Us, Mia Consalvo, Marc Lajeunesse, and Andrei Zanescu investigate who they are, why they do so, and why this form of leisure activity is important to understand. Unlike the esports athletes and streaming superstars who receive the lion's share of journalistic and academic attention, microstreamers are not in it for the money and barely have an audience. In this, the first book dedicated to the latter group, the authors gather interviews from dozens of microstreamers from 2017 to 2019 to discuss their lives, struggles, hopes, and goals. For readers interested in livestreaming, and Twitch in particular, the book rethinks the medium's history through accounts of the everyday uses of webcams, with particular attention to notions of liveness and authenticity. These two concepts have become calling cards for the videogame livestreaming platform and underlie streamer motivations, the construction of their practices (whether casual, serious, or anywhere in between), and the complex “metas” that take shape over time. The book also looks at the authors' own practices of livestreaming, focusing on what can be gained through experiencing the lived reality of the practice. Finally, the authors explain how Twitch's platform (studied from 2017–2023) informs how streamers structure their every day and how corporate ideologies bleed into real-world spaces like TwitchCon." You can preorder the book through the MIT Press bookstore, as well as Penguin Random House's bookstore, Amazon, Barnes and Noble, Bookshop.org, Indiebound, Indigo and Books a Million. We'll also have a Direct to Open (D2O) open access digital version as well on release. Please share far and wide, and feel free to get in touch with myself, Mia Consalvo or Marc Lajeunesse!
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