Top Technology Trends in the Media and Entertainment Industry for You to Consider
Our team examines 16 media and entertainment trends, defining a path to post-pandemic recovery in the media and entertainment industry. Check these entertainment industry trends along with the most vivid examples for e...
Top Technology Trends in the Media and Entertainment Industry for You to Consider
Our team examines 16 media and entertainment trends, defining a path to post-pandemic recovery in the media and entertainment industry. Check these entertainment industry trends along with the most vivid examples for each category.
1. Current Trends in Digital Media: D2C Video Streaming
One of the latest trends in the media industry has been witnessing a rise since the initial introduction of global lockdown. During that period, users found it necessary to access diverse video content of premium quality. This need has triggered a drop in pay-per-view TV subscriptions in the United States, but raised overall digital video consumption.
Over-the-top stepped in to offer a variety of choices. OTT platforms include Hulu, Netflix, Amazon Prime, and more. They all offer cross-platform compatibility necessary for most modern consumers. After all, an audience today prefers multiple platforms and devices for watching videos. Another outcome is streaming warfare.
D2C alone stands for direct-to-consumer marketing, and this strategy implies that a company promotes and sells goods and/or services right to its customers. It allows getting back control over the manufacturer’s marketing efforts and sales strategies. When it comes to future trends in the media and entertainment industry, here is how D2C video streaming works.
Consider the example of Disney. This company was a pioneer in D2C video streaming after it decided to retract content from Netflix and offer it in D2C channel via one of its major business projects, Disney+. That is when leading media houses started to recede content and hit third-party apps brutally.
The good question is how forthcoming watchers are in subscribing to digital media entertainment. Are they willing to pay for a great variety of streaming applications or not? One of the studies provides an answer. It says that 58 percent of US citizens subscribe to more than one major streaming media and entertainment software solutions (Netflix, Hulu, and Amazon Prime).
Bucking emerging trends would be possible by reorganizing content and providing numerous content formats aggregated on a universal platform. For instance, Roku can come up with pay-as-you-go packages for availing the music/game libraries.
One of OpenGeeksLab’s clients has come up with an application for iOS, Android, and Smart TVs that allows consumers to access premium-quality videos, as well as options like content segmentation, personalized tips, and a browser of religious content. They named this app Experience Jesus, and it targets people of faith. Our team has created this video-sharing mobile solution in React Native, using the most efficient streaming protocols.
As of today, our company is also done with Sticks, catching up with all the latest trends. This one is a good solution for gaming gurus. It serves like Twitch with a more consumer-oriented strategy. Sticks is focused more on
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Language: en
Added: Apr 29, 2024
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Slide Content
Current and Future Trends in Media and Information
Today’s Lesson: 1 5 2 3 The power of Media and Information Current Trends in Media and Information Media and Information in the Future
MEDIA
TREND A change or development towards something new or different; reflects what seems to be going around at any given time
MASSIVE OPEN ONLINE COURSES Refers to a route or pattern of getting content or information available though an online system that can be assessed by many people Also described as a pattern for providing learning information or content online to any person who needs to take up a course with no limit on attendance
BENEFITS Most MOOCs are free, unless a form of accreditation is involved, and open to anyone who is interested. Learning occurs in an informal manner at the participant’s own pace. All that’s required is a computer and an internet connection. Participants do not need to be enrolled in the MOOC’s host institution, which may have a costly tuition. Work can be shared, viewed and critiqued by all participants. Outstanding professors and industry leaders can reach more students all over the world.
ISSUES MOOC providers can currently offer courses for free, but not indefinitely. Students aren’t able to engage in real-world socializing or experiences. Technical difficulties with a participant’s computer or internet connection can impede learning. Students may be used to or prefer the structure a traditional college course offers. Academic dishonesty may become an issue due to lack of supervision. Students need to become responsible for their own learning.
WEARABLE TECHNOLOGY Specifically designed to be worn by a person which aims to give the user an easy experience of the device and/or enhance the user’s senses without hassle
Virtual Reality (VR) wearable technology is gradually growing in popularity among enthusiasts. Oculus, a high-end VR headsets intended for entertainment has been released to the public on March 28, 2016. This wearable technology takes users to computer generated worlds and let them experience it as if they were actually there.
3D TECHNOLOGY Utilizes three dimensional visual appearances to create real-life or different virtual experiences
THE PAPERLESS SOCIETY The paperless society is a society where communication is done electronically and all forms of printed communication have become obsolete. It is characterized by the shift from letters to e-mails, newspapers to news web pages, books to e-books, and so on.
UBIQUITOUS LEARNING Ubiquitous learning is common in the age of information. Since the information in the digital age can be accessed by anyone, at any given time and place, ubiquitous or an ever-present type learning of learning is possible.