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Canada-0-RUSTPROOFING selskapets Kataloger
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Firma Nyheter:
- 4 things to know about the future of media and entertainment
Trends evident in the media and entertainment industry prior to COVID-19 – such as the growing market dominance of digital sales, streaming services, gaming and user-generated content – were hastened by the pandemic
- 4 ways media and entertainment could be more equitable and diverse
The media and entertainment industry has often been reactive to social issues and has rarely pooled common resources and capabilities But the reach and influence of the industry creates a unique opportunity to educate audiences, create content that challenges the status quo and bring social issues to the forefront of public consciousness
- Media and entertainment in flux: its time for the close-up
The first half of 2020 has put a spotlight on the business of information and entertainment The world has turned to media, entertainment and platform companies and the industry has been challenged Digital consumption is way up, advertising is way down Traditional media is under pressure, trust is under siege
- How to achieve diversity in media and entertainment industry | World . . .
A new report from the World Economic Forum, in collaboration with Accenture, “Reflecting Society: The State of Diverse Representation in Media and Entertainment” shows where the industry is making progress and what more needs to be done The scope of this wide-ranging report, the first to look across industry sectors and identities, is
- Value in Media | World Economic Forum
Value in Media is an ongoing exploration of how production, distribution and consumption are changing in the media and entertainment industry The starting assumption for the initiative is that technology has fundamentally altered the type of content that people engage with and pay for, and that this is true for all media categories Sometimes this manifests itself in similar ways - for example
- How does the media affect decisions we make?
The overarching role of the demand for entertainment is reflected in the fact that people spend a large share of their time on media entertainment – in the US, the average amount of time spent watching television (which is just one form of media entertainment) is 2 7 hours per day, half of people’s leisure time (Aguiar et al 2013)
- Media, entertainment and sport - The World Economic Forum
Generative AI (genAI) is revolutionizing the media, entertainment and sport industry, reshaping how content is created, distributed and consumed It is augmenting human creativity, enhancing audience engagement and optimizing revenues while increasing efficiency and productivity
- Entertainment Media Ventures | World Economic Forum
The World Economic Forum is an independent international organization committed to improving the state of the world by engaging business, political, academic and other leaders of society to shape global, regional and industry agendas Incorporated as a not-for-profit foundation in 1971, and headquartered in Geneva, Switzerland, the Forum is tied to no political, partisan or national interests
- Gaming boomed in lockdown and market value will reach $320bn | World . . .
Video games made up just 6 1% of global spending in the entertainment and media sector in 2017, but by 2026 they are projected to grab a 10 9% share as gaming becomes even more mainstream, the PwC report says
- In-depth Study of Diversity and Representation Shows Scale of . . .
Geneva, Switzerland, 27 September 2021 – The World Economic Forum’s Power of Media Initiative has compiled a first-of-its-kind compilation of the state of diversity and representation in the media, entertainment and sports industries The Power of Media initiative is a collaboration between the Platform on Shaping the Future of Media
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