Consulting firm PwC predicts a 6.3 percent compound annual growth rate for console video games over the next five years in the U.S., with revenue increasing from $21 billion in 2016 to $28.5 billion in 2021. “That doesn’t include PC games microtransaction revenue, which is expected to grow from $3 billion in 2016 to $4.2 billion in 2021,” reports VentureBeat. PwC also predicts social and casual games will surpass console games this year. Meanwhile, the PwC forecast points to significantly faster growth rates for virtual reality and eSports in the U.S. Continue reading PwC Forecast Points to Growth in Gaming, VR and eSports
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Debra KaufmanJune 7, 2017
At Computex 2017, Microsoft exhibited Windows Mixed Reality headsets from Asus, Dell and Lenovo, weeks after showing headsets from HP and Acer. Asus, which collaborated with Microsoft to ensure speed and power, displayed a headset with a polygonal cover panel. Dell’s headset, designed by the team that made its high-end XPS and Alienware PCs, is being marketed as offering an affordable price, customizable cushioning, a flip-up visor and convenient cable routing. Lenovo’s headset is positioned as the least expensive. Continue reading Asus, Dell, Lenovo Unveil Windows Mixed Reality Headsets
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Debra KaufmanJune 6, 2017
Tencent, parent company of China’s biggest social network WeChat and, by revenue, the biggest global online game business, is also an entertainment titan, with China’s biggest online businesses in music, literature, comics and animation. Tencent Pictures, which invested in last weekend’s smash hit “Wonder Woman,” and “Kong: Skull Island,” is key to Tencent’s effort to become a global player in feature filmmaking. The company is also investing heavily in Silicon Valley projects so as not to miss out on the next big thing. Continue reading China’s Tencent Invests in Feature Films, U.S. Tech Startups
Kleiner Perkins Caufield & Byers partner Mary Meeker delivered her annual Internet trends report at last week’s Code Conference in California. This year’s presentation featured 355 slides and a new section on healthcare. Among the key takeaways: global Internet users reached 3.4 billion in 2016 (46 percent of the world’s population, more than double the number from 2009); digital advertising jumped 22 percent to $73 billion; worldwide smartphone growth is slowing; China is the new leading market for interactive gaming; Apple, Alphabet, Amazon and Facebook are collectively worth $2.4 trillion, while seven of the next 16 top tech firms are Chinese companies such as Alibaba and Tencent. Continue reading Mary Meeker Delivers Her Annual State of the Internet Report
Samsung is looking to expand virtual reality applications beyond gaming to the world of broader entertainment and, hopefully, mainstream adoption. A few months after unveiling its updated Gear VR headset, the company announced plans for live VR broadcasts from UFC (Ultimate Fighting Championship), the X Games and Live Nation. Samsung will debut VR Live Pass by broadcasting the UFC Featherweight Championship bout between José Aldo and Max Holloway on June 3 from Rio de Janeiro. VR Live Pass will then offer the X Games from Minneapolis July 13–16 and a major concert performance from Live Nation in August. Continue reading Samsung Schedules Live VR Broadcasts of Sports and Music
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Debra KaufmanMay 22, 2017
Facebook is pursuing eSports to satisfy user demand for more premium content. Earlier in 2017, the company inked deals with five eSports teams to publish live and on-demand video of players practicing and competing. Now Facebook has signed a deal with global eSports contest organizer ESL, to stream matches, player interviews and additional content. According to SuperData Research, in 2016 people watched 9.6 billion hours of live-streamed eSports and other videogame content, a number projected to rise to 11.4 billion in 2017. Continue reading Facebook Bolsters Premium Content With New eSports Deals
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Debra KaufmanMay 15, 2017
Microsoft’s Windows 10 operating system update will allow apps to work across devices, including those running rival operating systems from Apple and Alphabet. For example, in a feature called “Pick Up Where You Left Off,” a user can finish editing a document on an iPhone that she started on a Windows PC; both devices must have Cortana to work. The company also introduced Windows Mixed Reality motion controller, which enables gaming in virtual worlds and tracks movement via sensors in the device and the paired headset. Continue reading Microsoft Introduces Windows 10 Update, Mixed Reality Tools
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Debra KaufmanMay 11, 2017
The Video Electronics Standards Association (VESA) just formed a Special Interest Group (SIG) to examine standardization for augmented reality and virtual reality. With the rise of AR/VR-enabled eyeglasses and head-mounted displays for gaming and movies, developers are finding that the lack of standards is negatively impacting their ability to make products interoperable. According to VESA, the lack of standards also increases the complexity and cost of development, ownership and replacement and creates confusion for end users. Continue reading Video Electronics Standards Association Set to Tackle AR/VR
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Debra KaufmanMay 11, 2017
Electronic Arts is apparently doing a better job at engaging players over a longer period of time. That’s the conclusion of the company’s chief executive Andrew Wilson, who said that its record-breaking fiscal year is due to live operations of games that run as services, rather than one-time purchases. The goal, he says, is to increase gamers’ engagement, thus growing an audience over time and preventing them from defecting to rival products. Proof that the strategy is working is in the numbers, he adds. Continue reading Electronic Arts Scores Record Year With Games-As-Services
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Debra KaufmanMay 9, 2017
Twitch, the live streaming video and gaming site purchased by Amazon for $1 billion almost three years ago, is thinking about streaming original programming, says its chief operating officer Kevin Lin. But unlike all other new platforms streaming original content, Twitch is looking for its users to have input on the programs as they are written and produced. Twitch already lets its users comment on the videos in real time and Lin believes these comments can help guide a scripted show as it evolves from episode one onward. Continue reading Amazon’s Twitch Weighs Original Programs With Interactivity
Unity Technologies CEO John Riccitiello drew a fresh picture of the XR industry in his keynote address at the Vision VR/AR Summit 2017 in Hollywood this week (extended reality — or XR — is an umbrella term that includes VR, AR and MR). Riccitiello admonished analysts for their overly exuberant prognostications and reactionary pessimism about the VR market. He projected that XR adoption and value calculations will exceed expectations in 2023 if three conditions are met: a price point below $1,000 for all the necessary hardware; truly mobile technology; and content that can be monetized across 100,000,000 devices, at minimum. Continue reading Unity CEO Reframes XR Discussion, Re-Energizes the Flock
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Debra KaufmanApril 27, 2017
At ETC’s conference on machine learning/AI at NAB, director of data and analytics Yves Bergquist talked about the work ETC@USC is doing to understand AI, storygraphics and audience intelligence. At the heart of the question, he said, is why we like or don’t like a movie or TV show. Getting an audience member to describe why she liked her favorite movie, he responded that the people who made that movie don’t know why she liked it. “Not because they’re stupid, but because it is a very complex, multi-faceted question,” he said. Continue reading NAB 2017: ETC Charts Path From Big Data to Big Knowledge
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Debra KaufmanApril 27, 2017
At the ETC conference on VR/AR, Source Sound VR’s Linda Gedemer moderated a panel of audio experts to talk about today’s VR audio tools, the trends animating VR audio, and their wish list for future technology. Everyone agreed that the audio toolsets for VR/AR seem to change nearly every day, although a handful of tools — such as Dolby Atmos and game tool Wwise — stand out as being widely accepted in this industry sector. Panelists from OSSIC, Nokia, and Source Sound VR described the toolsets they use. Continue reading NAB 2017: A Look at the Evolving Trends in VR and AR Audio
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Debra KaufmanApril 20, 2017
Bolstered by last summer’s breakout popularity of “Pokémon Go,” Facebook chief executive Mark Zuckerberg has shifted focus from VR to AR, which combines the real and digital worlds. At the annual F8 conference, he stated that Facebook will make its AR tools available to developers to create everything from custom masks to filters. Partners already include Nike, Electronic Arts and Warner Bros. The shift to AR puts Facebook in competition with its rival Snap’s Snapchat and Microsoft HoloLens. Continue reading Facebook Pursues App Ecosystem: AR Powered by Cameras
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Debra KaufmanApril 19, 2017
For friends who want to share and watch YouTube or Twitch videos together, a new Apple iMessage app, called Let’s Watch It!, is the answer. Group chat in the iMessage App Store has proven to be a hit, with video chat app Fam raising $1.8 million and plans to expand to game-playing, interactive live masks, filters and watching videos with friends. But Let’s Watch It!, which debuted in March, may be beating Fam at its game, adding support for turning on the front-facing camera and microphone, making it even more social. Continue reading Friends Can Share, Watch Videos Together via iMessage App