Blog - Users and Uses

Is Virtual Reality Child’s Play?

Written by Marc Roberge, Florence Roche, and Judith Beauregard Virtual reality and 360 video open up new horizons for children’s content, especially when it comes to teaching. But what can be said about the potential risks of this new technology as far as young viewers are concerned? Virtual reality (VR) is increasingly accessible to children. McDonald... Read More »

Who Truly Are the Millennials? Anatomy of a Buzzword

Clichés on millennials abound. Here is a nuanced analysis of seven preconceived ideas about 18 to 34 year-olds that debunks several myths surrounding this generation. The Silent Generation, Baby Boomers, Generation X: we have always loved labelling and categorizing generations. Who are the most recent victims of this tendency? Youth born between 1980 and 1995... Read More »

Can eSports bring millennials back to TV?

With the pro-gaming sector posed to be worth $1.1 billion by 2019, eSports is an opportunity to reach a ‘lost’ audience, says beActive’s founder. ESports, or competitive professional video gaming, has surged in popularity in the past few years, inspired by images of Korean arenas packed with thousands of fans cheering on teenagers playing video... Read More »

Machines that Predict What You Want to See

This is the third of a series of three posts that further examine subjects covered in Discoverability: Toward a Common Frame of Reference. This third post deals with the latest developments in terms of algorithms with respect to recommendations. In the fall of 2016, TiVo, the company that came out with one of the first... Read More »

Surfing the Wave of the Fourth Industrial Revolution

This post summarizes the initiatives presented in Digital Transformation of Industries, a white paper released by the World Economic Forum. This is the second of a series of three posts that further examine subjects covered in the research report Discoverability: Toward a Common Frame of Reference. It’s become commonplace to state that the media industry has... Read More »

The Attention Economy: Conquering Minds

This is the first of a series of three posts that further examine subjects covered in the research report Discoverability: Toward a Common Frame of Reference. This article focuses on attention, a resource that is so coveted in the digital universe that it is at the heart of its economic system.    [...] What was scarce in... Read More »

Conquering youth is no longer an option

On a yearly basis, PwC comes out with a report presenting the global entertainment and media outlook. This year, a key trend has emerged: youth are incontestably the driving forces behind growth in the media and entertainment sectors. PwC confirms what we already suspected, i.e., that conquering youth is no longer an option but rather... Read More »

eSports: five reasons for media to get into it fast

Esports, which refers to the online video gaming industry, now constitutes an economic sector on its own. Ignored by traditional media, this booming industry, on its way to becoming a distinct medium, deserves much more of our attention: for its young and engaged community, its flourishing economy, and the fact that it is a breeding... Read More »

TV / video: finding content still as challenging as ever

“There’s nothing to watch on TV!” That most common of all linear TV viewer complaints also applies to those who consume TV content in a non-linear fashion. Too much to choose makes choosing a losing proposition and the algorithms simply cannot meet the challenges of recommendation and discovery. Finding the content they want not something... Read More »

Snapchat: How To Reach 200 Million Youth?

It’s sometimes difficult to reach the members of Generation Z (youth born between 1995 and today) as many have adopted a fully digital mode of content consumption. However, a mobile app stands out from the pack when it comes to reaching teenagers and young adults: Snapchat. The world of finance and new technology was taken... Read More »

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