Blog - Users and Uses

The Web Is Virtual Reality’s New Playground

Does the future of virtual reality depend on the web? Many see in this practice a way to popularize VR with the general public. The web and virtual reality (VR) could become increasingly intertwined in the coming years, according to giant Oculus. In a presentation given during the F8 Developer Conference in California, the Facebook... Read More »

Cracking TV Audience Trends

Here are tips and ideas on how TV content can reach wider audiences. They were shared by Sahar Baghery, head of global media research and content strategy for Eurodata TV Worldwide / Médiamétrie, and John Peek, director of Tape Consultancy, during the MIPTV conference titled One TV Year in the World: Cracking Audience Trends. Sahar... Read More »

Webseries Emerge From the Shadows

Major industry players the likes of Vivendi are capitalizing on webseries by launching new platforms (Studio+ and Blackpills) that focus on a rising trend: watching videos on mobile. “Webseries have existed since at least 20 years but it is only now, and finally, that they have a future.” This statement was made by Joel Bassaget,... Read More »

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 »

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