Tag Archives: streaming
PlusMusic.ai uses AI to create in-game soundtracks
PlusMusic.ai is a new AI platform that aims to revolutionize the process of creating and integrating music into games. The platform uses proprietary adaptive AI technology to allow developers to quickly find, license, and implement music into games. PlusMusic Soundtrack is an all-in-one solution with self-serve music licensing and access to a vast catalog of […]
Why Asia will emerge as the global hub for Web3 gaming: Opinion
This article discusses why Asia is expected to become the leading global hub for Web3 gaming. It highlights several factors contributing to this emergence, such as Asia’s strong gaming culture, rapid tech adoption, and supportive regulatory environment. The region’s large population and high internet penetration are also mentioned as driving forces for the growth of […]
How DLC boosts engagement for PC and console games
With the rise of live-service games, releasing a constant stream of new content has become increasingly important for developers and publishers alike. Understanding what kinds of content can attract new players, reengage old ones, and extend a game’s lifecycle is essential to this process. In this free report by Newzoo, 1,600 DLC releases on PC […]
Brands Are Scrambling to Get Onto Roblox. Is It Worth It?.
Creating metaverse experiences is expensive, but with 48.2 million users, it’s necessary – as many brands including Vans. Gucci. Epic Records. The BBC. Netflix. LOL Surprise Dolls. Lego. Nike and others have identified. Read more below 👇 #gaming #metaverse #mobile #advertising #marketing #gamingislife Read more here
Why The ‘Metaverse’ Will Prove To Be More Than A Buzzword
Are you metaverse ready? Right now, businesses are considering their future roles in the metaverse, while establishing a new genre of marketing in the process: “direct to avatar”. For ex: — Gucci sold a virtual bag for more $$ than the real thing in Roblox — Nike dropped virtual Jordans in Fortnite — Coca-Cola launched […]
NFTs Reshape Brand Marketing In The Creator Economy
Increasing brand awareness and affinity, mobile advertising campaigns using NFTs can be distributed programmatically across digital platforms, offering personalised gifts or vouchers to customers. Brands can monetise ads multiple times by turning them into NFTs; increase equity via storytelling and collectibles; create buzz in the lead-up to events or product launches via early access tokens. […]
The Metaverse Is Here To Stay – Are We Ready (And Do We Really Understand What It Is?!)
The term metaverse is already becoming overused and misappropriated. It’s the intersection of entertainment, gaming and communications, with its own playeconomy and ignoring conventional business models. It’s the experience of choosing a digital avatar, creating original work, finding a connection with virtual experiences to match those offline, and valuing digital goods on a par with […]
Report: South-East Asia’s eSports Gamers And Viewers Prefer A Mobile-First Experience
SEA eSports viewers are more likely to view on a phone, with 82% of SEA’s total online population playing mobile games, and 39% mobile-first (Newzoo). Game streaming also on the rise: global eSports audience for 2021 expected to hit 474 million viewers. Brands can now embrace new technologies e.g ad posters in games, skinning in-game […]
Global Time Spent Watching Livestreaming Video Game Content Has Nearly Doubled Since Q1 2020
In Q2 2021, people spent a collective 9.0 billion hours watching live streaming video game content around the world (excluding China), This is a massive increase from 3.8 billion hours in Q2 2019. This new high follows a 56.9% quarter-over-quarter jump in Q2 2020, when pandemic lockdowns set in worldwide. Watch time remains elevated a […]
Zoomers Insights From Totally Awesome
New research from #TotallyAwesome shows that 50% of children under the age of 13 have their own Facebook accounts and 44% have Instagram logins, when legally they are meant to be over that age to sign up for both. Parents’ are concerned that 40% of teens have come across inappropriate content while being on social […]