Tag Archive | video

How China will Dominate the Video Games Market

How China will Dominate the Video Games Market

In games deal making there’s Tencent, then there’s everyone else. Tencent led or participated in over $4 of every $10 invested in games companies worldwide in the last 12 months to Q1 2018.

via Digi-Capital

Augmented and Virtual Reality Startups Raise $3.6 Billion

Augmented and Virtual Reality Startups Raise $3.6 Billion

Augmented and Virtual Reality startups raised a record over $3.6 billion from VCs and corporates in the last 12 months to the end of Q1 2018. Over three-quarters of a billion dollars was invested in the first 3 months of this year alone.

via Digi-Capital

Video Games Industry will Reach $230B+ in 5 Years

Video Games Industry will Reach $230B+ in 5 Years

Video games software and hardware combined could be in the $165 billion to $170 billion range this year (if mobile outperforms again), and reach between $230 billion and $235 billion by 2022 if strong performance continues.

via Digi-Capital

Six Digital Video Trends for 2018

Eyeidea stock video portfolio

In 2018, eMarketer estimates, 181.5 million people in the U.S. will use connected TVs at least once per month — a number that amounts to just over 55% of the general population. By 2021, connected TV users will reach 194.4 million.

via eMarketer

Video Entertainment Original Content Creation Trends

Video Entertainment Original Content Creation Trends

According to Juniper Research, Subscription Video on Demand (SVoD) services — from leading providers such as Netflix and Amazon — will drive a surge in OTT revenues to reach $120 billion in 2022, and that’s up from $64 billion in 2017. In this environment, the traditional expensive bundle of pay-TV services will surely continue their decline.

via Digital Lifescapes

Commercial Training Apps for Virtual Reality Systems

virtual reality market research

More CTOs are being tasked to assess the commercial applications of augmented and virtual reality technologies. These systems are increasingly being applied, due to their ability to provide immersive training environments, accurately simulate dangerous situations, and avoid costly travel and equipment-related expenses.

Source: Digital Lifescapes

State of Play in Home Video Entertainment

video game market research

Many are pressing play, but who’s willing to pay? In the past year, digital video viewing is on the rise for both free and paid content. And more teens are willing to pay for digital content, with 63% saying they purchased digital video in the past year, up from just 45% in 2016.

Source: Nielsen