Business Case

Universal music 🎧: Spotify, Apple Music & other music players

đŸŽ„ on đŸ“±: Netflix vs. Quini

Cinematographic orgasm

Content, Consumption and Culture

Youtube

L'Orient le jour future

Disney - drones for entertainment shows

Trends

Apple ups its podcast game

After launching in 2015, Apple Music, the company's streaming service, has grown rapidly, reaching 19% of the global music subscription market.

But Spotify represents a formidable opponent. The Swedish firm has maintained a share of 32 - 35% since 2015, more or less keeping pace with Apple's growth. Meanwhile, the company has entrenched its position in podcasting, purchasing software companies like Anchor, content networks like Gimlet, and personalities like Joe Rogan. Critically, Spotify noted that podcast listeners also listen to more music on the platform and are "more engaged." After reaching an uneasy detente with record labels, the company has finally found a way to build a truly unique advantage.

Apple has to follow suit.

Not only would it sting to fall further behind in the online music market it pioneered with iTunes, but much of its future relies on owning audio. Apple will reasonably believe that a strong base of audio subscribers will drive purchases of the Homepod — its answer to Amazon's Alexa — and eventually an in-car hardware device. Moreover, a unique audio offering increases Apple One's value, the services bundle that provides access to Apple TV+, Apple Arcade, Apple Fitness+, and more. Finally, content is increasingly a multi-media affair — buttressing the [$6 billion](https://www.theverge.com/2019/8/20/20813761/apple-tv-plus-budget-money-disney-netflix-hulu-warnermedia-hbo-amazon#:~:text=Apple is reportedly spending %246,to a Financial Times report.) Apple plans to spend on original TV programming with complementary podcasts would be savvy.

With that in mind, expect headway on both original content and M&A in 2021. After struggling to become the "Netflix of Podcasting," Luminary might make a sensible acquisition. Though the company has failed to win over consumers — after raising $100 million, Luminary managed just 200,000 downloads in its first year — it has built up an impressive roster of A-list hosts. Those existing deals could provide a shortcut to original content efforts.

Should Apple prefer a target with a larger listenership, it might consider Kast Media. The 11th largest US podcast publisher hosts shows from Sarah Silverman, Penn Jillette, and Eric Weinstein. That might staunch the sting of missing out on Wondery to Amazon.

Exercise your brain

Oscar-winning screenwriter Aaron Sorkin takes up to eight showers per day whenever he suffers from writer's block to help revive his creativity. Author Malcolm Gladwell reads footnotes in books and articles to generate new ideas. TV powerhouse Shonda Rhimes uses a mental trigger that tells her brain it's time to focus.

I've been long fascinated by the creative process. When I read about someone whose work I admire, I want to better understand their brain. How do they bring their ideas to life? What do they do when they feel stuck? When do they decide to pivot and re-invent?

Gaming, music and sports

What you’re seeing is brands recognizing the importance of gaming; and the fact that gaming has started to seep into the mainstream, for lack of a better word, from a cultural standpoint. I think you’ve seen brands, whether they’re luxury brands or otherwise, be involved as an example in entertainment and in sports and in music for decades.

And the reason is that music and sports and entertainment are an important part of the culture and they want to be there with it. I think what you’ve seen with gaming over the last decade-plus is that, with technological advancements, games are now this incredible spectator sport. Gaming is now a part of the culture.

You see people devoting the same amount, if not more hours, to game experiences than they do to movies or television or music. So it completely makes a lot of sense that you see these incredible brands, these iconic brands starting to get involved in the gaming space.

Subscription streaming video services continue to grow.

https://cdn.ces.tech/ces/media/articles/2019/variety-chart-1-streaming-video_600x334.jpg

Video continues to comprise over two-thirds of the total revenue for subscription streaming services (music accounts for just under a third) and are predicted to keep increasing at a strong pace for 2020, up 24% to $21.9 billion.

Streaming media players unit sales are catching up to traditional set-top boxes.

https://cdn.ces.tech/ces/media/articles/2019/variety-chart-2-video-components_600x334.jpg

Satellite set-top boxes are experiencing a precipitous decline in units sold, and are predicted to fall in 2020 by 30% from levels seen in 2015.

By comparison, cable boxes are only seeing moderate declines, down 4% from 2015. Together, traditional set-top boxes (STBs) are forecast to sell 23.7 million units in 2020. Streaming media players (SMPs) will see 20.7 million units sold.

Streaming device sales have replaced disc players, but disc legacy remains.

https://cdn.ces.tech/ces/media/articles/2019/variety-chart-3-media-players-chart_600x334.jpg

CTA estimates there will be 3.3 streaming media players sold for every DVD/Blu-ray player sold in 2020.

This number was 1.1 in 2016, and it represents the stunning shift in the consumption of streamed, mostly rented (either directly or via a subscription) content, versus the traditional ownership of a physical copy.

Smart TVs continue to grow.

https://cdn.ces.tech/ces/media/articles/2019/variety-chart-4-streaming-devices_600x334.jpg

CTA predicts Smart TVs will make up 74% of all new TV sets sold in 2020, up 4% from the estimated total for 2019.

The increase in ownership of these devices has grown from 24% of households in 2014 to 60% in 2019 and are expected to rise again in 2020.

moutech (contraction de moutons 🐏 et technophileđŸ“±)

😡 Attention, ce post va ĂȘtre d'une violence inouĂŻe.

Âmes sensibles, passez votre chemin!

Je vais dégommer des

#moutech

(contraction de moutons 🐏 et technophileđŸ“±).

Avez-vous entendu parlé de Clubhouse ?

C'est une application mobile fermée, accessible uniquement sur invitation, et qui vous permet de rejoindre n'importe quelle "room" pour écouter des conférences audio et / ou en créer.

Sur le principe, le concept peut plaire ou non, cela n'est pas l'axe de mon exaspération.

En revanche, ce qui me dĂ©range profondĂ©ment est que des individus Ă©duquĂ©s s'agitent pour satisfaire leur Ă©go. đŸ˜€

"J'ai rejoins clubhouse et je vous invite à 10h pour une conférence sur...blablabla...et si vous le souhaitez, il me reste quelques invitations. Laissez moi un commentaire..."

Je pense que collectivement, la communauté

#tech

et l'écosystÚme doit dépasser ce

#FOMO

(fear of missing out - la peur de louper quelque chose), et prendre conscience de l'impact de nos actions et de leurs sens sur la direction que l'on souhaite donner au monde de demain.

Avec ces dĂ©rives exhibitionnistes, des gens extrĂȘmement brillants se laissent avoir et perdent toute envergure et hauteur en reproduisant des comportements de moutons.

(Lire kilomÚtre zéro de Maud Ankaoua)

A big year for journalism

Nieman Lab's Predictions for Journalism 2021

Make Moves on the Metaverse (& Blended Realities)

Gaming worlds were a mega, Hollywood-dwarfing, sector pre-pandemic. But two key things mean they’re no longer a tangential influence: their transition into mainstream social venues during distancing (see Animal Crossing and rapper Travis Scott’s record-annihilating performance in Fortnite as two pivotal playmakers) and the use of gaming engines (primarily Unity or Unreal), 3D artistry and audience-seducing gaming mechanics within online brand experiences.

The metaverse – think of it as an evolved version of the internet involving collective, interactive virtual spaces – is already transforming formerly marketing-only playscapes into transaction-capable brand territories. Frontrunners include social-gaming-meets-luxury-fashion e-commerce platform ADA and the wildly creative, catwalk-presentation-reimagining environments of The Fabric of Reality VR experience by Ryot (Verizon Media’s immersive content division) in which avatar-upped VR users could talk with one another as they would IRL, explore designers’ worlds across diverse room/club settings and try virtual garments.

The best currently come in (at least) two forms – VR headset-enabled for full immersion vs. browser-based fun to avoid alienating those with basic access. See pioneering eco-materials brand/fashion label’s Pangaia’s virtual window onto Antarctica with AnamXR and the Fashion Innovation Agency (visitors can wish-list or buy items from this by spring 2021) and Balenciaga’s Afterworld: The Age of Tomorrow – a high production, desktop-accessible love letter to Gen Z by way of some unnerving urban dystopia, nineties-inflected rave scenes and an avatar-centric look book allowing fans to digest the outfits in detail.

Note also the incoming era of blended experiences, evidenced by Complexcon’s virtual guise, ComplexLand, for 2020 (created by Canadian agency Jam3). The ultimate streetwear festival for diehard hypebeasts, visitors entered as avatars, bought from branded in-game shops, attended live gigs and ordered street food for real-world delivery.

A nascent genre tethered to a new era of chameleonic online identities, there are many big ideas that will need to be considered. How will visitors connect with brands, and one another? Via whose viewpoint? And how do these fantasy worlds of digitized alter personas affect users IRL behaviors, health and societal prosperity? Look to collectives like the Institute of Digital Fashion – a collaborative band of inspired digital creators looking to “build a new inclusive, diverse and sustainable IRL x URL reality” – for a key group mining this critical vein with sensitivity and depth.

Gaming is bigger than you think.

https://cdn.ces.tech/ces/media/articles/2019/variety-chart-6-streaming-revenues_600x334.jpg

Revenues from video game software continue to rise, with 2020 predicted to bring in double that seen in 2015. For context, the software gaming industry is estimated in 2019 to be 2.2 times as large as subscription streaming video.

5G is about to land.

https://cdn.ces.tech/ces/media/articles/2019/variety-chart-7-smartphone-unit-sales_600x334.jpg

Long promised, 5G internet is arriving. This will have an effect on three key areas:

VR and AR may finally realize their potential.

https://cdn.ces.tech/ces/media/articles/2019/variety-chart-8-vr-ar-eyewear-units-sold_600x334.jpg

The growth in VR/AR eyewear stalled in recent years, following the high of 2016. Growth rates either declined or were sluggish in the years since, but 2020 is predicted to see double-digit growth for the first time in four years.

4K is beginning to get big.

https://cdn.ces.tech/ces/media/articles/2019/variety-chart-5-ultra-hdtv_600x334.jpg

CTA predicts 4K Ultra High-Definition TVs (4K UHD) will make up almost 50% of new TVs sold in 2020, the highest proportion of sales in their history. This represents an increase of 10% on the estimated total for 2019, and it may be due to the average unit price falling for the second straight year.

Resources

Why Luxury Brands Are 'Putting on a Game Face'

From Silver Bullets To Strategic Overhauls: 9 Retail Trends, Tactics & Innovations For Success In 2021

How Do the World's Most Creative Harness Their Creativity?

The Nostradamus List

8 Entertainment Tech Trends

2021 Media and Entertainment Industry Outlook

The List: 21 Media, Technology & Consumer Trends for 2021

The New Normal in 2021: Five Things You Need to Know in Mobile | App Annie Blog

The global consumer and marketing trends to know for 2021 - GWI