Media & Entertainment

The metaverse intellectuals: A Wharton metaverse course for executives might struggle to offer tangible insights on a technology that doesn’t yet exist. But it could shape how the metaverse ultimately materializes.

Anzu’s Integral Ad Science deal is a win: In-game ads remain an untapped market—but measurement has historically been an issue.

CTV spend will see a downturn after Roku’s Q2: Months of macroeconomic pains and murky CTV credibility hurt the sector’s ad spend.

About half of internet users ages 10 to 41 spend money on video games worldwide, and younger users are more likely to cough up.

Meta’s pivot away from news is complete: The company is severing ties with publishers to save money and focus on short-form video.

Meta’s reversal of fortune: Daily users and ad revenues fall in Q2, while inflation is forcing a price hike on VR headsets, making them less accessible to would-be metaverse users and possibly stalling metaverse adoption.

Inflation hasn’t hurt Spotify yet: Its ad revenue and subscription growth make it an anomaly among tech companies.

The #BookTok tag, which at the time of writing had 65.8 billion views on TikTok, has helped drive an increase in printed book sales.

The box office has a supply chain problem: Despite the strong launch of “Nope,” there’s nary a hit in sight over the next few months.

Gaming segment stutters: Inflation, shortages, and price increases have all contributed to a decline in YoY spending on video games, hardware, content, and accessories. Can the gaming industry rebound in 2022?

Nielsen ONE gets a boost from Google: New features preventing ad duplication will help the company’s crucial new measurement service.

Gaming’s rejection of NFTs foreshadows their future: A reputation for scams and fraud have caused consumers and gaming brands to turn away from the technology.

To reduce screen time, consumers are turning to the past for other entertainment mediums. Retailers, take note, as what’s old is new again.

Around one-quarter of people in the US ages 13 to 34 are fans of the metaverse. But for every person who gives it a thumbs-up, there are about two in that age group who dislike or have never heard of the concept.

Paving the path to the metaverse: Unprecedented interest in the emerging metaverse might cool if the tech industry can’t sustain momentum on innovation and public enthusiasm during the downturn.

The video game industry tries to clean up its image: Now that marketers are paying more attention, gaming brands have to address harassment campaigns.

Peacock gets Shoppable: Its new features could provide additional utility to viewers while simultaneously providing NBCU with rich consumer data.

Advertisers look to get into the game: Marketers can exploit the opportunities that video gaming presents to win new customers by identifying their target genre and desired outcomes.

Netflix is the perfect testing ground for Microsoft’s adtech: The tech giant lacked a high-demand, growing catalog of content to flesh out its ad offerings.

Smart TVs are the most popular connected TV (CTV) device in the US, finding a home in 59% of households with these devices. Some 30% use Amazon Fire TV’s streaming sticks and boxes, while 28% use those of Roku.