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current and future trends of media and information activity

Go straight to smart. Discover Deloitte and learn more about our people and culture. David Jarvis is a senior research manager in Deloitte's Center for Technology, Media & Telecommunications, Deloitte Services LP. Given the escalating cost of producing original TV series9—up to US$25 million per episode—and exclusive streaming rights for sports leagues, streaming services may need to combine subscriptions and ads for “ultra-premium” content to make the numbers work. Where can virtual concerts go after Travis Scott’s Fortnite extravaganza? Prominent trends … CURRENT AND FUTURE TRENDS OF MEDIA AND INFORMATION kuruko Basket. Notably, a third of U.S. consumers and nearly half of Gen Z and Millennials say that video games helped them get through a difficult time. View in article, Gen X watch streaming video, play video games, and pay for plenty of entertainment subscriptions. CISION Current and Future Trends The leading global provider of PR software and services including content marketing, media monitoring, media … After that, they tune out. They hold 75% of entertainment subscription services. About Digital media trends. Table of Contents: • The Nature of Information Literacy Excerpt from: Research 2.0 and the Future of Information Literacy by Tibor Koltay, Sonja Špiranec, László Z. Karvalics • Critical Thinking and Information Literacy Excerpt from: From Information Literacy to Social Epistemology by Anthony Anderson and Bill Johnston • Information … One of the reasons executives may be unfamiliar with future trends is that they may never have been trained to identify them as special data points. Beneath the surface of new technologies and trends, the Center's research will help executives simplify complex business issues and frame smart questions that can help companies compete—and win—both today and in the near future. Atlantic Media Strategies reviews a lot of research on digital trends, and in many publications released this year, we noticed that 2020 is held up as a benchmark for things to come. They are challenged to sustain engagement and trust, and compete with the cost, comfort, and safety of watching from home. Video gaming has become a social experience, with top multiplayer titles hosting millions of players simultaneously and introducing very popular nongaming live events.11 As more kids and teenagers embrace video gaming, their parents are being drawn in as well. The Curiosity in our mind is yet release we are continuing thinking of a prediction of the future media … For Millennials and Gen Z, it was around 50%. Ranked one of 20 most influential business thinkers alive. Jeff Loucks is the executive director of Deloitte's Center for Technology, Media, & Telecommunications, Deloitte Services LP. Of all consumers, 7% subscribed to a video gaming service for the first time during the crisis. Even before the crisis, 38% of US consumers were binge watching weekly for an average of 4.2 hours per session. To get ahead of the competition and keep your brand current on social, you need to be on top of the latest social media trends! But with cheap trials and easy cancellations, consumers can binge watch their favorite shows, cancel the subscription, and then return when the next season drops—essentially, “renting” services instead of joining them. While some people may be eager to return to the experience of big-screen theaters, others enjoy the comfort and convenience of home viewing. Current And Future Trends in Media and Information - Media and Information Literacy (MIL) 1. It is unclear when it will be safe to gather in large groups, or how willing people will be to do so once it is. How can studio productions and live entertainment reboot and return to business? In 2018, Facebook invested new features into Facebook Groups, such as being able to participate as a business Page, updating with Stories, posting Live videos within the group and creating social learning units.Groups took off in 2018 as a way for brands to directly connect with fans without the algorithm affecting their posts. Kevin is a senior manager in Deloitte Services LP and the sector specialist for the US Media & Entertainment sector. Deloitte's Center for Technology, Media & Telecommunications (TMT Center) conducts research and develops insights to help business leaders see their options more clearly. The top livestreaming service for gaming has seen 50% growth in hours watched during the pandemic.14 For both watching and playing games, it remains to be seen how much of this growth will sustain after lockdowns are lifted. At the same time, seven in ten people have experienced news fatigue and feel worn out from the constant barrage of contentious s… Academia.edu is a platform for academics to share research papers. In May, Deloitte launched a second survey to assess the impact of COVID-19 on US consumers and their media consumption (see sidebar, “About Digital media trends”). Deloitte's Future of M&A Trends Survey polled 1,000 executives at US corporations and private equity investor (PEI) firms between August 20 and September 1, 2020 to assess current and future M&A plans; more than half of these US dealmakers (61%) expect M&A activity … For providers, customer churn may become a growing problem. Brianna Moné, “An interactive map of the US cities and states still under lockdown—and those that are reopening,” Business Insider, June 3, 2020. Process automation and optimization, emerging tech development, and a skilled workforce will be the cornerstones of any successful trend adoption. It does not include home internet or mobile subscriptions, although these increasingly include streaming video and music subscriptions, or any other entertainment category. Certain services may not be available to attest clients under the rules and regulations of public accounting. Social media was once seen as an enabler of free information, helping citizens to break free from elite gatekeepers like journalists. Social media technologies such as social networking sites, as well as digital platforms including SmartPhones and computer tablets, have changed the way users access and consumer information. When we asked consumers why they subscribed to a specific streaming video service, their answers revealed that content is still king.7 Consumers are drawn to streaming video services that offer a broad range of shows and movies and content they can’t get anywhere else—both originals and old favorites (figure 5). has been removed, An Article Titled Digital media trends survey, 14th edition Before the COVID-19 pandemic, streaming video was continuing to expand across all generations, driving greater competition around content libraries, original content production, and pricing. We found that more than one-third of consumers said they wouldn’t be comfortable for more than six months when it comes to going to live events.16 This is just a snapshot in time, but it underscores the public’s anxiety and uncertainty. Many sports and auto racing leagues have broadcast some sort of competition in a simulation of their sport.17 Perhaps unsurprisingly, virtual sports are becoming even more popular with Millennials: 19% are watching. View in article, Live events included going to themes parks, concerts, live theater, and sporting events. Current and Future T rends in Social Media. From emerging technologies, like 5G and SD-WAN, to M&A activity, here are the five biggest forces that will be making … During the pandemic, 38% of consumers surveyed have tried a new digital activity or subscription for the first time. Current and Future Trends of Media and Information Group Seven Stem. For Gen Z and Gen X, these numbers hovered around 30%, suggesting that many consumers have signed up for more services than they can handle or afford. View in article, NBA, “NBA players go head-to-head in 1st ‘NBA 2K Players Tournament’,” March 31, 2020; NHL, “NHL player gaming challenge set to begin April 30,” press release, April 23, 2020; Trilby Beresford, “MLB to launch virtual esports season featuring star players,” Hollywood Reporter, April 10, 2020; Formula1, “Formula 1 launches Virtual Grand Prix series to replace postponed races,” March 20, 2020. Since the COVID-19 pandemic began, 23% have added at least one new paid streaming video service. But there’s still a strong generational story. This underscores the difficulty providers face with retention, as well as their growing focus on content libraries and original programming. What we found is that the COVID-19 story isn’t so much “before and after” as it is “before and faster.”. Ad-supported options can help streaming video services appeal to a broad range of viewers. This preview shows page 1 - 2 out of 3 pages. ... With the emergence of event and activity-based applications such as Facebook Events Again, the generational story shines through, especially with digital natives: 52% of Gen Z and 46% of Millennials said they binge game weekly (figure 8). Leverage these trends to your advantage and stay ahead of your competitors. Direction: Answer each of the following briefly and concisely. Which of the discussed trends in media and information do you think will have. The first online survey (pre–COVID-19 survey), of 2,103 US consumers, was conducted from December 2019 to January 2020. 1. The pandemic has created conditions and opportunities for people to try new things, but will these new interests fade? Of those who did, 90% said they would likely do so again. Social media is a dynamic and competitive space, and these trends can help you ace your social media … Taking action against systemic bias, racism, and unequal treatment, Key opportunities, trends, and challenges, Go straight to smart with daily updates on your mobile device, See what's happening this week and the impact on your business. Subscribers now have an average of four paid streaming video subscriptions, up from three in our pre–COVID-19 survey. If consumers don’t get lasting entertainment for their money, they will cancel and move on to the next option. Since the COVID-19 pandemic began, consumers we surveyed have been adding and cancelling subscriptions (figure 3). Additions take center stage. We conducted this survey to understand how the COVID-19 pandemic had changed media consumption habits. Will virtualized sporting events become an artifact of the pandemic, or will leagues find ways to integrate them to drive more fan engagement? Table of Contents: • The Nature of Information Literacy Excerpt from: Research 2.0 and the Future of Information Literacy by Tibor Koltay, Sonja Špiranec, László Z. Karvalics • Critical Thinking and Information Literacy Excerpt from: From Information Literacy to Social Epistemology by Anthony Anderson and Bill Johnston • Information … When we asked consumers why they cancelled, 36% said it was too expensive (figure 6). 3. predict future media innovation (MIL11/12CFT-IIIi-27) 4. synthesize the overall knowledge about media and information with skills for producing a prototype of what the learners think is a future media innovation (MIL11/12CFT-IIIi-28) I- Current and Future Trends in Media … Audiences mainly watch how-to videos and game walk-throughs, professional gamers and athletes livestreaming their play, and esports competitions. From courts to consoles: With live sports canceled, pro athletes join the streaming surge, As traditional sports grind to a halt, esports offers a way to fill the void, The lockdown live-streaming numbers are out, and they’re huge, ‘Trolls World Tour’ breaks digital records and charts a new path for Hollywood, Scoob! View in article. The 14th edition of the Digital media trends survey was conducted in two parts by Deloitte’s Technology, Media & Telecommunications practice.Two surveys … The second online survey (COVID-19 survey), of 1,101 consumers, was conducted in May 2020. Media and Information Literacy … Introductory offers of free or reduced rates, along with compelling original content, are attracting subscribers. DTTL and each of its member firms are legally separate and independent entities. These can be less accessible and tougher to navigate. By being … Studios may need to reevaluate their distribution models while tinkering with pricing for first-run streaming releases. We conducted this survey to understand how the COVID-19 pandemic had changed media consumption habits. A podcast by our professionals who share a sneak peek at life inside Deloitte. has been saved, Digital media trends survey, 14th edition More than two-thirds said they are likely to continue their new activity or subscription. Social media was once seen as an enabler of free information, helping citizens to break free from elite gatekeepers like journalists. Among those participating in video gaming activities during the crisis, 34% are playing video games at home with their families a lot more, and 27% are playing to socially connect with others (figure 9). The biggest difference was generational. The voice will become the gateway to media going forward. Prior to COVID-19, about 25% of consumers watched livestreamed and recorded video of others playing games each week. With the rise of video and social streaming platforms, video gaming has also become a viewing experience. (5pts), Basically, a university is a degree-granting institution. Can they better leverage technologies to engage with audiences and fans virtually while securing physicality? For meaningful changes, we look for differences in tracking and generations of at least five percentage points. All data is weighted back to the most recent census to give a representative view of what US consumers are doing. tops premium VOD charts faster than Trolls World Tour, NBA players go head-to-head in 1st ‘NBA 2K Players Tournament, NHL player gaming challenge set to begin April 30, MLB to launch virtual esports season featuring star players, Formula 1 launches Virtual Grand Prix series to replace postponed races, The most valued technology gadgets of the last decade, Innovating for all: How CIOs can leverage diverse teams to foster innovation and ethical tech. Taken together, Gen Z, Millennials, and Gen X constitute 62% of consumers 14 and older. Social login not available on Microsoft Edge browser at this time. It's easy to keep on top of cultural trends that beam out at us from all media. Since the onset of the crisis, video gaming activities have accelerated considerably—up to 75% by some measures.10 In our COVID-19 survey, 29% of US consumers say they are more likely to use their free time to play a video game than watch a video. They’ve been used to not only garner quick feedback about products but also as an additional engagement tool.S… Not only do more consumers have streaming video services, the average streamer pays for more services than ever. DTTL (also referred to as "Deloitte Global") does not provide services to clients. The Center can serve as a trusted adviser to help executives better discern risk and reward, capture opportunities, and solve tough challenges amid the rapidly evolving TMT landscape. Before and since COVID-19 hit, consumers loaded up on paid media subscriptions and sampled free services. View in article, Deloitte, “Connectivity and Mobile Trends Survey,” 2019. With cheap trials and easy cancellations, consumers can binge watch their favorite shows, cancel the subscription, and then return when the next season drops—essentially, “renting” the services instead of joining them. A special thanks to Catherine Nasr, Eugenia Allegretti, and Brooke Furman for keeping us aligned on deadlines and to Martha Koeppen for her support and contributions. School closures, shelter-in-place guidelines, and rising unemployment have given more people more time to engage with video gaming content. But the opportunities and challenges facing media and entertainment companies are getting clearer, along with the questions executives should ask themselves to take advantage of windfalls, recover from setbacks, and thrive in the decade to come. the most impact or influence on people and to the society as a whole? ACTIVITY # 2: CURRENT AND FUTURE TRENDS IN MEDIA AND INFORMATION NAME: Glenda Bicera SUBJECT INSTRUCTOR: Ms. Gretchen Vallente YEAR/SECTION: 12-thomson SCORE: PART I: COMPREHENSIVE QUESTIONS Direction: Answer each of the following briefly and concisely. NATIVE ADVERTISING This is a form of online advertising that matches the form and function of the platform on which it appears. In difficult times, many turn to the solace of media and entertainment. Consumers who lost income during the COVID-19 pandemic were more than twice as likely to cancel a service because of cost compared to those whose income was unchanged. IT Industry Trends – Key Takeaways. The state of the web continuously changes and evolves right before our very eyes—revealing new current trends we never saw coming. tops premium VOD charts faster than Trolls World Tour,” Screen Rant, May 16, 2020. He has more than 20 years of systems, operations, and management consulting experience implementing business-driven technology transformation and digital modernization programs for clients in technology, media, and telecommunications, and the public sector. After cost, subscribers are cancelling because their trial ended, and/or they were done watching the content they signed up for. Since the COVID-19 pandemic began, 9% of consumers have both added and cancelled at least one new paid streaming video service, suggesting more churn as consumers seek value. As data came in, we saw a big trend in media and entertainment (M&E): Consumers were adding, sampling, and cancelling services in search of the best value for their time and money. , 17 % of consumers were binge gaming weekly, for an average of paid. They watch streaming video service during the COVID-19 pandemic began, 23 % have added at one! 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