Posts tagged Digital Entertainment
Industry Roundtable: Driving Sustainability in the Media and Entertainment Technology Sector

The rapid evolution and expansion of the digital media and entertainment industry have significantly impacted the environment through carbon emissions, energy use, and waste generation. 

According to research from the Sustainable Production Alliance, tentpole movies had an average carbon footprint of 3,370 metric tons—or about 33 metric tons per shooting day. Large films had a carbon footprint of 1,081 metric tons, medium films had a carbon footprint of 769 metric tons, and small films had a carbon footprint of 391 metric tons. TV series, noted researcher, can have an even more significant impact because prolonged production activities generate more carbon over their entire run.

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Vampire Therapist Combines Supernatural Comedy with Real Cognitive Therapy to Transform Interactive Experiences

In an increasingly crowded gaming space that is ripe with repetition, players are looking for new ways and new types of content to engage with. This is where Vampire Therapist looks to stand out. Developed by Little Bat Games and slated for a July 18th release, this innovative game blends cognitive behavioral therapy with vampire lore, offering a novel gameplay experience that enlightens while it entertains.

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Dubs And Subs/The Cost-of-Living: How Are Entertainment Consumers Reacting? Futuresource Reports.

The ballooning cost of living has been a well-publicized global issue. Audiences are continuing to tighten their belts in response to the crisis. Recent research from Futuresource Consulting shows key European markets like France, Germany, and the UK have been hit especially hard, with over 50% of consumers financially worse off than they were six months ago.

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The Arc of Entertainment Technology Innovation Should Bend Toward an Open Future

New technology innovations, shifting consumer expectations and disruptive global developments have radically — and rapidly — altered how digital entertainment is created, delivered and consumed. The regularity and intensity with which market forces alter the entertainment technology landscape often creates industry confusion. As a result, ecosystem participants struggle to catch up.

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