Shifting Technology Paradigm for the Film and Entertainment Industry: Interface Modalities
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Economic Impact of the Recorded Music Industry in India September 2019
Economic impact of the recorded music industry in India September 2019 Economic impact of the recorded music industry in India Contents Foreword by IMI 04 Foreword by Deloitte India 05 Glossary 06 Executive summary 08 Indian recorded music industry: Size and growth 11 Indian music’s place in the world: Punching below its weight 13 An introduction to economic impact: The amplification effect 14 Indian recorded music industry: First order impact 17 “Formal” partner industries: Powered by music 18 TV broadcasting 18 FM radio 20 Live events 21 Films 22 Audio streaming OTT 24 Summary of impact at formal partner industries 25 Informal usage of music: The invisible hand 26 A peek into brass bands 27 Typical brass band structure 28 Revenue model 28 A glimpse into the lives of band members 30 Challenges faced by brass bands 31 Deep connection with music 31 Impact beyond the numbers: Counts, but cannot be counted 32 Challenges faced by the industry: Hurdles to growth 35 Way forward: Laying the foundation for growth 40 Conclusive remarks: Unlocking the amplification effect of music 45 Acknowledgements 48 03 Economic impact of the recorded music industry in India Foreword by IMI CIRCA 2019: the story of the recorded Nusrat Fateh Ali-Khan, Noor Jehan, Abida “I know you may not music industry would be that of David Parveen, Runa Laila, and, of course, the powering Goliath. The supercharged INR iconic Radio Ceylon. Shifts in technology neglect me, but it may 1,068 crore recorded music industry in and outdated legislation have meant be too late by the time India provides high-octane: that the recorded music industries in a. -
9780367508234 Text.Pdf
Development of the Global Film Industry The global film industry has witnessed significant transformations in the past few years. Regions outside the USA have begun to prosper while non-traditional produc- tion companies such as Netflix have assumed a larger market share and online movies adapted from literature have continued to gain in popularity. How have these trends shaped the global film industry? This book answers this question by analyzing an increasingly globalized business through a global lens. Development of the Global Film Industry examines the recent history and current state of the business in all parts of the world. While many existing studies focus on the internal workings of the industry, such as production, distribution and screening, this study takes a “big picture” view, encompassing the transnational integration of the cultural and entertainment industry as a whole, and pays more attention to the coordinated develop- ment of the film industry in the light of influence from literature, television, animation, games and other sectors. This volume is a critical reference for students, scholars and the public to help them understand the major trends facing the global film industry in today’s world. Qiao Li is Associate Professor at Taylor’s University, Selangor, Malaysia, and Visiting Professor at the Université Paris 1 Panthéon- Sorbonne. He has a PhD in Film Studies from the University of Gloucestershire, UK, with expertise in Chinese- language cinema. He is a PhD supervisor, a film festival jury member, and an enthusiast of digital filmmaking with award- winning short films. He is the editor ofMigration and Memory: Arts and Cinemas of the Chinese Diaspora (Maison des Sciences et de l’Homme du Pacifique, 2019). -
Runaway Film Production: a Critical History of Hollywood’S Outsourcing Discourse
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Illinois Digital Environment for Access to Learning and Scholarship Repository RUNAWAY FILM PRODUCTION: A CRITICAL HISTORY OF HOLLYWOOD’S OUTSOURCING DISCOURSE BY CAMILLE K. YALE DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2010 Urbana, Illinois Doctoral Committee: Professor John C. Nerone, Chair and Director of Research Professor James W. Hay Professor Steven G. Jones, University of Illinois at Chicago Professor Cameron R. McCarthy ABSTRACT Runaway production is a phrase commonly used by Hollywood film and television production labor to describe the outsourcing of production work to foreign locations. It is an issue that has been credited with siphoning tens of millions of dollars and thousands of jobs from the U.S. economy. Despite broad interest in runaway production by journalists, politicians, academics, and media labor interests, and despite its potential impact on hundreds of thousands—and perhaps millions—of workers in the U.S., there has been very little critical analysis of its historical development and function as a political and economic discourse. Through extensive archival research, this dissertation critically examines the history of runaway production, from its introduction in postwar Hollywood to its present use in describing the development of highly competitive television and film production industries in Canada. From a political economic perspective, I argue that the history of runaway production demonstrates how Hollywood’s multinational media corporations have leveraged production work to cultivate goodwill and industry-friendly trade policies across global media markets. -
The Battle Is On! Enabling the Digital Media Home Network INDUSTRY
INDUSTRY NOTE May 16, 2007 Robert C. Adams, CFA Digital Media Technology 415.962.4553, [email protected] Wireless Technology Jason Tsai 415.318.7069, [email protected] Erik Rasmussen 415.318-7074, [email protected] The Battle Is On! Enabling the Digital Media Home Network FOR DISCLOSURE INFORMATION, REFER TO MONTGOMERY & CO.’S FACTS & DISCLOSURES ON PAGES 18 & 19 Digital Media Technology & Wireless Technology May 16, 2007 INVESTMENT SUMMARY The battle for the digital media The battle for superiority in the next great digital media market opportunity—the digital multimedia home network is on. home network—is on. And, like all great digital media markets, this one just makes good intuitive sense. Digital media consumers worldwide have a great appetite for digital content and they have a desire to move that content around the home. We believe that, necessitated by the continuing adoption of the digital video recorder (DVR) and other content storage technologies, accelerated by the rapid ramp of digital and high-definition television technologies, and enabled by the deep pockets of the telcos and cable operators, this market is poised for significant growth over the next several years and represents one of the largest-volume semiconductor opportunities in the digital media component space to date. The digital media networked The digital multimedia home network opportunity has been necessitated by the increasing ability of home—a function of recording... the consumer to record (or download) and display video content. Over the last several years consumers, especially in North America, have grown fond of recording content and storing it to hard drive solutions. -
Copyright Infringement in the Indian Film Industry
Vanderbilt Journal of Entertainment & Technology Law Volume 7 Issue 2 Issue 2 - Spring 2005 Article 4 2005 Copyright Infringement in the Indian Film Industry Rachana Desai Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Rachana Desai, Copyright Infringement in the Indian Film Industry, 7 Vanderbilt Journal of Entertainment and Technology Law 259 (2020) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol7/iss2/4 This Note is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. Copyright Infringement in the Indian Film Industry By Rachana Desai" On July 7, 1896, India's first India, unlike America, has several cinematographic film was shown in film industries. This Note focuses on the Mumbai.1 Today, India's mammoth film largest of these industries: Bollywood, the industry produces more movies than any center of Hindi language cinema. In recent other country in the world and employs years, nearly eight out of every ten over two million people. 2 In 2001, India's Bollywood scripts have been "inspired" by entertainment industry (which includes one or more Hollywood films. 7 Previously, film, music, television, radio and live this widespread problem was not visible to entertainment) was one of the fastest those outside of India. The emergence of growing sectors of the economy, the Internet and better global experiencing over a 30% growth. -
The Business of Making Movies
Cover Story THE BUSINESS OF MAKING MOVIES B Y S. MARK Y OUNG,JAMES J. GONG, AND W IM A. V AN DER S TEDE The U.S. motion picture industry generates close to $100 billion in revenues, is one of the country’s largest exporters, and exerts enormous cultural influence worldwide. But today it also faces enormous pressures. 26 STRATEGIC FINANCE I F ebruary 2008 oing to the movies has always been one of ney Pictures, Warner Brothers Pictures, Paramount Pic- society’s most pleasurable pastimes. Over tures, Columbia Pictures, and Universal Pictures. The the past few years, though, enormous MPAA represents these studios internationally and plays a changes have occurred in the movie- number of roles: It advocates for the U.S. film industry, making business: escalating production protects producers from copyright theft, and fights pira- and marketing costs, the significant impact cy. In 2006, the MPAA studios released 203 films (34%), of increased piracy, the uncertainty in film and other, independent distributors released 396 (66%). financing, the proliferation of digital tech- Even though major studios have made their name in Gnology, and the increase in available entertainment Hollywood, large, vertically integrated conglomerates options for consumers. These and other factors have own them today. These conglomerates also incorporate a implications for the motion picture business, the types of number of other forms of entertainment and media, such movies it will produce, and how and where people will as radio stations, cable and network television stations, view them. Based on research sponsored by the Foundation for Applied Research (FAR) of the Institute of Management THE LARGEST DISTRIBUTORS OF Accountants (IMA®), this is the first in a series of articles on the U.S. -
Digital Media: Rise of On-Demand Content 2 Contents
Digital Media: Rise of On-demand Content www.deloitte.com/in 2 Contents Foreword 04 Global Trends: Transition to On-Demand Content 05 Digital Media Landscape in India 08 On-demand Ecosystem in India 13 Prevalent On-Demand Content Monetization Models 15 On-Demand Content: Music Streaming 20 On-Demand Content: Video Streaming 28 Conclusion 34 Acknowledgements 35 References 36 3 Foreword Welcome to the Deloitte’s point of view about the rise key industry trends and developments in key sub-sectors. of On-demand Content consumption through digital In some cases, we seek to identify the drivers behind platforms in India. major inflection points and milestones while in others Deloitte’s aim with this point of view is to catalyze our intent is to explain fundamental challenges and discussions around significant developments that may roadblocks that might need due consideration. We also require companies or governments to respond. Deloitte aim to cover the different monetization methods that provides a view on what may happen, what could likely the players are experimenting with in the evolving Indian occur as a consequence, and the likely implications for digital content market in order to come up with the various types of ecosystem players. most optimal operating model. This publication is inspired by the huge opportunity Arguably, the bigger challenge in identification of the Hemant Joshi presented by on-demand content, especially digital future milestones about this evolving industry and audio and video in India. Our objective with this report ecosystem is not about forecasting what technologies is to analyze the key market trends in past, and expected or services will emerge or be enhanced, but in how they developments in the near to long-term future which will be adopted. -
Film Industry Profile of California/Los Angeles County
Film Industry Profile of California/Los Angeles County THE HEADLINES: 3 A public perception of glamour and wealth 3 Job growth, but… 3 Dealing with Run-away production Shifting audiences More militant unions New ways of delivering content 3 Time for a fresh look at this key industry November 29, 2005 Economic Information & Research Department Los Angeles County Economic Development Corp. 444 S. Flower St., 34th Floor, Los Angeles, CA 90071 Tel: 213--622--4300, 888-4-LAEDC-1, or 800-NEW-HELP (in LA County) Fax: 213--622--7100 http://www.laedc.org [email protected] Table of Contents Importance of the Industry........................................................................................................ 1 Key Industry Statistics .............................................................................................................. 2 Box office results................................................................................................................... 2 DVD sales.............................................................................................................................. 2 Employment trends................................................................................................................ 3 Wages .................................................................................................................................... 4 Location production days ...................................................................................................... 4 Industry Locations within -
New Approaches Toward Making Thin Film Solar Cells Cost Competitive
CRITICAL NATIONAL NEED IDEA NEW APPROACHES TOWARD MAKING THIN FILM SOLAR CELLS COST COMPETITIVE AccuStrata, Inc. 387 Technology Drive University of Maryland College Park, MD 20742 Contacts: George Atanasoff, PhD Oscar von Bredow p) 301-314-2116 p) 703-691-1933 f) 301-314-9592 f) 301-314-9592 [email protected] [email protected] Keywords: Photovoltaic (PV) solar cells, thin film, reduced manufacturing cost, increased efficiency AccuStrata White Paper NIST Technology Innovation Program - January15, 2009 Transformational changes are required to meet growing energy needs Reducing greenhouse gas emissions is a global problem that requires significant changes on how energy is generated, distributed and consumed. This is not only a domestic issue but needs to be addressed on a global scale. The Energy Information Administration (EIA) of the DOE projects that in the period 2005–2030, energy consumption in developed nations will grow by 19 percent, while developing nations will increase their energy consumption by 85 percent (EIA-DOE 2008c). Altogether, world energy consumption is expected to grow by 50 percent over that 25 year period 1. “Enabling renewable energy to achieve its potential in the U.S. energy mix will require a long- term, consistent policy approach to address cost, regulatory, and transmission infrastructure challenges. For solar photovoltaic (PV) technology, basic research is particularly important to make the needed improvements in cost and performance” 2. “The long-term prosperity of the United States depends on continued innovation in technologies for electric power generation” 3 Why photovoltaics? There was a time when this was a difficult question to answer. Fossil fuel was plentiful and apparently without end, and the earth’s environment appeared resilient. -
A Study of the Video Game Industry in US Metropolitan Areas
University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses 1911 - February 2014 2011 A Study of The ideoV Game Industry In U.S Metropolitan Areas Using Occupational Analysis Hinlan Wong University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/theses Part of the Economic Policy Commons, Public Policy Commons, and the Urban Studies Commons Wong, Hinlan, "A Study of The ideV o Game Industry In U.S Metropolitan Areas Using Occupational Analysis" (2011). Masters Theses 1911 - February 2014. 738. Retrieved from https://scholarworks.umass.edu/theses/738 This thesis is brought to you for free and open access by ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses 1911 - February 2014 by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment Of the requirements for the degree of MASTER OF REGIONAL PLANNING SEPTEMBER 2011 Department of Landscape Architecture and Regional Planning © Copyright by Hinlan P. Wong 2011 All Rights Reserved A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Approved as to style and content by: _________________________________________ Henry C. Renski, Chair _________________________________________ -
Digital Rights Management and Consumer Acceptability
Digital Rights Management and Consumer Acceptability A Multi-Disciplinary Discussion of Consumer Concerns and Expectations State of the Art Report - First Supplement May 2005 by Natali Helberger (ed.), IViR Nicole Dufft, Berlecon Margreet Groenenboom, IViR Kristóf Kerényi, SEARCH Carsten Orwat, FZK-ITAS Ulrich Riehm, FZK-ITAS INDICARE The Informed Dialogue about Consumer Acceptability of DRM Solutions in Europe http://www.indicare.org i Disclaimer This publication is a deliverable of the INDICARE project. INDICARE is financially sup- ported by the European Commission, DG Information Society, as an Accompanying Measure under the eContent Programme (Ref. EDC - 53042 INDICARE/28609). This publication does not express the European Commission’s official views. In its views and opinions the INDICARE project is independent from the European Commission and the views expressed and all recommendations made are those of the authors. Neither the European Commission nor the authors accept liability for the consequences of actions taken on the basis of the information contained in this publication. Copyright This publication is copyright protected and licensed under a Creative Commons License allowing others to copy, distribute, and display the report in its entirety only if a) the au- thor/authors is/are credited; b) it is used for non-commercial purposes only; c) not with respect to derivative works based upon the original report. Comments You are invited to send any comments, critics or ideas you may have on this publication to Natali Helberger ([email protected]) INDICARE Project INDICARE – The Informed Dialogue about Consumer Acceptability of Digital Rights Management Solutions – addresses problems pointed out in the eContent work pro- gramme 2003-2004: “There has been little attention to the consumer side of managing rights. -
A 2014 Study by the Entertainment Software Association (ESA)
SALE2014S, DEMOGRAPHIC, AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ i ] “Our industry has a remarkable upward trajectory. Computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ ii ] WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 Who Buys Computer and Video Games? AT PLAY 5 What Type of Online and Mobile Games are Played Most Often? 5 How Many Gamers Play on a Phone or Wireless Device? 6 How Many Gamers Play Games With Others? 7 Parents and Games 7 Parents Control What Their Kids Play 9 Top Reasons Parents Play With Their Kids THE BOTTOM LINE 10 What Were the Top-Selling Game Genres in 2013? 11 What Were the Top-Selling Games of 2013? 12 Sales Information: 2003–2013 13 Total Consumer Spend on Video Game Industry in 2013 WHO WE ARE 14 About ESA 14 ESA Members OTHER RESOURCES 16 ESA Partners The 2014 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April 2014. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. Heads of households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes.