数字媒体趋势
Video gaming goes mainstream
视频游戏成为主流
As content creators increasingly adopt direct-to-consumer models, video gaming has become a legitimate competitor to TV and movies. What are the implications for strategic planning? Product and partnership development?
随着内容创作者越来越多地采用直接面向消费者的模式,视频游戏已经成为电视和电影的合法竞争对手。战略规划的含义是什么?产品和合作开发?
AS the media and entertainment (M&E) industry prepares for seismic shifts in video, new behavioral trends reveal that video gaming could provide more disruption in the battle for consumers’ attention and should be factored into most M&E companies’ strategic planning. These shifts are increasing the legitimacy of gaming, which could also prompt video game makers and publishers to develop direct-to-consumer offerings and foster deeper ties with media and entertainment companies.
随着媒体和娱乐(M&E)行业为视频行业的地震性转变做好准备,新的行为趋势显示,视频游戏可能在争夺消费者注意力的战斗中提供更多的干扰,应纳入大多数M&E公司的战略规划。这些转变正在增强游戏的合法性,这也可能促使视频游戏制造商和出版商开发直接面向消费者的产品,并与媒体和娱乐公司建立更深入的联系。