Monthly Archives: July 2016

Japan Want to Experience VR at Home

Over one-third of internet users in Japan would like to experience virtual reality (VR) technology outside the home, according to an October 2016 survey from Mobile Marketing Data Lab. While nearly two-thirds said they want to experience VR technology at home, it’s questionable how feasible that is in terms of cost and physical space.

Of the 34.3% of respondents who said they would prefer to experience VR technology somewhere other than their own living rooms, nearly a third listed movie theaters as a location where they would be interested in using VR technology.

Another 30% pointed to event spaces as places they would want to experience VR technology. Nearly as many said they wantd to use VR while watching sports outside the home.

Many consumers in Japan are skeptical of VR. But there’s a certain level of excitement, as well: 40% were excited about purchasing the PlayStation VR.

But perhaps the main obstruction to VR technology is a simple ignorance around it: Over 40% of men ages 50 to 69 don’t even know what VR technology is, and over 50% of women the same age reported the same in May 2016, according to a Mobile JustSystems survey.

Men were more likely to be interested than women, though it’s worth noting that more men ages 15 to 19 knew what a VR system was and weren’t interested than any age range younger than 60 (though that simply may be because they more often knew what VR was).


The Living Room Place in the US Digital Video

unduhan-58Connected TV and over-the-top (OTT) video viewing are growing on the strength of streaming technologies and premium content aimed at living room screens. The advertising market will follow as connected TV amasses more scale.

  • US connected TV users and households will increase by over 20% in 2016 and are on track to continue growing through 2020, albeit at single-digit rates starting next year. The trend is led primarily by the popularity of smart TVs and streaming devices from Amazon, Google and Roku.
  • OTT video viewership is also increasing, particularly on subscription services such as Netflix, Amazon and Hulu. Ad-supported YouTube is nearly saturated, so its growth has slowed.
  • Marketers across all industries are experimenting with ways to put AI to use. Top applications include business intelligence, customer acquisition, programmatic advertising, campaign optimization and multichannel communication.
  • Some AI players—including top tech companies, advertising agencies and marketing-focused startups—are working on projects and collaborations that will bring AI to marketing and advertising in a more coordinated way. IBM’s Watson platform is a leading player in these efforts.



Finding a Balance with Ads

images-34Advertising is an inherent part of nearly all free-to-play mobile games. But as with many types of ad-supported content, balance is critical: too few, and the game won’t make money, but too many, and players might loser interest.

More than a third of mobile game professionals surveyed by game analytics company deltaDNA said their primary concern when setting ad frequency within free-to-play games was about depressing player engagement levels.

More than a quarter of respondents said they were primarily concerned about lower levels of player enjoyment, and 14% of mobile game professionals worry most about churn—that they’ll be cycling players in and out as they grow frustrated, rather than growing their user base.

Mobile game professionals weren’t just worried about player interaction. For example, 6% said they were concerned about potential loss of in-app purchase revenues, and nearly as many were concerned about a drop in ad fill rate.

Though advertising within mobile games can be intrusive to users, that’s not to say that all players dislike seeing it. Much of the advertising within mobile games is rewards-based, and research from Unity Technologies found that nearly half of US mobile gamers who play at least monthly prefer viewing rewarded video ads in free-to-play games.

Moreover, some 29% of respondents said they preferred full-screen picture ads to support their free gaming habit.


Anthony reunite at Latin Grammys

The two singers performed on stage together before Lopez presented Anthony with the award for person of the year.

The former couple, who divorced in 2012, were married for seven years and have two children together.

Lopez said in Spanish: “Marc, you are a living legend who has laid bare your heart and soul on your musical journey.

“We’ve learned so much and we’ve grown so much, and you’ve always been so many things in my life: My mentor, a twin soul, a father who’s not only the person of the year, he’s the person of all time.”

Anthony dedicated his award to his five children, who he said have “sacrificed more than anyone” for his career.

The entertainer has been married to Venezuelan model Shannon De Lima since 2014 but has remained on good terms with Lopez since their divorce.

They recently appeared together at a campaign rally for Democratic presidential candidate Hillary Clinton and last month it was announced Anthony will serve as an executive producer on Lopez’s next album.

Lopez and Anthony performed Olvidame y Pega la Vuelta together at the Las Vegas ceremony on Thursday. Anthony also sang his hit I Need to Know.

Winners on the night included Juan Gabriel, who posthumously won album of the year for Los Duo 2. The singer died in August aged 66.

Enrique Iglesias featuring Wisin’s Duele El Corazon won record of the year while Shakira’s duet with Carlos Vives, La Bicicleta, was named song of the year.