Working in the Media

For many people the idea of working in the media covers only a few areas such as television, radio and newspapers, but you may be surprised to know that it’s actually a much wider world than that. These more traditional ideas of media have been joined in recent years by video games and the interactive experience provided by the Internet, as well as including the ever present film industry. To say that you’re ‘working in the media’ today means something entirely different when compared to even ten years ago; the options available are almost limitless.

Working in the media is all about adaptability

The traditional world of television is changing with new digital channels appearing on a regular basis, all of which are fighting for their share of advertising and ratings. Of course, they need qualified professionals who are able to create their programming and keep them on air, whether that’s production crews or the faces in front of the camera. With the recent switching off of the analogue broadcast signals around the country, the digital age is truly here – yet more channels and production companies will continue to spring up, so if you’re looking to move into television it’s an ideal time.

The interactive media scene is a real growth area where a talented worker can find themselves in high demand. The proportion of people using the internet to those who actually know how to create and maintain online presences is immense, so being able to build and develop meaningful, solid digital experiences is a very valuable skill. You’ll generally find that most people in this field are freelance, working on contracts that can be quite lucrative but require a speedy turnaround; however, more design houses are also opening which can mean better job security.

If you’re in entertainment, accountants could be a most useful ally.

Wherever you may find yourself working, in the media the vast majority of people are either freelance or moving from one short-term contract to the next. It’s a highly risky area, one where you yourself are responsible for ensuring that all of your financial records are kept up to date. Keeping records of your income and expenditure and making sure that your tax records are in perfect order are incredibly important, so be sure not to let them slide.

Of course, that can easily happen; working in such a high pressure environment with demands on your time to get projects finished quickly can mean that some things fall by the wayside. However, with specialist entertainment accountants available to handle everything financial on your behalf, you’ll be able to concentrate on your work while they deal with the numbers. If you’re serious about working in the media, you’ll want to focus all your effort into your projects, so why not let the professionals handle the numbers while you concentrate on creating?

Which Is the Better Choice for Entertainment

I have been an avid gamer for most of my life. When I look back to the days of commodore 64 and slightly forward to the times of the Super Nintendo and N64, the console market had very little competition. Sega and Nintendo dominated the market and what they had to offer was nothing short of futuristic dreams. Fast forward into the millennium we now have new giants of the console market forcing huge technological innovations and with separation of hardware and software markets, we have software giants like Activision constantly challenging hardware makers to deliver even more technological change in very short spaces. These notable large technological changes in combination with marketing gurus fueling consumer thirsts are bound to lead to interesting questions. One which normally dominates the 18-30 demographic is, “Which is better, XBOX or PlayStation?”

The PlayStation was the first modern console to hit the market and changed the way we perceived console gaming. It was quickly followed by the PlayStation 2, which sold close to a million copies on launch. The PlayStation 2 was equipped with the new DVD drive technology making it the all round entertainment machine. Sony was set to take the stage and dominate the console market. It was not until 2001 that Sony met its first challenge when Microsoft launched its Xbox console. The Xbox was a powerful machine that carried Intel’s 733 MHz Pentium 3 processor, a clear upgrade from the PS2’s 294 MHz emotion engine processor. The Intel-Microsoft partnership had paid off. It was clear Microsoft had gained penetration into the console gaming market but it was not until the arrival of high-speed broadband that the Xbox would show its true potential with the Xbox live system and online multiplayer gaming platform. The PlayStation eventually developed an online system but it was light years behind the Xbox live system, which was already registering close to a million subscribers. The Xbox still had a mountain to climb with less than a hundred game titles in the market for the platform and their very expensive price tags, consumers were not dropping their PlayStations anytime soon. PlayStation 2 sold 147 million copies worldwide in comparison to the 24 million plus copies of the Xbox.

It was not until 2005 that Microsoft will emerge the world leader in console gaming when it unveiled its Xbox 360 console. The Xbox 360 took advantage of almost every technological advancement in the millennium as far as computing went. The main features of the console included wireless internet, high definition multi media interface commonly referred to as HDMI, High definition DVD technology, the new Tri core Xenon processors, optical sound interface and best of all wireless controllers and headset making it the only console to go wireless. The online multiplayer came with its own revamp, an all improved Xbox market place provided all round media entertainment in music and video and a simpler graphical interface for online players.

The Xbox 360 appeared to be the dream machine. It was not until 2006 that Sony responded with its PlayStation 3 model utilising the new blue ray technology for discs and coming with an inbuilt blue ray player. It had now revamped its online multiplayer system making it a more stable platform. There was nothing new in comparison to the 360 in relation to processor and graphics speed, the PlayStation 3 however delivered on style and it looked like a console for your living room. The hefty price tag was not going to get it very far. By 2010 Microsoft had focused all its attention on improving the online experience by bringing on board, Facebook, twitter, Zune, Last FM and SKY on its platform an all in one media experience. By Christmas 2010, Microsoft had released a new-upgraded 360 console with a sleeker design and an inbuilt wireless card. Project Natal’s motion capture, no controller technology was also released in December. The Xbox had moved from a gaming console to a multimedia console. The PlayStation 3 by 2011 had sold 41 million copies. Microsoft’s Xbox 360 had sold 50 million plus copies. Unless Sony can come up with a response, the Xbox is set to be the dominant gaming console for 2011/2012.

Using Customer Engagement & Participation to Enhance Loyalty in the Media Industry

INTRODUCTION:

There seems to be rapid afforestation as far as the media industry is concerned. Many players battle for the eye-balls of the viewers and readers. In this jungle only those media and entertainment companies will survive that are able to effectively engage with their consumers to rapidly identify and react to the evolving demands and consumption patterns of end users.

To say that the media and entertainment (M&E) consumption in the last decade has undergone a paradigm shift would not be an exaggeration. The time when entertainment as represented by the media typically meant a few grainy channels on the television or tuning into limited stations on the radio or else gorging on news (that would typically be considered stale) from the newspaper or reading a book (hardcopy, mind you) seems like the choices of a bygone era. Those were days when outdoors were more welcoming. Today one is connected to the world through various hi-tech networked means. As the media has changed, so have its consumers.

The renaissance seems to have been driven by one single factor- advancing technology. The same technology that has ushered-in abundance has not brought the change in isolation, it also created cultural shifts. Consumers have realised their power and have become more demanding. Earlier they would adjust their lives according availability of content today the providers have to wrap around their broadcast and publishing according to the consumer convenience. Today, media has become location agnostic with the emerging popularity of tools like mobile phones that enable pulling of “media software”. The percolation of social sites has to be seen as a game changer. At any given moment people are exchanging notes with each other about media content and the death or survival of published or broadcast content are decided in an instant.

Consumers are finally unshackled themselves from limitations and are enjoying wider choices and expanded personal freedoms as far and media and entertainment are concerned. Along with freedom consumption has also significantly gone up. This has thrown-up a double edged challenge for the providers-great opportunity and significant challenges. In the era of power-shifts it is apparent that only those media and entertainment companies who enable themselves to rapidly identify and react to the evolving demands and consumption patterns of end users will thrive.

There is only one factor that can enable these organisations decipher complex customer requirements-information. The challenge is to sift through this information using analytical tools and gather intelligence that can be effectively deployed. Bottom line, ability to deploy intelligence and creation & sustenance of loyalty among its consumer will be the key differentiating factor that will enable media companies to achieve success in an increasingly competitive marketplace.

There seems to be a thousand ways in which the consumer can access and enjoy diverse media and entertainment content due to its mass availability. The switching-cost is also low for consumers who want to switch to new content providers or media and entertainment companies. The biggest challenge in the media industry seems to be the fickle loyalties of consumers forcing them to identify ways of customizing content in compelling, highly targeted ways.

FACTORS SHAPING CONSUMER BEHAVIOUR:

CONTENT: Today’s consumers expect a spectrum of content granularities. Their expectations may change depending on the time, their device/network characteristics, and even their moods. This compels the providers to customise content so that fits within the media consumption patterns of the consumer.

TARIFF MODEL: Though certain content will always be paid for, tariff remains a contentious issue. The consumer want low fee for themselves and expects the companies to generate most of the content through advertisements. In reality lot of content especially on the online media are co-created between the company and the consumer. This challenges the companies to create higher quality, customised content and charge the consumer less for the same.

ECONOMICS OF ATTENTION: Today’s media market faces an irony. Despite abundant new digital content that has replaced earlier scarcities along with easy access the only scarcity that has emerged seems to have been that of user attention. For the content providers, getting user attention has been nothing short of a battle.

TARGETED EXPERIENCES: The evolution of real-time business intelligence is enabling mass-customisation of content and entertainment that delivers highly personalized and engaging experiences, consumers are demanding more.

COMPETITION: Media and entertainment companies have been forced into transitioning into non-traditional roles. Networks are delivering content online to consumers, bypassing traditional cable or satellite distribution; telcos are competing with cable via Internet Protocol television (IPTV) platforms; and cable companies are competing with telcos with voice over IP (VoIP). As Competition and churn increases, customer data analysis can provide competitive advantage for customer retention.

KEY IMPERATIVES FOR THE MEDIA & ENTERTAINMENT INDUSTRY:

ACCELERATED CONTENT DIGITIZATION: Analog is out and Digital is in. All content has to be in digital format so that it can be quickly edited, stored, combined with other digitized content and rapidly repurposed as needed.

IMPLEMENT END-TO-END WORKFLOWS: In today’s environment it is critical to have seamless collaboration from pre-production through post-production all along the value chain.

USING METADATA FRAMEWORK: Content needs to be tagged through a metadata framework which enables its easy location, identification & helps in determining digital rights permissions.

FLEXIBLE & EVOLVING BUSINESS MODELS: With media and entertainment consumption pattern undergoing rapid shifts, traditional business models are becoming obsolete and thus unable to fully capitalize on the available opportunities or counter threats in contemporary market.

TARGETED REVENUE MODELS: Revenue, predominantly through advertising can be maximized if consumption patterns could be effectively analyzed and identified. The organisation would be able to break down larger segments into interest-specific fragments and deliver truly targeted and less intrusive advertising.

ACTIVE ENGAGEMENT THROUGH USER-GENERATED CONTENT: The ability to actively engage its consumers and create a “connect” would give any media organisation the ultimate competitive advantage. It has also been identified that engaged customers have the propensity to be loyal. They consume more content, evangelize for content and services they like, and can act as a barometer for cultural and technological change.

DEPLOY ROBUST CONTENT PROTECTION: To maximise profit from content, piracy and unauthorized copying must be carefully controlled and digital rights must be enforced.

GUARANTEEING CONSUMER PRIVACY: In order to actively engage customers and to encourage incoming content in various forms (including comments, rating etc), it is important to assure that unauthorized dissemination of information or access to such information will be limited only to authorized audience. Thus implementing privacy controls have become very important-Sanjai Velayudhan.

Entertainment As We Know Now

The incredible progression in technology has apparently come up with a new definition for leisure and entertainment. Entertainment as we know now has entirely transformed from what it was a decade back. There has been a significant improvement in the amusement devices in the past couple of years which has really turned the world around. Here are some of the current innovations…

Multi-Media and Multi-Screens… Have you ever realized your Smartphone’s screen is too small to watch a video or an episode of your favorite serial, no problem it is now possible to transfer it within seconds to another device such as tablet and even to the LED TV as well.

Media on Internet… Since internet is now available in nearly all the homes then why pay for traditional and boring cable TV connection that does not even offer any features or perks. Using high speed broadband for media on the television from the internet can considerably enhance the entertainment experience of the people within a limited charge of their broadband services.

Direct to the Consumers… Content distribution has always experienced lack of transparency, however direct to home television has been bliss for the people who do not enjoy visiting theaters or playgrounds to get entertained.

Immense multi-media Entertainment Devices…

Combining technology at hand with entertainment devices, it has been possible to nearly achieve anything and aforementioned points are the clear evidences. Apart from these, there are now a number of amusement equipments available that has astounded the entertainment lovers. From traditional TV and radio to Smartphone, iPods, tablets and many more devices, there is always more to it.

As far as future of entertainment is concerned, there is not one but many. However it is expected to be user-friendly and cost-effective. Since it is an integral part of everyone’s lives, its future will certainly be sci-fi and high-tech, however would also have a blend of several facets including ease of access, user control, inclusivity, immersion, fantasy, learning opportunities, and a lot more.

Entertainment now days have taken an entire new form by the means of various devices and accessorizing them adds to the pleasure. It you own any of those amusing devices, you would really want to accessorize it for an all new experience. Although basic accessories come along with the package, you can browse for more accessories that are available by now. Some of the “must to have” accessories for the gadget lovers would include portable speakers, an extra pair of earphones and headsets, case for the gadget, Bluetooth, whilst others may include sports sleeve, gadget stand etc depending on one’s usage.

The best place to Buy Headphones, Bluetooth, speakers, other gadgets and accessories is online. Making an online purchase has a plenty of benefits of its own which may include being able to choose from vast alternatives, online discounts, shopping convenience, warranties, free delivery, support and much more.