Sentences with phrase «entertainment technology company»

The entertainment technology company posted revenue of $ 85 million in the period, which also beat Street forecasts.
IMAX said it would work with a Stockholm - based entertainment technology company, Starbreeze, on the project.

Not exact matches

What exact shape this venture will take, and which entertainment or technology companies might be along for the ride as partners, is unknown.
The company's new investors have deep connections in the technology and entertainment landscape, and they are helping GoPro advance its relationships with media companies.
The most recent round of funding for fuboTV included Sky UK, a telecommunications company with 11 million United Kingdom customers as of 2015; Scripps Networks Interactive, the parent company of HGTV, Food Network, and Travel Channel; 21st Century Fox, whose stable of entertainment properties includes the Big Ten Network, FOX Sports 1, FOX Sports Regional Networks, and the YES Network; and Northzone Ventures, a London - based venture capital firm that mainly invests in early stage software and technology companies.
To position itself for the launch of the Atari Token, the company has acquired a minority stake in Infinity Networks, which is developing a decentralized blockchain technology for digital entertainment platforms.
University of Houston law professor Darren Bush says that when companies offer a bundle of goods, like media, technology, and entertainment, antitrust enforcement can get complicated.
Sectors which we favour include healthcare, large technology firms and companies catering to tourism, entertainment and other consumer experiences.
Odyssey has provided both strategic insights and tactical expertise to many of the world's largest media and technology players, including telecommunications companies, diversified entertainment companies, hardware and software companies, commercial and investment banks, online service companies, and major advertisers.
Tencent Music Entertainment Group, China's largest music - streaming company, is preparing what would be one of the biggest technology IPOs ever following the successful debut of its European counterpart, Spotify (SPOT), earlier this month.
Crowfunder accepts companies in marketing and advertising, finance, healthcare, technology, arts, entertainment and more.
A partner in the firm and co-chair of Fox's Franchising, Licensing & Distribution Practice Group, Gerhards leads a team of more than 40 attorneys in 21 offices who represent franchise and distribution companies in industrial, retail, food, entertainment, service, technology and home - based businesses.
Founded by entertainment and technology veterans, Ann Daly, Jeffrey Katzenberg, and Sujay Jaswa, WndrCo leverages its expertise and relationships to help companies recruit talent, expand operations, and grow revenue.
He represented multinational corporates and emerging companies in a wide range of sectors — including technology, entertainment & media, sports, financial services, consumer products, retail, and automotive.
To help support and guide startups to market entry, JOLT has attracted more than 70 experienced entrepreneurs and executives from many of Canada's leading startups, and venture capital, technology and entertainment companies, including: Polar Mobile, Spark59, Virgin Gaming, Google, Zynga, Kobo, and more.
Toronto, October 27, 2011 — Faced with unprecedented demand for space from web and mobile startups, the Information technology, Communications and Entertainment (ICE) practice at MaRS announces a new home for the most promising emerging companies, the MaRS Commons.
Companies seeking to participate in the IDEABOOST community and programs should be growth - oriented Canadian startups that are building technology platforms, products and brands for the media and entertainment industry.
Faced with unprecedented demand for space from web and mobile startups, the Information technology, Communications and Entertainment (ICE) practice at MaRS announces a new home for the most promising emerging companies, the MaRS Commons.
IDEABOOST is a business accelerator with a difference — a bootcamp for technology companies that want to achieve success and scale in the media and entertainment ecosystem.
JACK Entertainment's GT Connect technology and mobile app recently earned the company honors during the 2017 Global Gaming Expo in Las Vegas.
During nearly three decades of practice, Jerry has represented a wide variety of clients, including publicly traded and privately held companies, institutional investors, developers, lenders, borrowers, joint venture partners, pension funds, REITs, retailers, management companies, private equity firms, media ventures, internet companies, entertainment companies, studio owners, technology companies and sports franchises.
Instead of being a technology in search of a purpose, «we knew early on that LTE was about more than handsets,» West says, which is why his company has grown the ng Connect Program to include 26 member companies, including Atlantic Records, Hewlett — Packard and Samsung Telecommunications America, LLC, to serve a variety of different industries, including health care, entertainment and marketing, in addition to automotive.
OPW — Mar 30 — Mobestar, a UK company that launched in 2004, was known for developing white label technology and content for the mobile entertainment market, including social networking and online dating.
«Technology is such a pervasive element of our society, you have to find a way to integrate it into business models,» says Gaudreault, who is also co-owner of Pitbull Events, a premier gay entertainment company.
Powered by its own proprietary technology, Mashable is the go - to source Mashable is a global, multi-platform media and entertainment company.
Film Details: Title: Freeheld Director: Peter Sollett Release Date: October 2, 2015 Running Time: 103 minutes Language: English Shooting Location (s): New York state, USA Principal Cast: Julianne Moore, Ellen Page, Michael Shannon, Steve Carell Screenwriter: Ron Nyswaner Production Companies: Double Feature Films, Endgame Entertainment, High Frequency Entertainment, Head Gear Films, Metrol Technology Distributor: Lionsgate Official Site Trailer
Spokesmen for the company said the device — which was the focus of a great deal of attention this month at the Technology, Entertainment, and Design conference in Monterey, Calif. — is still in development and many years away from commercial availability.
Managing Director of Growth Engineering, an award - winning learning technologies company whose mission is to make learning fun with gamification and engaging content, Juliette is an engagement strategist who has dedicated her life to waging war on dull online learning, always innovating in the direction that entertainment will always beat education.
Although finding funding for new programs is likely to be challenging, partnerships between schools and the entertainment industry or technology companies could offer a way to leverage available resources, Hobbs suggests.
In my own films, and the work of my companies, I have continued to develop technology's ability to transform filmmaking and the entertainment world, much as all of us have seen the benefits of technology in health care, transportation, manufacturing, and many other fields.
As a global company focused on entertainment technology for trade shows, events and major broadcast endeavors, PRG's Automotive Services Division primarily focuses on auto shows, both in the United States and throughout Europe, establishing PRG as a leader in technology services for automotive events.
Ruckus Media Group, an independent family entertainment company, has received a grant from the United States National Science Foundation (NSF) to build Read Together While Apart ™ (RWTA) Technology, a collaboration infrastructure that will run on networked mobile and non-mobile devices and supports a parent and their child reading Ruckus» eBooks together and playing interactive -LSB-...]
You may not be familiar with Mandalay Digital Group, but they boast being a company equipped with «a mobile services platform that works with mobile operators and third - party publishers to provide portal management, user interface, content development and billing technology that enables the responsible distribution of mobile entertainment
Meanwhile, in May, Facebook launched Instant Articles, a trial project that allows media companies to publish stories directly to the Facebook platform instead of linking to outside sites, and, in late June, Facebook started introducing its «Trending» sidebar to allow users to filter by topic and see only trending news about politics, science and technology, sports or entertainment.
The 48 - year - old Tsujihara, who has been with Warner Bros. since 1994, was named in 2005 as president of the Home Entertainment Group, overseeing the company's home video, digital distribution, video games, anti-piracy and emerging technology operations.
Tags 3G advertising Amazon Apps audible Books companies daily deals Entertainment jay marine Kindle media & publishing moconews music PaidContent technologies / formats
Conversely, towards the end of a boom cycle, when the Fed is moving in to raise rates — a nod to improved corporate profits — certain sectors often continue to do well, such as technology stocks, growth stocks and entertainment / recreational company stocks.
Sony Computer Entertainment UK has announced that this spring they will be starting a private beta trial of PlayStation Now (PS Now), the company's pioneering game streaming service that leverages cloud - based technology.
The company describes itself as having designed a «revolutionary omnimedia platform of proprietary next generation interactive entertainment technologies».
«I am really impressed with the company's long - term vision for growing the market for interactive entertainment globally and also with the incredible wealth of talent, technology and resources the company has available to succeed.»
The London - based game technology company Improbable has partnered with Darewise Entertainment to explore possibilities for development on Improbable's SpatialOS platform -LSB-...]
Microsoft plans to expand Kinect technology beyond the home console and across a range of computing and entertainment devices, a company executive has suggested.
Sony Computer Entertainment UK Limited has announced that PlayStation Now, the company's pioneering game streaming service that leverages cloud - based technology, has moved to an open beta.
One of the world's most renowned graphics technology companies, Silicon Studio has been working in the digital entertainment business from the beginning of 1999, developing a variety of middleware and game engine solutions for PC and mobile game titles.
«Sony Online Entertainment, newly rebranded as Daybreak, is a great addition to our existing portfolio of technology, media and entertainment focusEntertainment, newly rebranded as Daybreak, is a great addition to our existing portfolio of technology, media and entertainment focusentertainment focused companies.
ESA offers a wide range of services to interactive entertainment software companies, including conducting business and consumer research; providing legal and policy analysis and advocacy on First Amendment, intellectual property, and technology / e-commerce issues; managing a global content protection program; owning and operating E3; and representing video game industry interests in federal and state government relations.
We're proud to be one of FORTUNE's «100 Best Companies To Work For ®» and our 9,000 + employees are some of the best and brightest talents across entertainment, media and technology.
Sony Interactive Entertainment has announced that PlayStation Now (PS Now), the company's pioneering game streaming service that leverages cloud - based technology is now available via PC.
Comprised of four offices in Warsaw, Wrocław, Ostrów Wielkopolski, and Vancouver, Canada, the company is committed to delivering unforgettable experiences and using latest technology for innovative entertainment
Factors that could cause Blizzard Entertainment's actual future results to differ materially from those expressed in the forward - looking statements set forth in this release include, but are not limited to, sales of Blizzard Entertainment's titles, shifts in consumer spending trends, the seasonal and cyclical nature of the interactive game market, Blizzard Entertainment's ability to predict consumer preferences among competing hardware platforms (including next - generation hardware), declines in software pricing, product returns and price protection, product delays, retail acceptance of Blizzard Entertainment's products, adoption rate and availability of new hardware and related software, industry competition, rapid changes in technology and industry standards, protection of proprietary rights, litigation against Blizzard Entertainment, maintenance of relationships with key personnel, customers, vendors and third - party developers, domestic and international economic, financial and political conditions and policies, foreign exchange rates, integration of recent acquisitions and the identification of suitable future acquisition opportunities, Activision Blizzard's success in integrating the operations of Activision Publishing and Vivendi Games in a timely manner, or at all, and the combined company's ability to realize the anticipated benefits and synergies of the transaction to the extent, or in the timeframe, anticipated.
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