If Phil Spencer and team genuinely want to «showcase the passion, creativity and potential behind the fastest -
growing form of entertainment in the world» [4] they should listen a little less to their «core» market and focus on fostering the kind of creativity likely to realize that potential.
It's one of a number of virtual reality projects in the music industry, which wants to stake its claim in
a growing form of entertainment that could become an avenue to additional revenue and a new approach for musicians in connecting with fans.
Not exact matches
So how has IMSA managed
grow during a period when other sports — and many other
forms of entertainment — have suffered dips in viewership and attendance?
Nixon is also touching on a
form of «economic development» that has
grown like topsy in recent years, drawing states into what would be considered, if it were cut - and - sew factories rather than glamorous
entertainment productions involved, a competitive race - to - the - bottom to throw money at less - than - needy studios.
The outcry
grew louder when, just after Braff easily hit his $ 2 million Kickstarter goal (and then some), Worldview
Entertainment appeared on the scene and added millions
of dollars to Braff's kitty in the
form of gap financing, basically a bridging loan predicated on future foreign sales.
Video games have become the primary and core
form of entertainment used by Millennials, and are only expected to
grow in the future.
With no cohesive plan or desire to actively expand that audience by advertising outside
of the comic world (like perhaps an ad in women's magazines about female centric characters might reach, you know, women), an unwillingness to
grow a new crop
of fans by maintaining a consistent product for kids and a host
of other issues like the economy and increasing competition
form other areas
of entertainment, it's no wonder things are in such disarray.
Every
form of entertainment has been shaken up by the digital revolution and a generation
of consumers who are
growing up with new paradigms that don't involve owning physical media.
First, tablet readers (the fastest
growing category) are more likely to be casual readers, and these are the people we want to convert into power readers but who have other
forms of entertainment on the same device that they read from.
However, as she
grew up, the children played with her less and less, so she spent more time outside, finding her own
entertainment in the
form of mice and birds.
«It needs the technological infrastructure
of super-fast broadband to thrive and develop ever more sophisticated
forms of interactive
entertainment, and to allow new business start - ups to
grow and flourish.»
Tencent also plan to organically
grow their games division this year through the release
of more hit titles and plan to expand their IP's into fully fledged
entertainment properties through other
forms of entertainment.
Gaming remains the most engaging
form of entertainment, and it's projected to
grow faster than any
form of media except messaging, even faster than social media in terms
of time spent.