Posts tagged with "entertainment industry"

Has eSports Become a Part of Pop Culture?

A couple of decades ago, when video games burst into the mainstream audience for good, everyone could have guessed that gaming would soon become an important part of the entertainment industry. But what no one could have predicted is just how popular it would become not to play video games yourself, but to watch other people play. So popular in fact, that competitive video gaming, i.e. eSports, has slowly but steadily grown to become an important part of pop culture. But how and why did eSports gain so much momentum?

eSports expand their reach into the mainstream audience

When the first organized competitive gaming tournaments emerged where professional players vie for a prize, analysts very aptly dubbed the new practice “eSports”. And research reported by the Influencer Marketing Hub reveals that this new industry has quickly expanded its appeal and gained unprecedented growth. In 2017, eSports reached an audience of 335 million viewers, which climbed to 380 million in 2018. It is now estimated that until 2021 that number will reach roughly 557 million, exhibiting an annual growth rate of 14%. Out of those, 250 million will be regular viewers but another 307 million will be casual spectators. This means that casual viewers will constitute the majority of the eSports audience.

Furthermore, according to the same source, even people who do not watch eSports have still heard of them. In 2015, an impressive 800,000 people were aware of the industry. But a year later, over a billion people have reportedly heard of eSports – a jaw-dropping growth. In 2019 alone, eSports awareness was estimated to have reached 1.57 billion people around the world. The combination of these two facts, i.e. the number of casual viewers and the tremendous growth in awareness, lead us to the conclusion that eSports has now become an important part of pop culture.

How eSports became a part of pop culture

But if you want even more proof, just take a closer look at eSports betting. That’s right: betting sites now consider eSports as a sub-category of the traditional realm of sports betting, and punters can place wagers on the biggest eSports tournament just like they would on the NBA finals or the Super Bowl. It is no surprise, when you consider the hype surrounding the biggest eSports competitions. In 2019, the League of Legends World Championship gathered an audience of almost 4 million viewers, and the Fortnite World Cup Finals amassed an impressive 2.3 million. Speaking of Fortnite, it is perhaps the game that best encapsulates how video gaming and eSports are now part of pop culture in their own right.

Who could forget the iconic and hilarious scene in Avengers: Endgame that saw Thor compete against “Noobmaster69” on Fortnite? Just like people are still not over the live concert series that now takes place within the Fortnite game. Travis Scott was the first to take the leap of faith and performed virtually to raving reviews. Now, the digital concerts continue, with J Balvin reportedly set to headline the Fortnite Halloween Concert series, in a perfect blend of these divergent strands of pop culture that has had audiences going wild. Much like the music industry, other sectors have realized the potential of eSports and gaming that allows them to reach to a wider audience and are jumping at the chance. For example, Oakley has already announced that they would launch a new type of lenses specifically designed for gaming.

If we want to understand better how eSports have so quickly become a part of pop culture, we also need to look at the channels that enabled them to connect with their audience. Millennials are now in their 20s and 30s, and they have grown up in an increasingly digital world. Watching their favorite gamers play live on Twitch or YouTube, and interacting with them on chat or social media was an organic way for them to connect. Steven Spielberg’s recent blockbuster Ready Player One took the concept one step further. In a dystopian future, taking place in a VR gaming tournament has become the one shot its protagonist has at fixing everything wrong with the world – competitive gaming has somehow turned into something more real than real life itself.

For the young adults that are right now the driving force behind market trends, and are shaping pop culture, eSports are an integral part of life and culture.

Simonetta Lein – Entertainment’s New Fashion Icon

Simonetta Lein is the new Entertainment’s Fashion Icon. Read her interview below!

  1. Were you nervous to step outside of your comfort zone of fashion to enter the world of television?

I began being in front of cameras when I was 16. I actually started paying my bills very young as an actress. Then social media took off and it allowed me to create a name for myself that brought me to starting The Wishwall TV Show, aired through FNL Network on Amazon Prime and Apple TV and now The Simonetta Lein Show Via SLTV. I have guests such as Bob Saget, Jodi Sweetin, Tommy Chong, Jay Shetty, Leon, Kim Sledge of The Sister Sledge and many more. We are over 40 million views and counting.

  1. What does fashion mean to you in terms of entertainment? Is it more personal for you or more about sending a message to the outside world?

It gives a message to the outside world that through fashion, you can truly express your inner self.

  1. What has fashion done for the entertainment industry? Do you feel an outfit can communicate an entire story?

The entertainment industry owes a lot to fashion as it is through looks and outfits that the image gets delivered to the public. It brought me to be recognized as one of the top 5 Fashion influencers in the world by Forbes, one outfit at a time.

  1. What do you look for in a piece before you decide to wear it and make it part of your story?

I plan everything ahead thinking about what is the mood of the photoshoot or video interview or the episode for the TV show. I like to work with the same team when possible, so I want to thank Raphael Amabile, my executive producer of Ausonia Partners for making sure that everything happens behind the scenes, Kate Massih, my production manager for making sure that it all goes smoothly, Messiah Jones and Jasmine Smith respectably for my hair and makeup style and James Clark our booker producer.

Each and every one of them makes sure that my business comes to light. Only the teamwork makes it possible.

Credits:
Simonetta Lein Top Model @simonettalein
Raphael A. Amabile Of Ausonia Partners LLC Executive Producer
Kate Massih Photographer and Production Manager @klmassih
Messiah Jones #Thewigdoctor Hair @holygrailofbeautysupplyllc
Jasmine Smith MUA @facesbyjleigh
Showroom @theconfessionalshowroomnyc
Glasses Stevie Boi @sbshades
Octavia Spencer illustration done by Mina Tocalini of 360 MAGAZINE.

Octavia Spencer × Ruderman Family Foundation

Academy Award-winning actress Octavia Spencer today joined the Ruderman Family Foundation in calling on the entertainment industry to increase the casting of people with disabilities, including in on-screen roles that portray characters with disabilities.

“Casting able-bodied actors in roles for characters with disabilities is offensive, unjust, and deprives an entire community of people from opportunities,” Octavia Spencer says in a new public service announcement with the Ruderman Family Foundation

Appearing in a newly released public service announcement, Spencer recounts Hollywood’s long history of inauthentic representation and exclusion of marginalized populations — from men playing women until 1660; to white actors playing Black, Asian, and Native American characters; to LGBTQ stories getting left out of film and television until the last two decades.

“All of these communities of people had to endure not only their stories being told inauthentically, but also seeing themselves portrayed inauthentically,” says Spencer in a message filmed for the Ruderman Family Foundation. “But nothing can replace lived experience and authentic representation. That’s why it’s imperative that we cast the appropriate actor for the appropriate role, and that means people with disabilities as well. Casting able-bodied actors in roles for characters with disabilities is offensive, unjust, and deprives an entire community of people from opportunities.”

She continues, “I am joining with the Ruderman Family Foundation to call on the entertainment industry to increase casting of people with disabilities. There is no reason that we should continue to repeat the same mistakes of the past. Together, we should and can do better.”

Spencer’s call amplifies the Foundation’s series of initiatives to foster greater inclusion in the entertainment industry.

Last December, the organization circulated an open letter calling on studio, production, and network executives to pledge to create more opportunities for people with disabilities, and to make more inclusive casting decisions. Among those who signed the pledge were Oscar winners George Clooney and Joaquin Phoenix, Oscar nominees Ed Norton, Bryan Cranston and Mark Ruffalo, Golden Globe winner Glenn Close, Oscar-winning director Peter Farrelly, accomplished actress Eva Longoria, and acclaimed filmmaker Bobby Farrelly.

A separate Foundation-initiated pledge to commit to auditioning more actors with disabilities was signed by CBS, while the BBC pledged to implement more authentic and distinctive representation of people with disabilities on screen. The Foundation also released a white paper showing that half of U.S. households want accurate portrayals of characters with disabilities, and despite that only 22% of characters with disabilities are authentically portrayed on television.

“As an Oscar-winning actor, Octavia Spencer embodies Hollywood’s vast potential to serve as a powerful catalyst for positive social change if studio, production, and network executives commit to more inclusive and authentic representation,” said Jay Ruderman, President of the Ruderman Family Foundation. “We are gratified that Ms. Spencer has joined our call and we look forward to have other actors and actresses, filmmakers, producers and studios continue to create unprecedented momentum that brings about greater casting of people with disabilities.”

To view Octavia Spencer’s video message in full, please see here.

Follow Octavia Spencer: Instagram | Twitter

Follow Ruderman Family Foundation: Facebook | Instagram | Twitter

Is the gaming industry slightly taking over the entertainment world?

When someone talks about the entertainment industry, most of us think about music and cinema. Our very first associations to entertainment shows would be the Oscars, Grammys, talent shows, BRIT Awards, Music Awards and so on. The glamour in the film and music industry is undeniable. But would you be surprised to know that these are not the top-grossing entertainment sectors?

To be clearer, these two put together do not even match the revenue that the gaming industry is earning.  According to the latest figures, the video game business is larger than both the movie and music industry combines, making it an entertainment industry leader.

This year, the global gaming market is expected to generate more than $150 billion from more than 2.5 billion gamers worldwide. To compare the numbers, the global box office industry was worth $42.2 billion, while global music reached around $20 billion in revenue.

From blockbusters to classic TV series and music idols – they all have been gamified into popular online and console game characters. The casino gaming industry has embraced this potential and opportunity, offering various themes and types of the popular and traditional slots games.

When it comes to offers, gameplay and rules of this game, check out the latest choice of online slots and SlotsWise, varying from entertainment to adventure and futuristic scenarios.

The creation of these games is seen as a profitable plan for franchise owners to increase their revenue. However, these games are often thoroughly enjoyed by fans who get the chance to interact with characters and immerse in the themes of their favourite entertainment shows.

TV, film and gaming industries have been working closely for decades to deliver great entertainment and layered experience to the audience. Let’s take a look at how PC, mobile and console gaming as the main operational platforms of this industry evolved through the years and generated the revenue and attention that has today.

The smartphone revolution

Mobile gaming which involves smartphone and tablet gaming stands as the largest segment in this industry accounting for $69 billion of the total estimated revenue growing with 10% from 2018. This niche is expected to take up to 60% of the global gaming market by 2021, while console and PC gaming will go with 22% and 19% respectively.

Console gaming, on the other hand, is expected to generate $48 billion in revenue or growth with a 13% growth rate from last year. PC gaming is seen earning around $35.7 billion or growth of 4% compared to last year.
Clearly, mobile games have gone a long way since the very beginnings in the 90s when the famous “Snake” was pre-installed in over 400 million Nokia phones.

Although mobile gaming was interrupted in the growth process when the trend switched back to consoles, known as the “console wars” period, the development of the smartphone, coupled with advancements in the internet, connectivity and applications, has paved the way for more exciting experiences with RPG ( role-playing game) and MMORPG ( multiplayer online role-playing game), becoming accessible to mobile phones.

What is e-sports?

E-sports stands for electronic sports which is a type of competition that involves the use of video games. A typical e-sports tournament takes the form of multiplayer video game competitions between professional gamers and their teams. Most common genres played today are online battle arenas and real-time strategy games. The most prestigious e-sport competitions today are Dota 2, League of Legends and Fortnite. With its growing popularity over the years, e-sports has raised casual gaming into a profession, making it a game of skill, strategy and team play. Today, being a professional gamer can be an attractive career choice, as numerous competitions are being organised in a different part of the world.

Thousands, to millions of dollars, have been given away as winning prices. For example, the prize pool for the most recent Dota 2 tournament reached over $30 million

Although e-sports is now a billion-dollar industry, not many mass media companies have been covering the competitions and expansion of this market. This situation significantly changed this year, as many sports competitions and disciplines including the traditional sports betting turned to e-sports in order to adapt the business model.

Gaming is no longer a hobby and to describe it as a niche market would be an understatement. This is an industry with a wide potential for growth and continuous innovation. The rapid rise of technology already brought this industry to other platforms such as cloud gaming and VR /AR gaming.