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德勤:2024年数字媒体趋势报告(中译版)(33页).pdf

上传人: Kell****reet 编号:182260 2024-11-22 33页 3.30MB

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1、An introduction to Deloittes2024 Digital Media TrendsAs streaming,social,and gaming converge,companies should consider comprehensivestrategies to de?ne media and entertainmentsfutureor they could risk living in someoneelses vision.ARTICLE7 MINUTE READThis years Digital Media Trends report points to

2、continued disruption for media and entertainmentnotjust from streaming,social,and gaming,but also from the ways these media and their technologies areweaving together and enabling new combinations.From so much change and disruption,however,the newlandscape is becoming clearand it may demand that pro

3、viders move beyond their core businesses.Todrive discovery,engagement,and monetization of their intellectual property and services,media,andentertainment(M&E)companies may need holistic strategies that operate across TV and?lm,social mediaand user-generated content,and interactive and immersive gami

4、ng.In 2024,our study shows that the map of M&E appears exponentially larger than it did just a decade ago,and the lands are no longer divided by clear borders.Consumer expectations of media and entertainmentmay now be shaped more by social media,content creators,and video games than by TV and?lms.Ho

5、wpeople weigh the value of entertainment options appears to be changing shape as well.Our survey data shows that US consumers are questioning the value of streaming media while alsodeclaring their unwillingness to ever pay for social media.Just as streaming video providers are rebuildingthe ad model

6、s that buoyed pay TV,fewer people surveyed are moved by commercial advertising and,instead,seek recommendations from trusted creators and in?uencers to help them navigate and?nd value.More are turning to online multiplayer video games for virtual friendship,content discovery,and brand andfranchise i

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本文主要讨论了2024年数字媒体趋势报告,强调了媒体和娱乐行业面临的持续变革。文章指出,随着流媒体、社交和游戏的融合,公司需要考虑全面的策略来定义媒体和娱乐的未来,否则可能会生活在别人的愿景中。报告指出,消费者对媒体和娱乐的期望可能更多地受到社交媒体、内容创作者和视频游戏的影响,而不是电视和电影。此外,报告还指出,尽管技术推动了这些变化,但年轻一代的需求、行为和期望才是推动变革的主要因素。
流媒体服务如何应对高成本和高流失率? 女性游戏玩家面临哪些挑战? 社交媒体创作者如何影响内容发现和消费?
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