Subscriptions have overtaken advertising as the main source of Italian TV revenues, according to the Communications Authority’s (AgCom) Annual Report. This marks the first time advertising has not been the main revenue stream in the Italian TV sector, which was worth around €8 billion in 2022, down 0.3 percent on 2021. Immersive metaverse platforms such as Decentraland and Roblox already include shops, concert arenas, galleries, and even casinos. So why shouldn’t we have embassies and government offices in the metaverse as well? The government of Barbados is already thinking along these lines, opening a diplomatic embassy in the Decentraland metaverse platform.
French TV company Canal+ has taken a 12 percent stake in Viaplay Group, hours after the Nordic streaming outfit announced its withdrawal from international markets and 25 percent staff cuts. The investment makes Canal+ Viaplay’s largest single shareholder, but has given no indication of its plans for the group. Viaplay has suggested it may be open to a sale, prompting speculation that the Vivendi-owned broadcaster could buy the business. Schwarz Media, the retail media unit of Lidl owner Schwarz Group, has entered a new partnership with The Trade Desk.
These remarkable developments mark the dawn of the next evolution of the internet. It’s no longer a library—a collection genrative ai of writings indexed for searchability. It’s no longer a platform—a collection of content from its billions of users.
Given this strong performance, Publicis has now upgraded its outlook for the full year, projecting five percent organic revenue growth across the year. The revenues came mainly from subscriptions (39.1 percent), followed by genrative ai advertising (36.8 percent) and the TV licence fee (24.1 percent). Subscriptions and licence fees grew their share (from 38.1 percent and 23.5 percent respectively) from 2021, while ad revenues dropped from 38.5 percent.
Beyond gaming, Inworld’s Character Engine has also found applications in interactive learning experiences. Companies like Niantic and LG U+ have leveraged the platform to create AI tutors and instructors that provide personalised and engaging educational interactions. Media companies can use it to understand their audiences and react in real-time with targeted programming, promotions and user journeys, which as a result can help increase viewer engagement, loyalty and community building. The platform utilises Microsoft’s game development solutions PlayFab and LiveOps, which help deliver games-as-a-service to players and currently power live games such as Roblox and Minecraft.
The company suggested that the restructuring is not just down to economics, but partly as a result of its streaming-heavy strategy. “In a constantly changing media industry, it is only logical that we have realigned our strategy and are constantly questioning our own positioning,” said Habets. Netflix has announced it is cutting its cheapest ad-free subscription plan in the US and UK, a move which looks designed to drive uptake of its cheaper ad-supported plan (or push users on to a pricier subscription tier). Sadoun added that it’s still very early days for AI’s used in advertising, stating that we’re just beginning to see its potential. A priority for Publicis will be making sure its existing investments in AI are utilised across the entire business.
Founder of the DevEducation project
But, even if they are not aware of anything, raising concerns with them – and discussing from where those concerns arise – will mean both parents and school are focused in the same direction. It is important that young people receive both consistent messages and support. And schools will also be able to link up with other support services if they are needed. It is no surprise, therefore, that parents might approach conversations with young people with excessive concern and an assumption their children are being approached by predators or are accessing harmful or illegal content.
Meanwhile, the online experiences reported by the 30% who reported being upset often didn’t tally with the extreme cases reporting in the media. Our analysis of responses showed that this upset is far more likely to come from abusive comments by peers and news stories about current affairs. But these concerns are rarely reflected in the media presentation of the harsher side of online harms. This has a tendency to explore the criminal side of online abuse, such as grooming, the prevalence of online pornography. It also tends to describe social media use in similar language to that used to talk about addiction.
The news, delivered alongside Netflix’s Q2 financial results, comes alongside fresh hints at the progress of Netflix’s push into advertising. The company revealed that overall subscriptions to its ad-supported tier nearly doubled in Q2. But this growth was from a small base – Netflix hasn’t revealed its full subscription count for Netflix with ads, but revealed in March that US subscriptions had reached one million. And revenues generated by advertising are still not material in relation to Netflix’s overall business. Since defense makes up a huge part of most governments’ budgets, we can’t overlook the potential military uses of metaverse tech. For the most part, this centers around using augmented reality (AR) and virtual reality (VR) to enhance both the training of military personnel and operations in the field.
For example, young people tell us they want discussion in the classroom with informed teachers who can manage the debates that arise, and to whom they can ask questions without being told “don’t ask questions like that”. I’ve spent the last two decades researching online safeguarding – discussing concerns around online harms with young people, and working with a variety of stakeholders on how we might better help young people. I rarely hear demands that the government needs to bring big tech companies to heel from young people themselves.
Generative AI is still in its infancy, currently enjoying hype, and has yet truly to prove its value in the gaming industry beyond a number of examples. It must deliver some not-seen-before benefits to game developers and gamers to attract adoption in the future. Harking back to NPCs, it doesn’t feel out of the realms of possibility for these non-playable characters to change their personality based on player actions, or develop new goals infinitely and independently and even build rapport with a player over time. This would conceive a genuine attachment to NPCs as well as a player’s ability to interact with various good/evil characters, enriching the in-game experience. As Magoo’s tale shows, the player propels the story with action, dialog, and descriptions; AI Dungeon reacts with text, like a dungeon master—or a kind of fantasy improv.
Moreover, they believe the AI community holds the potential to become creators on Roblox, this may result in a positive impact on user engagement. Meanwhile, in operational situations, it makes sense that augmented and hybrid reality solutions will be more useful than virtual reality. (You can’t really expect soldiers to go around wearing VR headsets in battle.) In 2020, the US Army announced it was investing in 40,000 pairs of mixed reality goggles (which is enough to outfit 10 percent of soldiers). Derived from Microsoft’s HoloLens technology, the IVAS (Integrated Visual Augmentation System) goggles display critical information and are designed to help troops identify enemy forces and make decisions more quickly.