Entertainment
Entertainment technology is enabling the entertainment experience of the users by creating and improving components. That way, technology such as digital media, graphics, and animation, among others, are used to provide entertainment experiences.
In fact, during the pandemic, the live stream became the next big thing in the entertainment industry. Unsurprisingly, the organizers earned a lot more money compared to their live performances, as the audiences were no longer limited by geographical location.
There has been quite a lot of transformation in the entertainment industry with the introduction of smart devices, advanced sound systems, artificial intelligence, and mixed reality. Be assured the next transformation could include the option of going screenless.
Now that we know what entertainment technology is, let’s check out some of its remarkable examples. The following are some examples of entertainment technology:
1. Artificial intelligence
Netflix rules video streaming and Spotify rules music streaming. Chances are, you might have used these platforms or at least heard of them. They use AI (Artificial Intelligence) and machine learning algorithms to understand their users based on their demographics and behaviors. This is how they cater to the different tastes of their diverse user bases.
2. Blockchain
Transparency is the first thing that comes to mind when you think of blockchain. It encourages service providers to keep up with the changing demands of the consumers. The creation of new business models and tapping into innovation are the results of implementing blockchain in the entertainment industry.
3. VR and AR technology
Virtual reality (VR) and Augmented reality (AR) technology have given endless possibilities for the entertainment industry to explore. The applications of AR and VR are not just limited to games. They expanded their horizons into theme parks and museums.
In theme parks, businesses can offer users the same or better experience using AR and VR technology. This obviously reduces the cost of construction and space requirements.