Providing entertainment software development in the US, Beraimlabs strongly believes that entertainment has its roots in the fact that leisure is in the middle of a digital upheaval that is intensified once the 5G Internet starts hitting the public. The patterns below demonstrate changes that not only change entertainment consumption but also create loyalty programs and content interaction devices. Older systems are better suitable for the new setting replaced by younger ones, but some of the earlier systems still survive, even if they fall. Others have recreated themselves, like video games, and generate more income than ever before. The COVID-19 pandemic has been driving structural concerns and developments in the media and entertainment industries since spring 2020. Developments in media and entertainment digitalization emphasized topics such as increasing video advertisements, an appealing need for digital expertise and increased mobile data consumption due to this high demand. All this will presumably continue in 2021.
As a software development company, Beraimlabs uses the technological strength to offer pioneering tailor-made software solutions aimed at enhancing media operations efficiency, opening up new channels, augmenting data with sophisticated analytics, and revolutionizing user experiences.
One important factor remains the same with numerous changes in the industry: people did not cease wanting to be entertained. Let’s explore the shift of entertainment trends in 2021:
Gaming is more extensive than you believe.
Video game software revenue continues to grow, with a forecast that 2020 will treble the 2015 figure. In 2019 in conjunction with the subscription streaming video software business is projected to be 2.2 times as large. In the end, new gaming subscription services may jeopardize these revenues. The overall expenditure on downloaded and physical games is pretty stable, with a projected growth of 2%. However, digital games are growing 5.7 times more than traditional discs. The digital revenue increase is an asset for console producers and developers, who saw massive income streams emerge.
We are past the embryonic stage, but with Google and Apple coming shortly to the subscription arena and adopting 5G internet, cloud-based gaming profits might soon blow up in a similar way to buy-in. This might help to make more new entrants in cloud gaming with the creation or increase of their own subscription goods by video game producers and developers.
Growth in Augmented Reality and Virtual Reality
In recent years after the 2016 peak, growth in VR/AR glasses stopped. In the years afterward, growth rates have either fallen or have been slow but in four years, double-digit growth is expected to occur for the first time. The advent of 5G, which provides for a better VR experience due to slower loading times, is without a doubt a component of this. VR growth was further supported by the creation of all-in-one headgear, where video game consoles or high-end PCs do not require connections.
However, VR headsets, even with 5G, could remain a niche item. They remain costly in 15 percent of houses at present, and are burdensome, as the apparatus is tightly fastened over the head. AR can be the actual boost. Enhanced internet speeds indicate that AR adoption can truly rise after 2020. Areas such as the retail market, which may utilize AR to create new garments for the user, and beauty may be the first consumer adopters in technology, as could television shows and advertising.
5G is arriving
5G internet is coming all over the world long predicted. Entertainment software development in Canada, along with other countries is highly influenced by the arrival of 5G internet. 5G networks are going to influence every area of entertainment. As 4K UHD video is becoming more prevalent, 5G download rates will prevent mobile viewers from downgrading their viewing experience. 5G will also imply that cloud-based gaming services must not be tied to the house.
A 5G increase in the amount of Virtual and Augmented Reality (VR/AR), as download times disappear. Battery life will be necessary for phone consumers and can become a responsibility for the makers renowned for rapidly decreasing new battery performance.
This has an impact in two main areas: the internet at home, and smartphones.
Internet at home: Revenues from domestic networking sales comprising wireless Internet routers and whole-hearted solutions, broadband gateway, and 5G home gateways, amount to USD 5.3 billion in 2020. This includes 24% of 5G devices. Besides that, the bulk of these homes represent homes free from the local cable or satellite stranglehold, the internet of customers with sophisticated intelligent houses will probably be heavy.
Smartphones: The overall number of smartphone sales in 2021 is expected to increase to 5G devices. The levels will continue to be lower than in 2018, as customers prefer to retain their devices longer. The early adopters would pay additional money only for the show on a device. The lightning speed will boost demand for developing cloud-based services, particularly video games that used to be cloud-bound or high-end PCs.
Growth of streaming services
During the early phases of lockdowns globally, entertainment software development in Australia started to rise. When individuals were indoors, they were looking for video material of various importance and quality. The move even caused a decline in US customers’ pay-tv subscriptions. Video continues to account for more than two-thirds of total subscription streaming revenues and is forecast to increase strongly in 2020, to $21.9 billion, at a rate of 24%. In addition to the increase in the initial large-scale services like Amazon, Hulu, and Netflix, the growth of subscription videos has been multiple. The projected market growth will come from others thanks to Netflix’s growth standstill.
Virtual reality (VR) is no longer only a resource for gamers or the media industry. It’s a cutting-edge technology that has the potential to reduce safety hazards and save lives, particularly in the healthcare business. Virtual reality applications in entertainment are now many and growing. Virtual reality is likely to become a standard in the entertainment industry in the coming years. They are ready to help people who are struggling with physical and emotional illnesses.
Some of the main drivers propelling the nation’s OTT industry are the high penetration of intelligent devices, such as smart and smart TV, increasing demand for VSD content, and a high level of payment per user. The rising burden of OTT content is freeing US cable, geographical limitations, and broadcasting schedules at the same time and changing fundamental the way video is sold, manufactured, and watched. Therefore, increasing popularity was due to the restricted genre options, the flexibility of packages, and broader accessibility of devices, internet penetration, and reduced overall prices. The most often subscribed OTT platforms in the nation are Netflix & Amazon.
Today, the ad-free experience allows users to choose OTT platforms. The consumable amount rose and facilitated the retention of consumers. The content sponsored by ads is anticipated to return shortly with big studios going to video streaming. This is partially due to the failure to maintain a competitive subscription cost. In places like India and China, ad-supported videos are already popular. But entertainment software development in the UK has to curate sufficient user information for targeted publicity. OTT Platforms gather, filter, and supply ‘not irritating’ advertising with every piece of data.
E-sports began to flourish
The Coronavirus has been devastated by live sports and sports enthusiasts. TV networks struggle to fill the programming gap without basketball, baseball, hockey, football, and other live sports. In order to cover the gap, replays, sports movies, documentaries and sports were aired by ESPN, Fox Sports, and other networks. Esports are video games that are competitive, generally played and watched by professional players.
E-sports flourished online with the coronavirus and the people undergoing quarantine. All reported strong gains with online viewership in the first quarter of 2020, according to StreamLabs and Stream Hatchet, Twitch, YouTube, and Facebook. Amazon’s Twitch, for example, had a record high of 3.1 billion hours seen, up 17 percent over last quarter. Also, Twitch reported 33% growth in unique channels, with an average of 1.4 million high simultaneous viewership.
The landscape of entertainment software development in the USA is increasing its priorities, given that since the end of 2020. Worldwide e-sports earnings are expected to reach USD 1.1 billion. Sponsorships and media rights constitute the lion’s share of that money. However, game events will be the focus, such as 2020, for the newest AR/VR display. In addition, the inbound 5G technology will provide lawful sports betting. That is one of the reasons why 5G towers emerge from the United States at sports stadiums and associated events that are a hub for betting.
Replacements of Set top boxes
The number of units sold in satellite set-top boxes is steeply falling, and in 2021 they are expected to fall by 30 percent from the 2015 levels. By contrast, only modest cable boxes have decreased by 4% compared to 2015. In conjunction, conventional set-top boxes (STBs) are expected to sell 23.7 million units. 20.7 million units will be sold to streaming media players (SMPs). Only until SMPs sell more than STBs may it be a question of time if sales patterns persist. There were 0.53 streaming media devices for every set-top box sold in 2015. This is forecast to be 0.87 by 2020. SMPs are coming up and in 51% of US households this year, the threshold was crossed into majority status.
Related: The Best way to live stream a wedding.
A service switch is not necessarily shown. With Multichannel Video Programming Devices (MVPDs) providing certain customers an option to stream channels through SMPs instead of STBs, a certain amount of growth is attributable to the fact that MVPD subscribers are switching off their Roku cable boxes. MVPD has been replaced with STBs. Others may find it simpler to utilize the interface between streaming media players for free and subscription streaming services, despite efforts by STB producers for the development of a one-way device.
In 2021, established entertainment software development enterprises will again see a new year of upheaval. New distribution methods and entertainment formats will provide possibilities to upset once-locked markets for inventive potential entry. In particular, 5G’s increasing potential will provide a set of scenarios in which future-oriented firms may become one of the first to be marketed in sectors booming in the years to come.
The technology experts at Beraimlabs have provided a variety of technical talents to assist the development of entertainment software for the particular market conditions of our customers.
Based on our considerable expertise, we know exactly what solution will meet the requirements of our customers, solve their difficulties, and assist them to reach ambitious business objectives. The professionals at Beraimlabs, who know the current developments in the media and entertainment business, are ready to design powerful and enduring apps.