Best of 2016
“The big decision we made was to shift a lot of our video efforts to focus on Live, because it is this emerging new format; not the kind of videos that have been online for the past five or ten years,” Zuckerberg said in an interview with BuzzFeed News. When the meeting was over, he fired off an email. A long one. And with that, it was on.
This article from Buzzfeed gives a great insight into the strategy and product development process behind the emergence of live video at Facebook.
This article gives a great insight into how Snapchat operates, and the mind behind the platform that has so far captured the attention of millennials, while remaining a great mystery to everyone else. His own values can be seen reflected in Snapchat, namely the respect for privacy and the focus on expression over information.
A really good piece about how VR storytelling should be approached in a completely different way from that of linear film. Successful VR experiences or 'storyscapes' are ones which focus on building a world that provokes an emotional response from the audience, in which many stories can live.
Our own top tips to bear in mind when producing a world class interactive video experience on OTT, whether you’re a Netflix-killer or a new brand with global ambitions.
USA Network and the creators of Mr. Robot exhibited unmatched ingenuity in using today's most popular platforms, often situated on mobile devices, to market traditional television. During a pre-promoted Facebook Live interview with the show's stars, the stream was "hacked," and the viewers were informed that they were going to be given a "gift"—the Season 2 premiere a whole three days before it was set to air on linear television.
How will TV be remembered? Chuck Klosterman's latest book "But What If We're Wrong?" explores how and why society in the future might hold radically different views of the 21st century when compared to our beliefs today.
An incredible behind-the-scenes look at the creation of 2016's best-selling VR device. It may have sold less than a million units to an audience of over 40 million PS4 owners, but the limited availability of units may suggest this was an intentional move by Sony in light of the delays that plagued Oculus earlier in the year.