Media & entertainment software development

We are an IT outsourcing company specializing in fintech, blockchain outsource software development and outstaff developers and tech consulting. For over five years we have been offering media & entertainment software development services. Using the entire arsenal of technologies, our team creates innovative solutions for the media and entertainment industry. As a software developer for the media & entertainment industry we help our clients to increase the productivity of their media operations, connect new communication channels, attract new audiences and increase interaction with the existing one.
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The reasons for media & entertainment industry software development

01.

The nature of many telecommunications and media products and services, such as software, games, films and other products, available on an increasing number of platforms makes cybersecurity especially challenging for companies in this sector.

02.

The growing popularity of direct-to-consumer (D2C) models means that companies in the sector are taking on end-to-end security risks on an unprecedented scale.

03.

More and more devices are connecting to the Internet and to each other via the Internet of Things, exponentially increasing the number of potential access points for cyber criminals.

04.

Companies in the telecommunications sector are collecting more and more data to improve customer experience and provide personalized service, which gives companies a competitive edge, but also forces them to take compensatory measures in order to gain customer trust and loyalty, protecting both the customer base and the customers' businesses.

05.

Many telecommunications and media segments have lower vendor changeover costs than traditional industries, and customers can quickly and cost-effectively switch to other vendors if real or perceived security vulnerabilities are discovered in companies in the sector.

01.

The nature of many telecommunications and media products and services, such as software, games, films and other products, available on an increasing number of platforms makes cybersecurity especially challenging for companies in this sector.

02.

The growing popularity of direct-to-consumer (D2C) models means that companies in the sector are taking on end-to-end security risks on an unprecedented scale.

03.

More and more devices are connecting to the Internet and to each other via the Internet of Things, exponentially increasing the number of potential access points for cyber criminals.

04.

Companies in the telecommunications sector are collecting more and more data to improve customer experience and provide personalized service, which gives companies a competitive edge, but also forces them to take compensatory measures in order to gain customer trust and loyalty, protecting both the customer base and the customers' businesses.

05.

Many telecommunications and media segments have lower vendor changeover costs than traditional industries, and customers can quickly and cost-effectively switch to other vendors if real or perceived security vulnerabilities are discovered in companies in the sector.

Application of blockchain technologies in the media & entertainment industry

People are not yet fully aware of the impact the blockchain will have on the media, entertainment and advertising industries. Blockchain solves the problem of trust on the Internet, which is especially important in the entertainment industry. It can help bring transparency back to the industry – people will see where the money comes from and where it is going. Now the financial flows between authors, content distributors and the audience are largely "gray". If filmmakers could see where the money goes and who gets what share, it would motivate them greatly.

In addition, blockchain will eliminate a whole swarm of intermediaries, each of which takes its share, and together they can completely spoil the product. In the world of cinema, there is a lot of outdated technology, and the economy is deliberately opaque, so it would be very interesting to put all this on the blockchain and make it transparent for all participants. Also, this step can have interesting consequences in terms of piracy. Blockchain implementation will not pay off immediately, but the opportunity to try a new model, to move away from traditional scarce financing is extremely interesting

In the gaming industry, blockchain adoption will affect absolutely everything and everyone: consumers, developers and publishers. Blockchain is ideally suited to microtransactions and digital assets in games.

Media & entertainment industry software development services

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Resource and geographic constraints associated with collaboration

Solution: studio in the cloud that is a suite of studio solutions for animation, visual effects and live action. It helps accelerate rendering, deliver on-demand workstations to artists and editors around the world, and securely manage petabytes of data for hybrid or all-cloud pipelines. It is the best solution for content creation because it provides virtually unlimited scope for rendering and deployment of workstations, supports a wide range of artistic tools, includes a data management solution according to your needs, and unrivaled security and compliance capabilities to protect digital assets.

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Manual execution of various tasks of the production chain

Solution: automatization of resource management and broadcast supply chains to improve media management efficiency and scale storage and computing power to meet business needs.

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Content distribution

A live streaming solution that enables to create a resilient, scalable architecture for delivering live video content worldwide.

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The time, effort and expense required to organize the operation of specialized video processing equipment in a traditional data center

Solution: a family of fully managed services that make it easy to build robust, broadcaster-quality video workflows in the cloud. They can be used by both large companies and startups from the field of multimedia and entertainment. These flexible, on-demand services help you innovate faster and respond quickly to changes in video technology.

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Poor video quality

For viewers, video quality is just as important as content availability, so providers need to offer video content using the bit rates available to customers. Solution: our media & entertainment software development company offers more about high-performance and cost-effective technologies to deliver high quality broadcasts.

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Content security in media workflows

No video provider wants to be targeted by malicious attacks, but the more demand for content, the higher the risks and the more important the right ingredients are. Our solutions will allow you to safely  run studios, live sports and events, and deliver content by subscription.

Media & entertainment industry software development benefits from Boosty Labs

Flexibility

Core Boosty Labs storage, compute, and orchestration services offer a flexible foundation for building applications using Boosty Labs custom media solutions or with the support of our broad partner community.

Rapidity and efficiency

Test, launch and deploy new capabilities in minutes, not months. Focus on creating, promoting and distributing great content, not highlighting the hardware.

Analytics

Machine learning and analytics are fully integrated into multimedia solutions. Boosty Labs Machine Learning and Analytics gives every developer and data scientist the tools to unlock the value of content and data.

Global scale

Pricing and capacity on demand, pay as you go, are tailored to your business needs. Our global presence brings you closer to your customers and access to talented people around the world, regardless of your geographic location.

Digitalization trends in the media & entertainment industry

An important trend of our time is the transformation of the media towards the entertainment industry. 

The transformation of the media towards the entertainment industry is an objective process associated with an increase in the share of audiovisual and electronic media in the media industry as a whole and in the budget of a modern person's free time. This is not least due to the consequences of technological progress and the digital revolution, which have increased the number of technological platforms for playing entertainment content. Several reasons explain the inevitable integration of the media and entertainment industries.

Firstly, this is the desire of advertisers to reach a mass audience, which has always been attracted by entertainment "spectacles". The media as an industry for organizing advertisers' access to target audiences turned out to be among the service industries serving the market economy itself, oriented to mass consumption. Mass media – the yellow press, universal radio and television channels – have become an excellent means of recreation for huge audiences, and it is in these media that the volume of serious journalistic materials is minimal. Today, entertainment programs make up the bulk of TV content in almost all countries of the world. Based on this, we can say that TV is the main channel for delivering entertainment for the vast majority of the population.

Secondly, the introduction of advertising into media content. This could not but have an impact on the journalistic texts with which she coexisted in the press, on radio and TV. As a result, the visual expression and entertainment of journalism increased, which began to increasingly entertain the audience. For many consumers, advertising performed primarily an entertainment function, and, competing with it for the audience's attention, journalistic texts began to adapt to the laconic, expressive, but simplistically entertaining advertising language.

Third, the emergence in Western Europe, and then in many other parts of the planet, a "welfare state"– a socially oriented state that guarantees citizens respect for basic human rights, a certain level of consumption, and a high level of social protection. Along with other forms of social protection, the state – influenced by the struggles of the trade union movement and leftist parties – in many countries of the world guaranteed a fixed working week.

Leisure time for employees – both daily and weekly, as well as vacation time – was increased and fixed, which provided recreational enterprises (including the media) with new opportunities for the production of mass entertainment goods. The leveling of the standard of living, at least in the countries that adhered to the concept of the "welfare state", created a massive basis for receiving consumer joys. Consumption for the sake of entertainment has become a natural form of leisure, and the media has not missed its opportunity to offer entertainment.

Fourth, the multiplication of the number of distribution channels for media content as a result of the digital revolution. Competing for audience attention, the media - knowingly or unknowingly – turned to what sells best – in this context, it is entertainment content. This was facilitated by the rapid development of the production of consumer electronics, the emergence of a large number of media carriers – radios, televisions, VCRs, players, etc.

In order to stimulate equipment sales, it was necessary to induce the audience to make new purchases, so the production of entertainment content for home playback since the 1960s. began to take on huge proportions. Today, in a service economy and digital revolution, the entertainment industry has become a form of existence for the consumer industry.

Today, experts identify the most likely areas of digital transformation in media.

Journalism as a Service

In the near future, journalism will become a service. They will pay for access to information, and media platforms and mass media will stop giving content for “thank you”. The first changes to the content delivery model are expected to take place in highly specialized and analytical media. These changes will reverse the perception of the value of information, its status as a commodity, and will improve the methods of disseminating data.

In addition, it will increase the credibility of the information providers. Large educational institutions, knowledge-intensive enterprises, research centers of technology companies will need reliable data sources. All of them will become the main consumers of the next generation of content.

Many agree that media outlets that fail to implement digital information sales technologies run the risk of losing their competitiveness.

Analytics of reactions and behavior

Artificial intelligence-based systems will take user behavior assessment to a new level. In the near future, analytics will no longer be limited to analyzing human actions on a page - programs will know how the user feels.

Neural networks, thanks to the capabilities of machine learning, technologies for recognizing facial expressions, gestures and voice, will be able to accurately predict the user's reaction to content.

It's a little scary, but the machine will know if the person is happy, shocked, angry or crying. In addition, the digital system will predict possible behavior in comments, show audience engagement, loyalty and conversion.

Over time, for "smart" systems, a person will become an open book. This will allow you to give users the information they want, regardless of personal settings.

Growth in the number of "niche" media

Experts predict the rapid development of highly specialized media, due to the growing demand for high-quality and relevant content. Industry experts and professional market players will play a central role in this endeavor.

It is possible that the “niche” media will no longer need journalists as such. At the same time, in creating content, they will rely on opinion leaders, the views of private entrepreneurs and independent experts.

This trend is coupled with changes in the content delivery model. Users will buy information that is selected based on their needs. Personalized subscriptions will make up a large portion of specialized media income.

Real-time information, AI and Big Data

The advancement of AI and big data will revolutionize marketing and ad targeting.

PR people and advertisers, thanks to a better understanding of the needs of the target audience, as well as the analysis of their reaction to content, will be able to create more effective advertising posts, choose the right moment to inform about events, promotions, updating the product catalog, etc.

Digital publishers and products

With the advent of interactive digitization techniques, digital replicas of art and literature, film and music will accelerate.

Many copies will be distributed on the Web by digital publishers and IT departments, which will inevitably appear with the development of the digitalization of the economy.

Media platforms

Previously, social networks, aggregators and search engines of all stripes helped traditional media to attract traffic, but the situation has changed and now platforms are taking an audience.

As much as anyone likes it, this trend will continue. In the future, media platforms will enter a separate business category. Some of them may well develop in R&D and large media corporations.

Naturally, according to the canons of healthy competition, the media will want to deprive social networks and media platforms of dominance in the industry, and they have every opportunity for this.

For their part, platforms and content aggregators, in order to maintain their dominance in the market, will create more and more comfortable conditions for the work of journalists: they will offer modern tools for behavior analytics, “smart” targeting and ample opportunities for monetization.

Chatbots and voice assistants

Voice interface technology is no longer a fantasy. The names Alexa, Cortana, and Siri are all over the place now and make logical associations with such giants as Amazon, Microsoft and Apple.

Soon AI programs like chat fuel will completely replace the FAQ function, and Pandorabots systems will dramatically change the way we search for information on the Web.

Many people, including representatives of the media, will prefer to form questions and search queries by voice rather than typing on the keyboard, because this significantly saves time.

New ad formats. R&D in media

Native advertising is getting better quality, the number of new formats adapted for social networks is increasing: videos, narratives, filmstrips, etc. Business models are also changing, and now there are companies that work according to business models:

  • publisher – data broker;
  • publisher – IT provider;
  • publisher – agency.

The global entertainment and media industry entered 2020 with a growth ceiling. The growth in operating costs outstrips revenue, and the decline in business margins is perceived as a harbinger of an imminent crisis in the media market. To get out of this situation, the market participants combine three tactics:

  • simplification of operating models;
  • transition to planning the annual budget from scratch;investments in digital business 
  • transformation – artificial intelligence (AI), big data analytics, etc.

New generations of consumers demand maximum personalized information, and when and where it is more convenient for them to receive it. The digital is so important today that the line between media and technology has become blurred. This is a challenge both for traditional sources of information and for all-digital startups.In the future, the entertainment industry will be driven by three main trends:

  • persnalization – addressing directly to the consumer as a person in conditions of his information overload;
  • fragmentation – distribution, even "spreading" of content across all possible distribution channels;
  • partnership – the formation of flexible teams in the market, specializing in one thing and uniting to create unique content.

 According to some estimates, digital has already exceeded half of revenue in the entertainment sector in 2017 and will continue to grow to almost 62% in 2023. At that time, the volume of the world mass media market itself could reach $ 2.6 trillion against $ 2.1 trillion in 2018.

The key task of analysts from Accenture called drawing up a clear plan for the digitalization of the company and defining its model: whether it be a cross-platform service, vertically integrated, or completely digital.

The entertainment and mass media industry has gone through several digital transformations over the past 20 years. In total, they count four such waves:

  • the emergence and development of file-sharing systems in the mid-1990s;
  • the appearance of the first video streaming services in the early 2000s;
  • the growth of mobile traffic and the development of cloud technologies in the late 2000s;
  • at the moment, the fourth wave is starting, associated with the introduction of the Internet of Things and the emergence of entire ecosystems around the information provider.

However, new generations of consumers demand information that is maximally personalized, and when and where it is more convenient for them to receive it. The digital is so important today that the line between media and technology has become blurred. This is a challenge both for traditional sources of information and for all-digital startups. 

In the future, the entertainment industry will be driven by three main trends:

  • personalization – addressing directly to the consumer as a person in the conditions of his information overload;
  • fragmentation – distribution, even "spreading" of content across all possible distribution channel;
  • partnership – the formation of flexible teams in the market, specializing in one thing and uniting to create unique content.

Many experts agree on one thing: a boom in virtual reality will be a key consequence of the current crisis. The growth of the virtual reality economy is also ranked first by analysts of the Dutch company TrendWatching in the list of “ten consumer trends after the outbreak of COVID-19”.

 Top 10 consumer and leisure market trends after the pandemic:

  • Shop streaming – broadcasting of the shopping trip; the industry at the intersection of e-commerce, video streaming, VR and social media has experienced a surge in popularity during the quarantine period in China.
  • Digital companions are not just smart assistants, but full-fledged virtual friends for communication. Samsung presented the first such project called Neon in January 2020.
  • Protective capsules are closed places (for example, shops) with purified air and a general atmosphere of security, which will be psychologically important for people after the quarantine is lifted.
  • Video mentors – a tendency to watch video streams not only for the purpose of having fun, but also to improve a foreign language, listen to a lecture, or just listen to a smart person.
  • Robot trading is not just online trading, but the use of delivery robots so that the client does not come into contact with anyone alive at all. Robot trading is not just online trading, but the use of delivery robots so that the client does not come into contact with anyone alive at all.
  • Mental massage is all sorts of infrastructure to calm the human psyche after being pushed to the brink of news, politics, ecology and overtime over the years, and now finished off by isolation and economic collapse.
  • Open data – expanding the range of open information, such as pedestrian traffic, as part of a general trend towards collaboration amid the crisis.
  • Additional advice – developing a hobby at your leisure, for example learning how to cook through an online app? Write to the chef and ask for advice, or maybe even buy the right set of ingredients and kitchen tools from him.
  • Virtual status – for example, a photo editor that allows you to "try on" a fashionable dress, take a gorgeous picture and show it off on social networks. The editor is, of course, built into the online retailer's app.

The most important event in the leisure industry in connection with the coronavirus pandemic is the decision of Universal studio to develop video streaming. If other Hollywood grandees also follow it, this could signal the general digitalization of the supply of services within the framework of the same old scheme of producer-user relations.