Television networks in their traditional form will end unless…

Experts have warned that traditional television broadcasts are doomed to demise, saying young people prefer interactive forms of entertainment such as Metaverse, according to the British “Daily Mail” published.

Recently, a loose variety of virtual worlds, game consoles, and other forms of interactive media have flourished, including Minecraft, Roblox, and Metaverse.

interactive media

Young people have evolved from passive TV viewers, to active players in interactive media, said Frederic Cavazza, co-founder of Cisc, a French company specializing in digital transformation.

Cavazza explained that young people have moved away from following TV channels to smartphones, adding that “TV channels are going to die” unless they adapt to current and future trends.

An urgent need to keep up and adapt

Older people are more attached to broadcast television, while middle-aged viewers tend to follow streaming services like Netflix and Disney Plus, and network television viewing among people under the age of 35 has halved in the past decade.

metaverse

metaverse

It is expected to decline further as the Metaverse platform continues to evolve, so if traditional TV networks are to compete with Metaverse and gaming platforms such as Roblox, Fortnite and Minecraft, they will need to adapt.

future men

According to media research firm Dubit, regarding half of 9-12-year-olds in the United States use Roblox at least once a week, doing everything from hanging out with friends, actively playing games, or even watching concerts.

Huge numbers

Audiences for concerts and big events can reach huge numbers, as 33 million people watched rapper Lil Nas X perform on Roblox in 2020, more than three times the number they watched on TV at this week’s Grammys.

Matthew Warnford, co-founder of Dubit, a company that produces games for the Metaverse platform, says TV networks must choose whether to stick with a shrinking market for traditional TV programming, or start bringing their characters and brands to virtual platforms like Metaverse.

Attracting an interactive broadcast audience

“This means bringing people into a world, making them part of the story, and playing along with their friends – in the same way that Disneyland allows,” Warnford explained. [للأشخاص وأصدقائهم] Being in their world with Mickey Mouse.”

While Metaverse is still relatively new, despite its growing presence, there is plenty of time for TV companies to adapt and build up a large library of well-known brands. Of course, it is expected that traditional television networks will face great challenges to meet the needs of the elderly who are enrolled in traditional passive broadcasting while at the same time attracting young people who are interested in interactive broadcasting.

Augmented and Virtual Reality

“If we want to stay relevant, we will have to put ourselves through all these uses,” said Katie Bremy, head of innovation at France TV, France’s national broadcaster. France TV is still in the process of research and development, including the study of incorporating the idea of ​​augmented and virtual reality into sports experiences.

financial challenges

The biggest challenge is likely to be financial, as creating interactive platforms can be a costly business, especially if the goal is to compete or outperform existing players.

Until now, television companies have been insulated from the technological disruptions because their revenue is largely unaffected, unlike newspapers and magazines.
Warnford said the change might happen “faster than some realize,” especially when brands can use Metaverse as a way to directly promote their products, such as in TikTok videos.

The turning point

Previously, Wanford added, it was difficult to bring TV into the gaming world because it was created by individual companies that “closed them in and took away all the value.”

But with the more open field in Metaverse, brands will have much more scope to promote their products and sell their merchandise directly to users.
In fact, fashion and luxury brands make millions of dollars selling virtual clothes and accessories on Roblox, Fortnite, and other platforms.

There was a desire, Wanford noted, to “reach out to young people. Will companies continue to go to TV or are they going to go where young people really are – in the world of consoles and metaverses?”

Brand exodus

Traditionally, people under the age of 35 have been seen as the largest market for these types of brands and often have more income, so if they don’t watch TV, brands are more likely to move ad spend to platforms used by younger audiences. .

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