[文化、体育和娱乐业] [2019-05-24]
2019 年4 月传媒板块整体下跌7.6%,跑输上证指数7.2pct。其中互联网/电影动画/整合营销/广播电视/平面媒体板块分别下跌6.6%/6.9%/4.3%/6.6% /6.0%。
[文化、体育和娱乐业] [2019-05-24]
终端渗透驱动OTT TV用户快速增长,未来仍有较大提升空间。2018年OTT TV用户规模净增超5300万户,期末用户规模同比增长48.2%达到1.64亿户。OTT TV收视份额达到36.69%,同比增加12.08pct,成为仅次于有线电视的第二大收视渠道。2018年中国彩电零售4774万台,同比微增0.5%,其中智能电视销量占比达到89%,奥维云网预计2019年零售量规模将同比上升1.6%,智能电视零售量占比提升至93%。根据勾正数据统计,2018年中国智能电视保有量渗透率为36%,预计未来几年将保持持续提升,2019至2022年分别为41%、46%、49%及53%。
[信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2019-05-24]
Smart stadiums are equipped with a number of integrated solutions, which help these venues to enhance the experience and meet the requirements of fans, players, and medical teams. These solutions include sensors, surveillance solutions, parking solutions, and digital signs, which connect to wired and wireless networks. They provide real-time information such as available parking, in-stadium merchandise pricing, and lines at concessions stands, thus enhancing the experience of the fans. Rise in challenge of fan engagement and audience retention has been the major factor in stadium design for both new and existing projects. In addition, government regulations associated with public safety and security in stadiums and focus on energy-efficient buildings drive the market growth.
[文化、体育和娱乐业,信息传输、软件和信息技术服务业] [2019-05-24]
The exponential growth in the number of smart phones and mobile devices has directly created a vast base for the gamification market. This growth is also supported by the increasing recognition of gamification systems as a method to architecture human behavior, in order to induce innovation, productivity, or engagement. The use of gamification systems has also extended beyond its traditional scope of marketing, as now, they are extensively used in advance applications, like crowd sourcing.
[文化、体育和娱乐业] [2019-05-23]
[文化、体育和娱乐业,卫生和社会工作] [2019-05-22]
[文化、体育和娱乐业] [2019-05-22]
[文化、体育和娱乐业,批发和零售业] [2019-05-22]
[文化、体育和娱乐业] [2019-05-22]
[文化、体育和娱乐业] [2019-05-21]