The Prague Post - The metaverse threat: 'TV will die with its audience'

EUR -
AED 4.256192
AFN 76.905381
ALL 96.570147
AMD 443.294394
ANG 2.074476
AOA 1062.744363
ARS 1727.120485
AUD 1.786567
AWG 2.088984
AZN 1.960914
BAM 1.956191
BBD 2.333967
BDT 141.719566
BGN 1.955839
BHD 0.436902
BIF 3416.083202
BMD 1.158937
BND 1.505701
BOB 8.007601
BRL 6.245165
BSD 1.158832
BTN 101.70334
BWP 16.650474
BYN 3.94879
BYR 22715.160933
BZD 2.330566
CAD 1.625716
CDF 2543.866335
CHF 0.92274
CLF 0.028091
CLP 1102.148914
CNY 8.254299
CNH 8.26166
COP 4501.020728
CRC 581.616321
CUC 1.158937
CUP 30.711825
CVE 110.283726
CZK 24.307366
DJF 206.353941
DKK 7.469539
DOP 73.664733
DZD 151.315749
EGP 55.104322
ERN 17.384052
ETB 174.044308
FJD 2.664277
FKP 0.865647
GBP 0.869011
GEL 3.134883
GGP 0.865647
GHS 12.515503
GIP 0.865647
GMD 83.443315
GNF 10055.885312
GTQ 8.876852
GYD 242.442671
HKD 9.005167
HNL 30.45209
HRK 7.536686
HTG 151.630325
HUF 389.2747
IDR 19259.501182
ILS 3.823257
IMP 0.865647
INR 101.66414
IQD 1518.003594
IRR 48733.292103
ISK 141.807661
JEP 0.865647
JMD 186.307875
JOD 0.821713
JPY 175.919075
KES 149.699679
KGS 101.348929
KHR 4671.873887
KMF 489.64112
KPW 1043.024206
KRW 1660.136414
KWD 0.355295
KYD 0.965693
KZT 624.454888
LAK 25158.031496
LBP 103771.153777
LKR 351.550309
LRD 212.066072
LSL 20.256351
LTL 3.422039
LVL 0.701029
LYD 6.300928
MAD 10.722544
MDL 19.758122
MGA 5184.036785
MKD 61.639455
MMK 2433.020212
MNT 4166.580612
MOP 9.274675
MRU 46.364273
MUR 52.684973
MVR 17.743376
MWK 2009.427885
MXN 21.324182
MYR 4.902481
MZN 74.067741
NAD 20.256351
NGN 1697.773006
NIO 42.64853
NOK 11.644493
NPR 162.725544
NZD 2.018543
OMR 0.445614
PAB 1.158832
PEN 3.932386
PGK 4.875975
PHP 67.749079
PKR 328.30736
PLN 4.230809
PYG 8209.641892
QAR 4.224445
RON 5.084026
RSD 117.227624
RUB 94.595362
RWF 1682.665564
SAR 4.346513
SBD 9.530891
SCR 15.848195
SDG 697.099142
SEK 10.919902
SGD 1.505378
SHP 0.869503
SLE 26.85198
SLL 24302.324311
SOS 662.238159
SRD 45.984876
STD 23987.651509
STN 24.504901
SVC 10.140028
SYP 14998.846444
SZL 20.256051
THB 38.095994
TJS 10.690222
TMT 4.056279
TND 3.408282
TOP 2.714348
TRY 48.648802
TTD 7.865573
TWD 35.629227
TZS 2863.700357
UAH 48.41242
UGX 4041.808344
USD 1.158937
UYU 46.137834
UZS 13918.783696
VES 238.066829
VND 30535.086871
VUV 141.091365
WST 3.252682
XAF 656.088215
XAG 0.024127
XAU 0.000287
XCD 3.132085
XCG 2.088418
XDR 0.814698
XOF 656.068397
XPF 119.331742
YER 276.864116
ZAR 20.229995
ZMK 10431.822072
ZMW 25.986197
ZWL 373.177171
  • BCC

    -0.1800

    72.68

    -0.25%

  • CMSD

    -0.0150

    24.495

    -0.06%

  • RYCEF

    -0.4100

    14.9

    -2.75%

  • RIO

    1.0400

    69.38

    +1.5%

  • BCE

    0.2610

    24.191

    +1.08%

  • RBGPF

    0.0000

    79.09

    0%

  • NGG

    0.5700

    76.96

    +0.74%

  • CMSC

    -0.0360

    24.194

    -0.15%

  • AZN

    0.6700

    83.89

    +0.8%

  • JRI

    -0.0400

    13.93

    -0.29%

  • GSK

    0.4100

    44.35

    +0.92%

  • SCS

    0.1100

    16.71

    +0.66%

  • VOD

    0.1950

    11.705

    +1.67%

  • BTI

    0.5730

    50.963

    +1.12%

  • RELX

    0.7200

    47.01

    +1.53%

  • BP

    0.5900

    33.75

    +1.75%

The metaverse threat: 'TV will die with its audience'
The metaverse threat: 'TV will die with its audience'

The metaverse threat: 'TV will die with its audience'

TV companies will need to radically adapt themselves to the fast-evolving world of online entertainment if they hope to survive, experts have warned.

Text size:

Broadcasters are already playing catch-up with online gaming giants in the battle for the attention of young audiences and the advertising dollars that follow.

On the horizon is the so-called "metaverse" -- a loose term covering the growing eco-system of interactive online worlds, games and 3D meeting places that are already attracting millions of users.

While older consumers are still wedded to traditional TV, viewership among under-35s has halved in a decade, according to Statista, and will drop precipitously as the metaverse develops.

"Young people have evolved from passive spectators of TV to active players, and they've turned away from screens to smartphones," said Frederic Cavazza, co-founder of Sysk, a French firm specialising in digital transformation.

"TV channels are going to die with their audiences."

- 'Part of the story' -

To reach young people, broadcasters will have to compete with gaming platforms like Roblox, Fortnite and Minecraft -- seen as precursors to the metaverse -- that are already establishing a dominant position.

Half of all 9-12-year-olds in the US use Roblox at least once a week, according to media research firm Dubit -- doing everything from playing games to watching concerts to just hanging out with friends.

The audiences can be enormous: 33 million people watched rapper Lil Nas X perform on Roblox in 2020 -- more than three times the number that watched him on TV at the Grammys this week.

Broadcasters must choose whether they are sticking with a shrinking market for traditional TV programming, or start bringing their characters and brands into metaverse platforms, said Matthew Warneford, co-founder of Dubit.

"It means bringing people into a world, making them part of the story, playing alongside their friends -- the same way that Disneyland allows you and your friends to be in their world with Mickey Mouse," he said.

- 'Stay relevant' -

TV companies have time to adapt, but they face a major challenge in catering at once to older people watching traditional broadcasts, middle-aged people shifting to streaming and young people wanting interactive and social entertainment.

"If we want to stay relevant, we will have to position ourselves across all these usages," said Kati Bremme, head of innovation for France Televisions.

The national broadcaster is still in research mode, she said, toying with augmented and virtual reality to build immersive cultural and sporting experiences.

The biggest challenge, however, may be financial.

Up to now, TV firms have been insulated from tech disruption because their advertising revenue was largely unaffected -- unlike other traditional media like newspapers.

That could change "faster than people realise," said Warneford.

It was previously hard to move TV ads into the gaming world because they were created by individual companies "who locked them down and captured all the value," he said.

But with the more open field of the metaverse, brands will have much more scope to promote themselves and sell goods directly to users.

Indeed, fashion and luxury labels are already making millions selling virtual clothes and accessories on Roblox, Fortnite and other platforms.

"If they want to reach young people, do companies keep going to TV or do they go to where young people actually are -- in gaming and the metaverse?"

V.Sedlak--TPP