All Content acquisition articles

  • Webvision-preview

    How Google Cloud is helping the media industry digitally transform


    IBC2022: Media companies are recognising that they must evolve to optimise acquisition, retention, and engagement of global direct-to-consumer audiences. Google Cloud is uniquely invested and positioned to empower media and entertainment providers with the products and solutions they need to not only undergo, but thrive, in the direct-to-consumer transformation. In ...

  • Audience Insights
    Daily News

    An appy future


    Content Everywhere exhibitors provide some of their thoughts on what the current trends are in the TV apps and content market — and how content providers should set themselves apart in order to retain audience engagement.

  • WFT creative production

    IBC Digital 2021 Workflow Tour: Creative Production


    During IBC Digital 2021 we invited you to join us with some of the industry’s key technology users and suppliers for a tour of the cutting-edge tech that is enabling every aspect of the creative production process. Now you can watch on-demand here. In this tour we focus on live ...

  • Workflow Tours Creative Production Stephen Tallamy of Editshare on screen with Dawn Shaw Salford Uni Eben Clancy hound dog post and host Jo Wheeler

    On-demand: IBC’s Creative Production Workflow Tour


    The cutting-edge tech that is enabling every aspect of the creative production process is the focus of this Workflow Tour led by key studio and post-production technology users and suppliers. The tour is available to watch on-demand on IBC Digital.

  • Ang lee naomi climer
    Industry Trends

    Introducing the new look IBC Council


    IBC Council Chair Naomi Climer recently announced the new membership of the IBC Council, with most members set to serve for up to three years.

  • content production index image
    Technical Papers

    VR ecosystem for live distribution


    VR represents an entirely new way for consumers to experience video. No longer is the TV viewer or game player a passive participant in the action; VR video simulates the experience of entering the video content itself, with the ability to see a full 360 degrees in any direction.