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5 Questions With: Benji Rogers of PledgeMusic

PledgeMusic is a direct-to-fan music platform that enhances the fan-artist dynamic from the creation of music to its experience in digital and live formats. The platform...

Guest Article: Nine Essentials for Acquiring Subscription & Recurring Revenue Customers

[Editor’s Note: This is a guest article written by Vindicia. Vindicia brings enterprise-class innovation to consumer-facing subscription billing to help digital companies acquire and retain more customers by making payments seamless, secure and easy.] Digital content and services are everywhere today, and many are available on a subscription or recurring basis. The burning question remains: how to develop a consistent stream of customers, reduce churn and keep acquisition costs to a minimum?

Digital Media Wire Announces Agenda, Speakers and Virtual Reality Innovation &...

The one-day event features 8 panels, 4 keynotes, 2 presentations, 1 roundtable and discussion groups as well as exhibits, demos and networking within the historic W Hollywood. This year, for the first time, the conference also includes a Virtual Reality Innovation and Networking Lounge, co-hosted by the Open Gaming Alliance, where attendees will meet with developers, investors and game and Hollywood execs, as well as see the latest demos from the industry’s up-and-coming VR/AR companies and interactive panel discussions.

Closing Remarks from DEW 2016 Chair: Startups, Disney and the...

Perhaps the biggest indication that we are in a truly exciting and transformational time was the final session of the day with Disney’s Chief Strategy Honcho Kevin Mayer, arguably one of the most powerful executives in digital entertainment today. During his tenure, Mayer has overseen Disney’s strategic acquisitions of Pixar, Marvel, Lucasfilm, Club Penguin and Maker Studios and oversees the Disney Accelerator, a program designed to accelerate the growth of startup companies from around the world.

Digital Entertainment World Attendance Leaps From Previous Year and Now Paces...

EIN News reports "Top-Trending Insights from C-Level Digital & Entertainment Thought Leaders Lifts Attendance at Last Week's 3-Day Los Angeles Conference to Over 1,800 Attendees; Event Capped by Periscope's First TV Channel, the Unique Live-Streaming Service Parachute TV, Taking the Crown as DEW Startup Competition Winner Among 12 Finalists."

Digital Entertainment World (Feb. 9-11) Announces Opening of Submissions for DEW...

12 Innovative Startups to Be Selected to Compete for Cash and Prizes at Leading Industry Event on the Future of Digital Innovation

Digital ‘Influencers’ Should Have Multiple Sales Reps (Guest Column)

Variety reports "Based on my firsthand experience (navigating the waters of managers, digital managers, multichannel networks (MCNs), ad agencies and brands on behalf of talent) having a single sales representative for a digital star could be a good short-term start toward the solution to the “bad neighbor” problem but would not be a satisfactory long-term solution. To build this industry forward in a positive direction, a sales representative cannot be one that sells advertising/content across an entire network and at the same time, individually, on behalf of an influencer."

DIGITAL ENTERTAINMENT WORLD (FEBRUARY 9-11, 2016) ANNOUNCES AMEX MARKETING & DIGITAL...

DEW Returns to L.A. with Focus on Visions of the Future of Entertainment and Tech; Launches New Innovation Stage and Technology Lounge

DEW2015 Day 3 Coverage – Thomas Gewecke, CDO & EVP, Strategy...

Thomas Gewecke, Chief Digital Officer & EVP, Strategy and Business Development of Warner Bros. Entertainment keynotes on the third day of Digital Entertainment World. Broadcasting & Cable reports "Thomas Gewecke predicts that virtual-reality and so-called augmented-reality devices will enter the entertainment mainstream sooner rather than later."

VideoInk: Ned Sherman Talks Digital Content and DEW on the Eve...

VideoInk reports "There’s no shortage of events these days that aim to tackle the issue of how to effectively create, distribute, and make money from digital content. That’s not much of a surprise, considering how it’s still too early to have established models for digital — everyone is still experimenting and it’s important to share nuggets of insights, when they do arise, in a bid to continue pushing the industry forward."