In fact, broadcasting companies will need to radically adapt themselves to the fast-evolving world of online entertainment if they hope to survive. They 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.
Older consumers may still be wedded to traditional TV – but 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.
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.
“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.
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.




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