Explosive Growth In 3D - Whose Got Content?
3D INDUSTRY LEADERS PREDICT EXPLOSIVE GROWTH, EMPHASIZE IMPORTANCE OF PRODUCT QUALITY,
AT THIRD ANNUAL 3D ENTERTAINMENT SUMMITTM
In Conference-Opening Keynote Address Jeffrey Katzenberg, CEO of DreamWorks Animation SKG,
In Conference-Opening Keynote Address Jeffrey Katzenberg, CEO of DreamWorks Animation SKG,
Calls 3D The "Opportunity Of A Lifetime"
"3D is here to stay as long as Hollywood does its job," said Katzenberg, who warned the industry to resist producing inferior 3D product, particularly low-budget 2D to 3D conversions, because the consumer "always votes for quality."
In a presentation preceding Mr. Katzenberg's keynote, Charlotte Jones, Screen Digest's Senior Analyst, Film and Cinema, reported that 20% of U.S. screens are 3D, 300 new 3D screens are being added monthly, over 20 3D channels have been launched so far in 2010 and that by 2014 nearly 30% of U.S. households will own at least one 3D television.
Day one of the conference also featured Chris Cookson, President of Sony Pictures Technologies, who hinted at a killer new Playstation app in development, and John Rubey, President, AEG Network LIVE, who, in a special one-on-one interview session with Bob Dowling, revealed plans to market the company's concerts as major 3D theatre events.
Wednesday also featured six formal Panel Sessions focusing on the conference
theme of identifying and analyzing 3D drivers:
- The Drivers in Creative: 3D Content & Creative Story Telling; The Post AVATAR generation
- The Drivers in Convergence: Creative Theory and 2D-3D Monetization
- The Drivers in Theatrical: The State of the 3D Exhibition Business
- The Drivers in Advertising: Advertising the Next Dimension: The Mad Men of 3D
- The Drivers in 3D Gaming & Content: 3D Games Capitalize on Hollywood Success
- The Drivers in Sports: The Impact and Challenges of Live Sports Broadcast in 3D
In addition to keynote addresses and panels, the Summit featured a state-of-the-art 3D Entertainment Lounge™ where attendees experienced a variety of interactive 3D Entertainment systems and saw what they had just heard about. The sold out exhibits area featured leading edge entertainment companies showcasing everything from 3D display cell phones, the latest 3D TV’s and video games to a thirty foot Dome presentation system.
The highly interactive, discussion-driven environment of the Summit allowed entertainment professionals the opportunity to gain practical insight into 3D technology, market considerations, adoption rates, creative and production strategies, and talent and licensing issues to gain a better sense of how 3D relates to their future.
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